Add Ragdoll support and ragdolls generation utility to Animated Model context menu

This commit is contained in:
Wojtek Figat
2021-11-03 19:24:59 +01:00
parent dfb739afcf
commit 4875bfb336
4 changed files with 668 additions and 0 deletions

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@@ -306,6 +306,7 @@
<s:Boolean x:Key="/Default/UserDictionary/Words/=phong/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=preload/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=quat/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Ragdoll/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=rasterization/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Rasterize/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Rasterizer/@EntryIndexedValue">True</s:Boolean>

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@@ -1,5 +1,7 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System.Collections.Generic;
using FlaxEditor.GUI.ContextMenu;
using FlaxEngine;
namespace FlaxEditor.SceneGraph.Actors
@@ -16,5 +18,377 @@ namespace FlaxEditor.SceneGraph.Actors
: base(actor)
{
}
/// <inheritdoc />
public override void OnContextMenu(ContextMenu contextMenu)
{
base.OnContextMenu(contextMenu);
var actor = (AnimatedModel)Actor;
if (actor && actor.SkinnedModel)
{
var b = contextMenu.AddButton("Create ragdoll", OnCreateRagdoll);
b.TooltipText = "Adds ragdoll actor and setups the ragdoll physical structure based on skeleton bones hierarchy.";
}
}
private void OnCreateRagdoll()
{
// Settings
var minBoneSize = 20.0f; // The minimum size for the bone bounds to be used for physical bodies generation
var minValidSize = 0.0001f; // The minimum size of the bone bounds to be included (used to skip too small, degenerated or invalid bones)
var collisionMargin = 1.01f; // The scale of the collision body dimensions (relative to the visual dimensions of the bones)
var actor = (AnimatedModel)Actor;
var model = actor.SkinnedModel;
if (!model || model.WaitForLoaded())
{
Editor.LogError("Missing or not loaded model.");
return;
}
var bones = model.Bones;
var nodes = model.Nodes;
actor.GetCurrentPose(out var localNodesPose);
if (bones.Length == 0 || localNodesPose.Length == 0)
{
Editor.LogError("Empty skeleton.");
return;
}
var skinningMatrices = new Matrix[bones.Length];
for (int boneIndex = 0; boneIndex < bones.Length; boneIndex++)
{
ref var bone = ref bones[boneIndex];
skinningMatrices[boneIndex] = bone.OffsetMatrix * localNodesPose[bone.NodeIndex];
}
// Get vertex data for each mesh
var meshes = model.LODs[0].Meshes;
var meshesData = new SkinnedMesh.Vertex0[meshes.Length][];
var bonesVertices = new List<SkinnedMesh.Vertex0>[bones.Length];
var indicesLimit = new Int4(bones.Length - 1);
for (int i = 0; i < meshes.Length; i++)
{
meshesData[i] = meshes[i].DownloadVertexBuffer0();
var meshData = meshes[i].DownloadVertexBuffer0();
for (int j = 0; j < meshData.Length; j++)
{
ref var v = ref meshData[j];
var weights = (Vector4)v.BlendWeights;
var indices = Int4.Min((Int4)v.BlendIndices, indicesLimit);
// Find the bone with the highest influence on the vertex
var maxWeightIndex = 0;
for (int l = 0; l < 4; l++)
{
if (weights[l] > weights[maxWeightIndex])
maxWeightIndex = l;
}
var maxWeightBone = indices[maxWeightIndex];
// Skin vertex position with the current pose
Vector3.Transform(ref v.Position, ref skinningMatrices[indices[0]], out Vector3 pos0);
