Optimize animations retargeting between skeletons
Cuts down `RetargetSkeletonPose` time down by over 80%. #3827
This commit is contained in:
@@ -109,86 +109,84 @@ namespace
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nodes->RootMotion.Orientation.Normalize();
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}
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}
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Matrix ComputeWorldMatrixRecursive(const SkeletonData& skeleton, int32 index, Matrix localMatrix)
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{
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const auto& node = skeleton.Nodes[index];
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index = node.ParentIndex;
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while (index != -1)
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{
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const auto& parent = skeleton.Nodes[index];
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localMatrix *= parent.LocalTransform.GetWorld();
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index = parent.ParentIndex;
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}
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return localMatrix;
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}
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Matrix ComputeInverseParentMatrixRecursive(const SkeletonData& skeleton, int32 index)
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{
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Matrix inverseParentMatrix = Matrix::Identity;
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const auto& node = skeleton.Nodes[index];
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if (node.ParentIndex != -1)
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{
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inverseParentMatrix = ComputeWorldMatrixRecursive(skeleton, index, inverseParentMatrix);
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inverseParentMatrix = Matrix::Invert(inverseParentMatrix);
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}
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return inverseParentMatrix;
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}
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}
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void RetargetSkeletonNode(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& sourceMapping, Transform& node, int32 targetIndex)
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// Utility for retargeting animation poses between skeletons.
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struct Retargeting
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{
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// sourceSkeleton - skeleton of Anim Graph (Base Locomotion pack)
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// targetSkeleton - visual mesh skeleton (City Characters pack)
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// target - anim graph input/output transformation of that node
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const auto& targetNode = targetSkeleton.Nodes[targetIndex];
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const int32 sourceIndex = sourceMapping.NodesMapping[targetIndex];
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if (sourceIndex == -1)
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private:
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const Matrix* _sourcePosePtr, * _targetPosePtr;
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const SkeletonData* _sourceSkeleton, *_targetSkeleton;
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const SkinnedModel::SkeletonMapping* _sourceMapping;
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public:
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void Init(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& sourceMapping)
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{
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// Use T-pose
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node = targetNode.LocalTransform;
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return;
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ASSERT_LOW_LAYER(targetSkeleton.Nodes.Count() == sourceMapping.NodesMapping.Length());
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// Cache world-space poses for source and target skeletons to avoid redundant calculations during retargeting
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_sourcePosePtr = sourceSkeleton.GetNodesPose().Get();
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_targetPosePtr = targetSkeleton.GetNodesPose().Get();
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_sourceSkeleton = &sourceSkeleton;
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_targetSkeleton = &targetSkeleton;
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_sourceMapping = &sourceMapping;
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}
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const auto& sourceNode = sourceSkeleton.Nodes[sourceIndex];
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// [Reference: https://wickedengine.net/2022/09/animation-retargeting/comment-page-1/]
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// Calculate T-Pose of source node, target node and target parent node
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Matrix bindMatrix = ComputeWorldMatrixRecursive(sourceSkeleton, sourceIndex, sourceNode.LocalTransform.GetWorld());
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Matrix inverseBindMatrix = Matrix::Invert(bindMatrix);
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Matrix targetMatrix = ComputeWorldMatrixRecursive(targetSkeleton, targetIndex, targetNode.LocalTransform.GetWorld());
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Matrix inverseParentMatrix = ComputeInverseParentMatrixRecursive(targetSkeleton, targetIndex);
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// Target node animation is world-space difference of the animated source node inside the target's parent node world-space
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Matrix localMatrix = inverseBindMatrix * ComputeWorldMatrixRecursive(sourceSkeleton, sourceIndex, node.GetWorld());
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localMatrix = targetMatrix * localMatrix * inverseParentMatrix;
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// Extract local node transformation
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localMatrix.Decompose(node);
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}
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void RetargetSkeletonPose(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& mapping, const Transform* sourceNodes, Transform* targetNodes)
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{
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// TODO: cache source and target skeletons world-space poses for faster retargeting (use some pooled memory)
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ASSERT_LOW_LAYER(targetSkeleton.Nodes.Count() == mapping.NodesMapping.Length());
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for (int32 targetIndex = 0; targetIndex < targetSkeleton.Nodes.Count(); targetIndex++)
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void RetargetNode(const Transform& source, Transform& target, int32 sourceIndex, int32 targetIndex)
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{
