Release version 0.11.0
Release version 0.11.0
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Library
- [animation] Adds two-bone and aim inverse kinematic solvers. They can be used at runtime to procedurally affect joint local-space transforms.
- [animation] Allows resizing SamplingCache, meaning the can be allocated without knowing the number of joints the cache needs to support.
- [animation] Allow ozz::animation::LocalToModelJob to partially update a hierarchy, aka all children of a joint. This is useful when changes to a local-space pose has been limited to part of the joint hierarchy, like when applying IK or modifying model-space matrices independently from local-space transform.
- [animation] Changes ozz::animation::Skeleton joints from breadth-first to depth-first. This change breaks compatibility of previous ozz::animation::offline::RawAnimation, ozz::animation::Animation and ozz::animation::Skeleton archives.
- [animation] Renames track_triggering_job_stl.h to track_triggering_job_trait.h.
- [offline] #62 Adds an a way to specify additive animation reference pose to ozz::animation::offline::AdditiveAnimationBuilder.
- [memory] Removes (too error prone) ozz::memory::Allocator typed allocation functions.
- [math] Changes all conversion from AxisAngle to use separate arguments for axis and angle. This is more in line with function use cases.
- [math] Adds quaternions initialization from two vectors.
- [simd math] Updates simd math functions to prevent unnecessary operations. Some functions now return undefined values for some components, like Dot3 that will return the dot value in x and undefined values for x, y, z. See simd_math.h for each function documentation.
- [simd math] Implements AVX and FMA optimizations (when enabled at compile time).
- [simd math] Implements simd quaternions, making it easier and more efficient to use quaternion with other simd math code.
- [simd math] Exposes swizzling operations.
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Samples
- [two bone ik] Adds two-bone ik sample, showing how ozz::animation::IKTwoBoneJob can be used on a robot arm.
- [look at] Adds a look-at sample, using ozz::animation::IKAimJob on a chain of bones to distribute aiming contribution to more than a single joint.
- [foot_ik] Adds foot-ik sample, which corrects character legs and ankles procedurally at runtime, as well as character/pelvis height, so that the feet can touch and adapt to the ground.
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Build pipeline
- Adds support for fbx sdk 2019. This version is now mandatory for vs2017 builds.
- Add support to macos 10.14 Mojave and Xcode 10.0.
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Tools
- Adds point and vector property types (used to import tracks). These two types are actually float3 types, with scene axis and unit conversion applied.
- Adds an option to importer tools to select additive animation reference pose.
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Build pipeline