Vector3.Transform(ref v.Position, ref skinningMatrices[indices[1]], out Vector3 pos1);
Vector3.Transform(ref v.Position, ref skinningMatrices[indices[2]], out Vector3 pos2);
Vector3.Transform(ref v.Position, ref skinningMatrices[indices[3]], out Vector3 pos3);
v.Position = pos0 * weights[0] + pos1 * weights[1] + pos2 * weights[2] + pos3 * weights[3];
// Add vertex to the bone list
ref var boneVertices = ref bonesVertices[maxWeightBone];
if (boneVertices == null)
boneVertices = new List<SkinnedMesh.Vertex0>();
boneVertices.Add(v);
}
}
// Find small bones and try to merge them into parent (from back to end because the bones are always ordered from children to parents)
var bonesMergedSizes = new float[bones.Length];
for (int boneIndex = bones.Length - 1; boneIndex >= 0; boneIndex--)
{
ref var bone = ref bones[boneIndex];
ref var boneVertices = ref bonesVertices[boneIndex];
if (boneVertices == null)
continue; // Skip not used bones
// Compute bounds of the vertices using this bone (in local space of the actor)
var boneBounds = new BoundingBox(boneVertices[0].Position, boneVertices[0].Position);
for (int i = 1; i < boneVertices.Count; i++)
{
var pos = boneVertices[i].Position;
Vector3.Min(ref boneBounds.Minimum, ref pos, out boneBounds.Minimum);
Vector3.Max(ref boneBounds.Maximum, ref pos, out boneBounds.Maximum);
}
var boneBoxSize = (boneBounds.Size * 0.5f).Length;
var boneMergedSize = bonesMergedSizes[boneIndex] += boneBoxSize;
if (boneMergedSize < minBoneSize && boneMergedSize >= minValidSize)
{
if (bone.ParentIndex != -1)
{
// Merge it into parent
bonesMergedSizes[bone.ParentIndex] += boneMergedSize;
ref var parentVertices = ref bonesVertices[bone.ParentIndex];
if (parentVertices == null)
parentVertices = boneVertices;
else
parentVertices.AddRange(boneVertices);
}
boneVertices = null;
}
}
// Calculate the final sizes for the bone shapes
var bonesBounds = new BoundingBox[bones.Length];
for (int boneIndex = 0; boneIndex < bones.Length; ++boneIndex)
{
ref var boneVertices = ref bonesVertices[boneIndex];
var boneBounds = BoundingBox.Zero;
if (boneVertices != null)
{
boneBounds = new BoundingBox(boneVertices[0].Position, boneVertices[0].Position);
for (int i = 1; i < boneVertices.Count; i++)
{
var pos = boneVertices[i].Position;
Vector3.Min(ref boneBounds.Minimum, ref pos, out boneBounds.Minimum);
Vector3.Max(ref boneBounds.Maximum, ref pos, out boneBounds.Maximum);
}
}
bonesBounds[boneIndex] = boneBounds;
}
// In case of problematic skeleton find the first bone to be sued as a root
int forcedRootBoneIndex = -1, firstParentBoneIndex = -1;
for (int boneIndex = 0; boneIndex < bones.Length; ++boneIndex)
{
if (bonesMergedSizes[boneIndex] > minBoneSize)
{
var parentIndex = bones[boneIndex].ParentIndex;
if (parentIndex == -1)
break; // The root node has a body
if (firstParentBoneIndex == -1)
{
firstParentBoneIndex = parentIndex; // Cache the first parent for case sof multiple roots
}
else if (parentIndex == firstParentBoneIndex)
{
forcedRootBoneIndex = parentIndex; // In case of multiple roots use their parent as a root
break;
}
}
}
// TODO: code above /\ could be async, then code below \/ could be executed on main thread to be safe
// TODO: add undo support
// Spawn ragdoll actor
var ragdoll = new Ragdoll
{
StaticFlags = StaticFlags.None,
Name = "Ragdoll",
Parent = actor,
};
// Spawn physical bodies for bones
var boneBodies = new RigidBody[bones.Length];