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auto& targetNode = targetSkeleton.Nodes.Get()[targetIndex];
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const int32 sourceIndex = mapping.NodesMapping.Get()[targetIndex];
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Transform node;
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// sourceSkeleton - skeleton of Anim Graph
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// targetSkeleton - visual mesh skeleton
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// target - anim graph input/output transformation of that node
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const SkeletonNode& targetNode = _targetSkeleton->Nodes.Get()[targetIndex];
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if (sourceIndex == -1)
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{
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// Use T-pose
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node = targetNode.LocalTransform;
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target = targetNode.LocalTransform;
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}
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else
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{
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// Retarget
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node = sourceNodes[sourceIndex];
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RetargetSkeletonNode(sourceSkeleton, targetSkeleton, mapping, node, targetIndex);
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// [Reference: https://wickedengine.net/2022/09/animation-retargeting/comment-page-1/]
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// Calculate T-Pose of source node, target node and target parent node
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const Matrix* sourcePosePtr = _sourcePosePtr;
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const Matrix* targetPosePtr = _targetPosePtr;
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const Matrix& bindMatrix = sourcePosePtr[sourceIndex];
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const Matrix& targetMatrix = targetPosePtr[targetIndex];
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Matrix inverseParentMatrix;
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if (targetNode.ParentIndex != -1)
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Matrix::Invert(targetPosePtr[targetNode.ParentIndex], inverseParentMatrix);
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else
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inverseParentMatrix = Matrix::Identity;
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// Target node animation is world-space difference of the animated source node inside the target's parent node world-space
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const SkeletonNode& sourceNode = _sourceSkeleton->Nodes.Get()[sourceIndex];
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Matrix localMatrix = source.GetWorld();
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if (sourceNode.ParentIndex != -1)
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localMatrix = localMatrix * sourcePosePtr[sourceNode.ParentIndex];
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localMatrix = Matrix::Invert(bindMatrix) * localMatrix;
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localMatrix = targetMatrix * localMatrix * inverseParentMatrix;
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// Extract local node transformation
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localMatrix.Decompose(target);
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}
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targetNodes[targetIndex] = node;
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}
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FORCE_INLINE void RetargetPose(const Transform* sourceNodes, Transform* targetNodes)
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{
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for (int32 targetIndex = 0; targetIndex < _targetSkeleton->Nodes.Count(); targetIndex++)
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{
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const int32 sourceIndex = _sourceMapping->NodesMapping.Get()[targetIndex];
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RetargetNode(sourceNodes[sourceIndex], targetNodes[targetIndex], sourceIndex, targetIndex);
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}
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}
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};
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void RetargetSkeletonPose(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& mapping, const Transform* sourceNodes, Transform* targetNodes)
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{
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Retargeting retargeting;
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retargeting.Init(sourceSkeleton, targetSkeleton, mapping);
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retargeting.RetargetPose(sourceNodes, targetNodes);
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}
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AnimGraphTraceEvent& AnimGraphContext::AddTraceEvent(const AnimGraphNode* node)
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@@ -431,9 +429,13 @@ void AnimGraphExecutor::ProcessAnimation(AnimGraphImpulse* nodes, AnimGraphNode*
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const bool weighted = weight < 1.0f;
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const bool retarget = mapping.SourceSkeleton && mapping.SourceSkeleton != mapping.TargetSkeleton;
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const auto emptyNodes = GetEmptyNodes();
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Retargeting retargeting;
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SkinnedModel::SkeletonMapping sourceMapping;
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if (retarget)
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{
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sourceMapping = _graph.BaseModel->GetSkeletonMapping(mapping.SourceSkeleton);
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retargeting.Init(mapping.SourceSkeleton->Skeleton, mapping.TargetSkeleton->Skeleton, mapping);
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}
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for (int32 nodeIndex = 0; nodeIndex < nodes->Nodes.Count(); nodeIndex++)
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{
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const int32 nodeToChannel = mapping.NodesMapping[nodeIndex];
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@@ -447,7 +449,8 @@ void AnimGraphExecutor::ProcessAnimation(AnimGraphImpulse* nodes, AnimGraphNode*
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// Optionally retarget animation into the skeleton used by the Anim Graph
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if (retarget)
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{
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RetargetSkeletonNode(mapping.SourceSkeleton->Skeleton, mapping.TargetSkeleton->Skeleton, sourceMapping, srcNode, nodeIndex);
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const int32 sourceIndex = sourceMapping.NodesMapping[nodeIndex];
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retargeting.RetargetNode(srcNode, srcNode, sourceIndex, nodeIndex);
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}
