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Code/ThirdParty/ozz/animation/runtime/skeleton.cc
163 строки
6 KB
Jan Krassnigg
Updated ozz, fixed IK, anim clip import, enabled auto scene transform (#1546)
26 апр 2025, 09:55
Не верифицирован
26 апр 2025, 09:55
6d06ad7
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//----------------------------------------------------------------------------// // // // ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation // // and distributed under the MIT License (MIT). // // // // Copyright (c) Guillaume Blanc // // // // Permission is hereby granted, free of charge, to any person obtaining a // // copy of this software and associated documentation files (the "Software"), // // to deal in the Software without restriction, including without limitation // // the rights to use, copy, modify, merge, publish, distribute, sublicense, // // and/or sell copies of the Software, and to permit persons to whom the // // Software is furnished to do so, subject to the following conditions: // // // // The above copyright notice and this permission notice shall be included in // // all copies or substantial portions of the Software. // // // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL // // THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // // DEALINGS IN THE SOFTWARE. // // // //----------------------------------------------------------------------------// #include "ozz/animation/runtime/skeleton.h" #include <cstring> #include "ozz/base/io/archive.h" #include "ozz/base/log.h" #include "ozz/base/maths/math_ex.h" #include "ozz/base/maths/soa_math_archive.h" #include "ozz/base/maths/soa_transform.h" #include "ozz/base/memory/allocator.h" namespace ozz { namespace animation { Skeleton::Skeleton(Skeleton&& _other) { *this = std::move(_other); } Skeleton& Skeleton::operator=(Skeleton&& _other) { std::swap(allocation_, _other.allocation_); std::swap(joint_rest_poses_, _other.joint_rest_poses_); std::swap(joint_parents_, _other.joint_parents_); std::swap(joint_names_, _other.joint_names_); return *this; } Skeleton::~Skeleton() { Deallocate(); } char* Skeleton::Allocate(size_t _chars_size, size_t _num_joints) { // Distributes buffer memory while ensuring proper alignment (serves larger // alignment values first). static_assert(alignof(math::SoaTransform) >= alignof(char*) && alignof(char*) >= alignof(int16_t) && alignof(int16_t) >= alignof(char), "Must serve larger alignment values first)"); assert(allocation_ == nullptr && "Already allocated"); // Early out if no joint. if (_num_joints == 0) { return nullptr; } // Rest poses have SoA format const size_t num_soa_joints = (_num_joints + 3) / 4; const size_t joint_rest_poses_size = num_soa_joints * sizeof(math::SoaTransform); const size_t names_size = _num_joints * sizeof(char*); const size_t joint_parents_size = _num_joints * sizeof(int16_t); const size_t buffer_size = names_size + _chars_size + joint_parents_size + joint_rest_poses_size; // Allocates whole buffer. auto* allocator = memory::default_allocator(); allocation_ = allocator->Allocate(buffer_size, alignof(math::SoaTransform)); span<byte> buffer = {static_cast<byte*>(allocation_), buffer_size}; // Serves larger alignment values first. // Rest pose first, biggest alignment. joint_rest_poses_ = fill_span<math::SoaTransform>(buffer, num_soa_joints); // Then names array, second biggest alignment. joint_names_ = fill_span<char*>(buffer, _num_joints); // Parents, third biggest alignment. joint_parents_ = fill_span<int16_t>(buffer, _num_joints); // Remaining buffer will be used to store joint names. assert(buffer.size_bytes() == _chars_size && "Whole buffer should be consumed"); return reinterpret_cast<char*>(buffer.data()); } void Skeleton::Deallocate() { memory::default_allocator()->Deallocate(allocation_); allocation_ = nullptr; } void Skeleton::Save(ozz::io::OArchive& _archive) const { const int32_t num_joints = this->num_joints(); // Early out if skeleton's empty. _archive << num_joints; if (!num_joints) { return; } // Stores names. They are all concatenated in the same buffer, starting at // joint_names_[0]. size_t chars_count = 0; for (int i = 0; i < num_joints; ++i) { chars_count += (std::strlen(joint_names_[i]) + 1) * sizeof(char); } _archive << static_cast<int32_t>(chars_count); _archive << ozz::io::MakeArray(joint_names_[0], chars_count); _archive << ozz::io::MakeArray(joint_parents_); _archive << ozz::io::MakeArray(joint_rest_poses_); } void Skeleton::Load(ozz::io::IArchive& _archive, uint32_t _version) { // Deallocate skeleton in case it was already used before. Deallocate(); if (_version != 2) { log::Err() << "Unsupported Skeleton version " << _version << "." << std::endl; return; } int32_t num_joints; _archive >> num_joints; // Early out if skeleton's empty. if (!num_joints) { return; } // Read names. int32_t chars_count; _archive >> chars_count; // Allocates all skeleton data members. char* cursor = Allocate(chars_count, num_joints); // Reads name's buffer, they are all contiguous in the same buffer. _archive >> ozz::io::MakeArray(cursor, chars_count); // Fixes up array of pointers. for (int i = 0; i < num_joints; joint_names_[i] = cursor, cursor += std::strlen(cursor) + 1, ++i) { } _archive >> ozz::io::MakeArray(joint_parents_); _archive >> ozz::io::MakeArray(joint_rest_poses_); } } // namespace animation } // namespace ozz