for (int boneIndex = 0; boneIndex < bones.Length; ++boneIndex)
{
ref var boneVertices = ref bonesVertices[boneIndex];
if (boneVertices == null || boneVertices.Count == 0)
continue;
var boneBounds = bonesBounds[boneIndex];
if (bonesMergedSizes[boneIndex] < minBoneSize && boneIndex != forcedRootBoneIndex)
continue;
ref var bone = ref bones[boneIndex];
ref var node = ref nodes[bone.NodeIndex];
// Calculate bone orientation based on the variance of the vertices
var covarianceMatrix = CalculateCovarianceMatrix(boneVertices);
var direction = ComputeEigenVector(ref covarianceMatrix);
var boneOrientation = Quaternion.FromDirection(direction);
// Spawn body
var body = new RigidBody
{
StaticFlags = StaticFlags.None,
Name = node.Name,
LocalPosition = boneBounds.Center,
LocalOrientation = boneOrientation,
Parent = ragdoll,
};
boneBodies[boneIndex] = body;
var boneTransform = body.LocalTransform;
// Find the bounding box of the vertices in the local space of the bone
var boneLocalBounds = BoundingBox.Zero;
for (int i = 0; i < boneVertices.Count; i++)
{
var pos = boneTransform.WorldToLocal(boneVertices[i].Position);
Vector3.Min(ref boneLocalBounds.Minimum, ref pos, out boneLocalBounds.Minimum);
Vector3.Max(ref boneLocalBounds.Maximum, ref pos, out boneLocalBounds.Maximum);
}
// Add collision shape
var boneLocalBoundsSize = boneLocalBounds.Size;
#if false
var collider = new BoxCollider
{
Name = "Box",
Size = boneLocalBoundsSize * collisionMargin,
};
#elif false
var collider = new SphereCollider
{
Name = "Sphere",
Radius = boneLocalBoundsSize.MaxValue * 0.5f * collisionMargin,
};
#elif true
var collider = new CapsuleCollider
{
Name = "Capsule",
};
if (boneLocalBoundsSize.X > boneLocalBoundsSize.Y && boneLocalBoundsSize.X > boneLocalBoundsSize.Z)
{
collider.Height = boneLocalBoundsSize.X * collisionMargin;
collider.Radius = Mathf.Max(boneLocalBoundsSize.Y, boneLocalBoundsSize.Z) * 0.5f * collisionMargin;
}
else if (boneLocalBoundsSize.Y > boneLocalBoundsSize.X && boneLocalBoundsSize.Y > boneLocalBoundsSize.Z)
{
collider.LocalOrientation = Quaternion.Euler(0, 0, 90);
collider.Height = boneLocalBoundsSize.Y * collisionMargin;
collider.Radius = Mathf.Max(boneLocalBoundsSize.X, boneLocalBoundsSize.Z) * 0.5f * collisionMargin;
}
else
{
collider.LocalOrientation = Quaternion.Euler(0, 90, 0);
collider.Height = boneLocalBoundsSize.Z * collisionMargin;
collider.Radius = Mathf.Max(boneLocalBoundsSize.X, boneLocalBoundsSize.Y) * 0.5f * collisionMargin;
}
collider.Height = Mathf.Max(collider.Height - collider.Radius * 2.0f, 0.0f);
#endif
collider.StaticFlags = StaticFlags.None;
collider.Parent = body;
// Crate joint with parent body
int parentBoneIndex = bone.ParentIndex;
while (parentBoneIndex != -1)
{
if (boneBodies[parentBoneIndex] != null)
break;
parentBoneIndex = bones[parentBoneIndex].ParentIndex;
}
if (parentBoneIndex != -1)
{
var parentBody = boneBodies[parentBoneIndex];
var jointPose = localNodesPose[bone.NodeIndex];
#if false
var joint = new FixedJoint();
#else
var joint = new D6Joint
{
LimitSwing = new LimitConeRange
{
YLimitAngle = 45.0f,
ZLimitAngle = 45.0f,
},
LimitTwist = new LimitAngularRange
{
Lower = -15.0f,
Upper = 15.0f,
},
};
joint.SetMotion(D6JointAxis.X, D6JointMotion.Locked);
joint.SetMotion(D6JointAxis.Y, D6JointMotion.Locked);
joint.SetMotion(D6JointAxis.Z, D6JointMotion.Locked);
joint.SetMotion(D6JointAxis.SwingY, D6JointMotion.Limited);
joint.SetMotion(D6JointAxis.SwingZ, D6JointMotion.Limited);
