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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <TestFramework.h>
#include <Tests/Rig/SkeletonMapperTest.h>
#include <Jolt/Physics/StateRecorder.h>
#include <Jolt/ObjectStream/ObjectStreamIn.h>
#include <Renderer/DebugRendererImp.h>
#include <Layers.h>
#include <Utils/Log.h>
#include <Utils/AssetStream.h>
#include <Application/DebugUI.h>
JPH_IMPLEMENT_RTTI_VIRTUAL(SkeletonMapperTest)
{
JPH_ADD_BASE_CLASS(SkeletonMapperTest, Test)
}
SkeletonMapperTest::~SkeletonMapperTest()
{
mRagdoll->RemoveFromPhysicsSystem();
}
void SkeletonMapperTest::Initialize()
{
// Floor
CreateFloor();
// Load ragdoll
mRagdollSettings = RagdollLoader::sLoad("Human.tof", EMotionType::Dynamic);
// Create ragdoll
mRagdoll = mRagdollSettings->CreateRagdoll(0, 0, mPhysicsSystem);
mRagdoll->AddToPhysicsSystem(EActivation::Activate);
// Load neutral animation for ragdoll
Ref<SkeletalAnimation> neutral_ragdoll;
{
AssetStream stream("Human/neutral.tof", std::ios::in);
if (!ObjectStreamIn::sReadObject(stream.Get(), neutral_ragdoll))
FatalError("Could not open neutral animation");
}
// Load animation skeleton
Ref<Skeleton> animation_skeleton;
{
AssetStream stream("Human/skeleton_hd.tof", std::ios::in);
if (!ObjectStreamIn::sReadObject(stream.Get(), animation_skeleton))
FatalError("Could not open skeleton_hd");
animation_skeleton->CalculateParentJointIndices();
}
// Load neutral animation
Ref<SkeletalAnimation> neutral_animation;
{
AssetStream stream("Human/neutral_hd.tof", std::ios::in);
if (!ObjectStreamIn::sReadObject(stream.Get(), neutral_animation))
FatalError("Could not open neutral_hd animation");
}
// Load test animation
{
AssetStream stream("Human/jog_hd.tof", std::ios::in);
if (!ObjectStreamIn::sReadObject(stream.Get(), mAnimation))
FatalError("Could not open jog_hd animation");
}
// Initialize pose
mAnimatedPose.SetSkeleton(animation_skeleton);
mRagdollPose.SetSkeleton(mRagdollSettings->GetSkeleton());
// Calculate neutral poses and initialize skeleton mapper
neutral_ragdoll->Sample(0.0f, mRagdollPose);
mRagdollPose.CalculateJointMatrices();
neutral_animation->Sample(0.0f, mAnimatedPose);
mAnimatedPose.CalculateJointMatrices();
mRagdollToAnimated.Initialize(mRagdollPose.GetSkeleton(), mRagdollPose.GetJointMatrices().data(), mAnimatedPose.GetSkeleton(), mAnimatedPose.GetJointMatrices().data());
// Optionally lock translations (this can be used to prevent ragdolls from stretching)
// Try wildly dragging the ragdoll by the head (using spacebar) to see how the ragdoll stretches under stress
if (sLockTranslations)
mRagdollToAnimated.LockAllTranslations(mAnimatedPose.GetSkeleton(), mAnimatedPose.GetJointMatrices().data());
// Calculate initial pose and set it
CalculateRagdollPose();
mRagdoll->SetPose(mRagdollPose);
}
void SkeletonMapperTest::CalculateRagdollPose()
{
// Sample new animated pose
mAnimation->Sample(mTime, mAnimatedPose);
mAnimatedPose.CalculateJointMatrices();
// Map to ragdoll pose
mRagdollToAnimated.MapReverse(mAnimatedPose.GetJointMatrices().data(), mRagdollPose.GetJointMatrices().data());
mRagdollPose.CalculateJointStates();
}
void SkeletonMapperTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
{
// Update time
mTime += inParams.mDeltaTime;
// Drive the ragdoll pose and drive motors to reach it
CalculateRagdollPose();
mRagdoll->DriveToPoseUsingMotors(mRagdollPose);
#ifdef JPH_DEBUG_RENDERER
// Draw animated skeleton
mAnimatedPose.Draw(*inParams.mPoseDrawSettings, mDebugRenderer);
mDebugRenderer->DrawText3D(mAnimatedPose.GetRootOffset() + mAnimatedPose.GetJointMatrix(0).GetTranslation(), "Animated", Color::sWhite, 0.2f);
// Draw mapped skeleton
RMat44 offset = RMat44::sTranslation(RVec3(1.0f, 0, 0));
mRagdollPose.Draw(*inParams.mPoseDrawSettings, mDebugRenderer, offset);
mDebugRenderer->DrawText3D(offset * (mAnimatedPose.GetRootOffset() + mAnimatedPose.GetJointMatrix(0).GetTranslation()), "Reverse Mapped", Color::sWhite, 0.2f);
#endif // JPH_DEBUG_RENDERER
// Get ragdoll pose in model space
RVec3 root_offset;
Array<Mat44> pose1_model(mRagdollPose.GetJointCount());
mRagdoll->GetPose(root_offset, pose1_model.data());
// Get animated pose in local space
Array<Mat44> pose2_local(mAnimatedPose.GetJointCount());
mAnimatedPose.CalculateLocalSpaceJointMatrices(pose2_local.data());
// Map ragdoll to animated pose, filling in the extra joints using the local space animated pose
SkeletonPose pose2_world;
pose2_world.SetSkeleton(mAnimatedPose.GetSkeleton());
pose2_world.SetRootOffset(root_offset);
mRagdollToAnimated.Map(pose1_model.data(), pose2_local.data(), pose2_world.GetJointMatrices().data());
#ifdef JPH_DEBUG_RENDERER
// Draw mapped pose
pose2_world.Draw(*inParams.mPoseDrawSettings, mDebugRenderer, offset);
mDebugRenderer->DrawText3D(offset * pose2_world.GetJointMatrix(1).GetTranslation(), "Mapped", Color::sWhite, 0.2f);
#endif // JPH_DEBUG_RENDERER
}
void SkeletonMapperTest::CreateSettingsMenu(DebugUI *inUI, UIElement *inSubMenu)
{
inUI->CreateCheckBox(inSubMenu, "Lock Translations", sLockTranslations, [this](UICheckBox::EState inState) { sLockTranslations = inState == UICheckBox::STATE_CHECKED; RestartTest(); });
}
void SkeletonMapperTest::SaveState(StateRecorder &inStream) const
{
inStream.Write(mTime);
}
void SkeletonMapperTest::RestoreState(StateRecorder &inStream)
{
inStream.Read(mTime);
}