// anims demo: input, mesh, anim, render, fx, ui, instancing // - rlyeh, public domain. // // Compile with: // `make demos\03-anims.c` (windows) // `sh MAKE.bat demos/03-anims.c` (linux, osx) // // @todo: instanced poses, instanced render_bones // @todo: ik, modify bone transform (bone space) #include "v4k.h" int main() { bool do_showaabb = 0; bool do_showbones = 0; bool do_showmodel = 1; bool do_showgizmo = 1; // 75% sized, MSAAx2 window_create(75, WINDOW_MSAA2); window_title(__FILE__); camera_t cam = camera(); skybox_t sky = skybox("cubemaps/stardust", 0); model_t mdl = model("Stan.fbx", 0); anims_t a = animations("Stan.anim", 0); // load all postfx files in all subdirs fx_load("fx**.fs"); while( window_swap() && !input(KEY_ESC) ) { // fps camera if( input(GAMEPAD_CONNECTED) ) { vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f/*do_gamepad_deadzone*/ + 1e-3 ); vec2 filtered_rpad = input_filter_deadzone(input2(GAMEPAD_RPAD), 0.15f/*do_gamepad_deadzone*/ + 1e-3 ); vec2 mouse = scale2(vec2(filtered_rpad.x, filtered_rpad.y), 1.0f); vec3 wasdec = scale3(vec3(filtered_lpad.x, input(GAMEPAD_LT) - input(GAMEPAD_RT), filtered_lpad.y), 1.0f); camera_move(&cam, wasdec.x,wasdec.y,wasdec.z); camera_fps(&cam, mouse.x,mouse.y); window_cursor( true ); } else { bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R); if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f); vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active); vec3 wasdecq = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-(input(KEY_C)||input(KEY_Q)),input(KEY_W)-input(KEY_S)), cam.speed); camera_move(&cam, wasdecq.x,wasdecq.y,wasdecq.z); camera_fps(&cam, mouse.x,mouse.y); window_cursor( !active ); } // skeletal update static bool is_dragging_slider = 0; vec2i anim = vec2i( a.anims[ a.inuse ].from, a.anims[ a.inuse ].to ); profile("Skeletal update") { float delta = window_delta() * 30 * a.speed * !is_dragging_slider; // 30fps anim timer if(!window_has_pause()) mdl.curframe = model_animate_clip(mdl, mdl.curframe + delta, anim.min, anim.max, a.anims[a.inuse].flags & ANIM_LOOP ); } // render fx_begin(); // Skybox profile("Skybox") { skybox_render(&sky, cam.proj, cam.view); } // ground ddraw_ground(0); ddraw_flush(); // characters static int NUM_INSTANCES = 1; profile("Skeletal render") { if( do_showmodel ) model_render_instanced(mdl, cam.proj, cam.view, a.M, 0, NUM_INSTANCES); if( do_showbones ) model_render_skeleton(mdl, a.M[0]); if( do_showaabb ) { aabb box = model_aabb(mdl, a.M[0]); ddraw_aabb(box.min, box.max); } if( do_showgizmo ) { static vec3 p = {0,0,0}, r = {0,-90,0}, s = {1,1,1}; gizmo(&p, &r, &s); compose44(a.M[0], p, eulerq(r), s); } } fx_end(); if( ui_panel("Animation", 0) ) { if( ui_bool("Show aabb", &do_showaabb) ); if( ui_bool("Show bones", &do_showbones) ); if( ui_bool("Show models", &do_showmodel) ); if( ui_bool("Show gizmo", &do_showgizmo) ); ui_separator(); if( ui_int("Instances", &NUM_INSTANCES)) NUM_INSTANCES = clampi(NUM_INSTANCES, 1, array_count(a.M)); ui_separator(); ui_label(va("Anim %s [%d.. %.2f ..%d]", a.anims[ a.inuse ].name, anim.min, mdl.curframe, anim.max )); // normalize curframe into [0..1] range is_dragging_slider = 0; float range = (mdl.curframe - anim.min) / ((anim.max - anim.min) + !(anim.max - anim.min)); if( ui_slider2("Frame", &range, va("%.2f/%d %02d%%", mdl.curframe - anim.min, anim.max - anim.min, (int)(range * 100.f))) ) { mdl.curframe = range * (anim.max - anim.min) + anim.min; is_dragging_slider = 1; } ui_slider2("Speed", &a.speed, va("x%.2f", a.speed)); ui_separator(); for( int i = 0; i < array_count(a.anims); ++i ) { bool selected = a.inuse == i; float progress = selected ? (mdl.curframe - anim.min) * 100.f / (anim.max - anim.min) : 0.f; const char *caption = va("%s%s%s %.2f%%", selected ? "*":"", a.anims[i].name, a.anims[i].flags & ANIM_LOOP ? " (Loop)":"", progress); int choice = ui_label2_toolbar(caption, va("%s %s %s", ICON_MD_REPLAY_CIRCLE_FILLED, a.inuse == i && a.speed <= 0 ? ICON_MD_NOT_STARTED : ICON_MD_PAUSE_CIRCLE, ICON_MD_PLAY_CIRCLE) ); if( choice == 1 ) { // play/restart if( mdl.curframe >= anim.max ) mdl.curframe = anim.min; // restart animation a.speed = 1.0f; a.inuse = i; } if( choice == 2 ) { // pause/advance-frame if(a.speed <= 0) mdl.curframe = (int)mdl.curframe + 1; a.speed = 0.0f; a.inuse = i; } if( choice == 3 ) { // loop on/off if( a.anims[i].flags & ANIM_LOOP ) a.anims[ i ].flags &= ~ANIM_LOOP; else a.anims[ i ].flags |= ANIM_LOOP; a.inuse = i; } } ui_panel_end(); } if( ui_panel("FX", 0) ) { for( int i = 0; i < 64; ++i ) { char *name = fx_name(i); if( !name ) break; bool b = fx_enabled(i); if( ui_bool(name, &b) ) fx_enable(i, b); } ui_panel_end(); } } } // @todo: controller demo: root motion on/off // @todo: controller demo: anim controller.lua // this demo supersedes following old sources: // https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-anims.c // https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-instanced.c