joint.SetMotion(D6JointAxis.Twist, D6JointMotion.Limited);
#endif
joint.StaticFlags = StaticFlags.None;
joint.EnableCollision = false;
#if true
// Child -> Parent
joint.Name = "Joint";
joint.Target = parentBody;
joint.Parent = body;
//joint.Orientation = Quaternion.FromDirection(Vector3.Normalize(parentBody.Position - body.Position));
#else
// Parent -> Child
joint.Name = "Joint to " + body.Name;
joint.Target = body;
joint.Parent = parentBody;
//joint.Orientation = Quaternion.FromDirection(Vector3.Normalize(body.Position - parentBody.Position));
#endif
joint.SetJointLocation(actor.Transform.LocalToWorld(jointPose.TranslationVector));
joint.SetJointOrientation(actor.Transform.Orientation * Quaternion.RotationMatrix(jointPose));
}
}
TreeNode.ExpandAll(true);
Editor.Instance.Scene.MarkSceneEdited(Root?.ParentScene);
}
private static unsafe Matrix CalculateCovarianceMatrix(List<SkinnedMesh.Vertex0> vertices)
{
// [Reference: https://en.wikipedia.org/wiki/Covariance_matrix]
// Calculate average point
var avg = Vector3.Zero;
for (int i = 0; i < vertices.Count; i++)
avg += vertices[i].Position;
avg /= vertices.Count;
// Calculate distance to average for every point
var errors = new Vector3[vertices.Count];
for (int i = 0; i < vertices.Count; i++)
errors[i] = vertices[i].Position - avg;
var covariance = Matrix.Identity;
var cj = stackalloc float[3];
for (int j = 0; j < 3; j++)
{
for (int k = 0; k < 3; k++)
{
// Average of the squared errors sum
for (int i = 0; i < vertices.Count; i++)
{
var error = errors[i];
cj[k] += error[j] * error[k];
}
cj[k] /= vertices.Count;
}
var row = new Vector4(cj[0], cj[1], cj[2], 0.0f);
switch (j)
{
case 0:
covariance.Row1 = row;
break;
case 1:
covariance.Row2 = row;
break;
case 2:
covariance.Row3 = row;
break;
}
}
return covariance;
}
private static Vector3 ComputeEigenVector(ref Matrix matrix)
{
// [Reference: http://en.wikipedia.org/wiki/Power_iteration]
var bk = new Vector3(0, 0, 1);
for (int i = 0; i < 32; ++i)
{
float bkLength = bk.Length;
if (bkLength > 0.0f)
{
Vector3.Transform(ref bk, ref matrix, out Vector3 bkA);
bk = bkA / bkLength;
}
}
return bk.Normalized;
}
}
}

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@@ -0,0 +1,236 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "Ragdoll.h"
#include "AnimatedModel.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Physics/Actors/RigidBody.h"
#include "Engine/Serialization/Serialization.h"
Ragdoll::Ragdoll(const SpawnParams& params)
: Actor(params)
{
}
float Ragdoll::GetTotalMass() const
{
float result = 0.0f;
for (auto child : Children)
{
const auto rigidBody = Cast<RigidBody>(child);
if (!rigidBody || !rigidBody->IsActiveInHierarchy())
continue;
result += rigidBody->GetMass();
}
return result;
}
float Ragdoll::InitBone(RigidBody* rigidBody, int32& nodeIndex, Transform& localOffset)
{
// Bones with 0 weight are non-simulated (kinematic)
float weight = BonesWeight;
BonesWeights.TryGet(rigidBody->GetName(), weight);
rigidBody->SetIsKinematic(weight < ANIM_GRAPH_BLEND_THRESHOLD);
nodeIndex = _animatedModel->SkinnedModel->FindNode(rigidBody->GetName());
if (nodeIndex != -1 && !_bonesOffsets.TryGet(rigidBody, localOffset))
{
// Calculate the skeleton node local position of the bone
auto& node = _animatedModel->GraphInstance.NodesPose[nodeIndex];
Transform nodeT;
node.Decompose(nodeT);
localOffset = nodeT.WorldToLocal(rigidBody->GetLocalTransform());