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// Mark node as used
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@@ -378,6 +378,7 @@ bool SkinnedModel::SetupSkeleton(const Array<SkeletonNode>& nodes)
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model->Skeleton.Bones[i].LocalTransform = node.LocalTransform;
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model->Skeleton.Bones[i].NodeIndex = i;
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}
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model->Skeleton.Dirty();
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ClearSkeletonMapping();
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// Calculate offset matrix (inverse bind pose transform) for every bone manually
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@@ -435,6 +436,7 @@ bool SkinnedModel::SetupSkeleton(const Array<SkeletonNode>& nodes, const Array<S
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// Setup
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model->Skeleton.Nodes = nodes;
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model->Skeleton.Bones = bones;
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model->Skeleton.Dirty();
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ClearSkeletonMapping();
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// Calculate offset matrix (inverse bind pose transform) for every bone manually
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@@ -73,6 +73,10 @@ struct TIsPODType<SkeletonBone>
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/// </remarks>
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class FLAXENGINE_API SkeletonData
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{
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private:
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mutable volatile int64 _dirty = 1;
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mutable Array<Matrix> _cachedPose;
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public:
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/// <summary>
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/// The nodes in this hierarchy. The root node is always at the index 0.
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@@ -114,6 +118,11 @@ public:
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int32 FindNode(const StringView& name) const;
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int32 FindBone(int32 nodeIndex) const;
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// Gets the skeleton nodes transforms in mesh space (pose). Calculated from the local node transforms and hierarchy. Cached internally and updated when data is dirty.
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const Array<Matrix>& GetNodesPose() const;
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// Marks data as dirty (modified) to update internal state and recalculate cached data if needed (eg. skeleton pose).
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void Dirty();
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uint64 GetMemoryUsage() const;
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/// <summary>
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@@ -154,6 +154,8 @@ void SkeletonData::Swap(SkeletonData& other)
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{
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Nodes.Swap(other.Nodes);
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Bones.Swap(other.Bones);
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Dirty();
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other.Dirty();
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}
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Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const
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@@ -171,6 +173,7 @@ Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const
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void SkeletonData::SetNodeTransform(int32 nodeIndex, const Transform& value)
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{
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CHECK(Nodes.IsValidIndex(nodeIndex));
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Dirty();
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const int32 parentIndex = Nodes[nodeIndex].ParentIndex;
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if (parentIndex == -1)
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{
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@@ -201,6 +204,39 @@ int32 SkeletonData::FindBone(int32 nodeIndex) const
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return -1;
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}
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const Array<Matrix>& SkeletonData::GetNodesPose() const
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{
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// Guard with a simple atomic flag to avoid locking if the pose is up to date
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if (Platform::AtomicRead(&_dirty))
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{
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ScopeLock lock(RenderContext::GPULocker);
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if (Platform::AtomicRead(&_dirty))
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{
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Platform::AtomicStore(&_dirty, 0);
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const SkeletonNode* nodes = Nodes.Get();
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const int32 nodesCount = Nodes.Count();
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_cachedPose.Resize(nodesCount);
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Matrix* posePtr = _cachedPose.Get();
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for (int32 nodeIndex = 0; nodeIndex < nodesCount; nodeIndex++)
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{
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const SkeletonNode& node = nodes[nodeIndex];
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Matrix local;
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Matrix::Transformation(node.LocalTransform.Scale, node.LocalTransform.Orientation, node.LocalTransform.Translation, local);
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if (node.ParentIndex != -1)
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Matrix::Multiply(local, posePtr[node.ParentIndex], posePtr[nodeIndex]);
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else
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posePtr[nodeIndex] = local;
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}
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}
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}
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return _cachedPose;
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}
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void SkeletonData::Dirty()
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{
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Platform::AtomicStore(&_dirty, 1);
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}
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uint64 SkeletonData::GetMemoryUsage() const
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{
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uint64 result = Nodes.Capacity() * sizeof(SkeletonNode) + Bones.Capacity() * sizeof(SkeletonBone);
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