_bonesOffsets[rigidBody] = localOffset;
}
return weight;
}
void Ragdoll::OnFixedUpdate()
{
if (!_animatedModel || !_animatedModel->SkinnedModel)
return;
PROFILE_CPU();
// Synchronize non-simulated bones
for (auto child : Children)
{
auto rigidBody = Cast<RigidBody>(child);
if (!rigidBody || !rigidBody->IsActiveInHierarchy())
continue;
Transform localOffset;
int32 nodeIndex;
const float weight = InitBone(rigidBody, nodeIndex, localOffset);
if (nodeIndex != -1 && weight < ANIM_GRAPH_BLEND_THRESHOLD)
{
// Bone is animation driven
auto& node = _animatedModel->GraphInstance.NodesPose[nodeIndex];
Transform nodeT;
node.Decompose(nodeT);
rigidBody->SetLocalTransform(nodeT.LocalToWorld(localOffset));
}
}
// Synchronize simulated bones with skeleton if Anim Graph is disabled
if (!_animatedModel->AnimationGraph || _animatedModel->UpdateMode == AnimatedModel::AnimationUpdateMode::Never)
{
// Get current pose
Array<Matrix> currentPose;
_animatedModel->GetCurrentPose(currentPose);
// Convert pose into local-bone pose
auto& skeleton = _animatedModel->SkinnedModel->Skeleton;
AnimGraphImpulse localPose;
localPose.Nodes.Resize(skeleton.Nodes.Count());
for (int32 nodeIndex = 0; nodeIndex < skeleton.Nodes.Count(); nodeIndex++)
{
Transform t;
currentPose[nodeIndex].Decompose(t);
const int32 parentIndex = skeleton.Nodes[nodeIndex].ParentIndex;
if (parentIndex != -1)
{
Transform parent;
currentPose[parentIndex].Decompose(parent);
t = parent.WorldToLocal(t);
}
localPose.Nodes[nodeIndex] = t;
}
// Override simulated bones in local pose
OnAnimationUpdating(&localPose);
// Convert into skeleton pose
for (int32 nodeIndex = 0; nodeIndex < skeleton.Nodes.Count(); nodeIndex++)
{
const int32 parentIndex = skeleton.Nodes[nodeIndex].ParentIndex;
if (parentIndex != -1)
localPose.Nodes[parentIndex].LocalToWorld(localPose.Nodes[nodeIndex], localPose.Nodes[nodeIndex]);
localPose.Nodes[nodeIndex].GetWorld(currentPose[nodeIndex]);
}
// Set current pose
_animatedModel->SetCurrentPose(currentPose);
}
}
void Ragdoll::OnAnimationUpdating(AnimGraphImpulse* localPose)
{
if (!_animatedModel || !_animatedModel->SkinnedModel)
return;
PROFILE_CPU();
// Synchronize simulated bones
auto& skeleton = _animatedModel->SkinnedModel->Skeleton;
for (auto child : Children)
{
const auto rigidBody = Cast<RigidBody>(child);
if (!rigidBody || !rigidBody->IsActiveInHierarchy())
continue;
Transform localOffset;
int32 nodeIndex;
const float weight = InitBone(rigidBody, nodeIndex, localOffset);
if (nodeIndex != -1 && weight > ANIM_GRAPH_BLEND_THRESHOLD)
{
// Calculate node transformation based on the rigidbody transform and inverted local offset
Transform nodeT, rigidbodyT = rigidBody->GetLocalTransform();
nodeT.Scale = rigidbodyT.Scale / localOffset.Scale;
const Quaternion localOffsetOrientInv = localOffset.Orientation.Conjugated();
Quaternion::Multiply(rigidbodyT.Orientation, localOffsetOrientInv, nodeT.Orientation);
nodeT.Orientation.Normalize();
nodeT.Translation = rigidbodyT.Translation - (nodeT.Orientation * (localOffset.Translation * nodeT.Scale));
if (weight < 1.0f - ANIM_GRAPH_BLEND_THRESHOLD)
{
// Blend between simulated and animated state
Transform::Lerp(localPose->GetNodeModelTransformation(skeleton, nodeIndex), nodeT, weight, nodeT);
}
// Bone is physics driven
localPose->SetNodeModelTransformation(skeleton, nodeIndex, nodeT);
}
}
}
#if USE_EDITOR
#include "Engine/Debug/DebugDraw.h"
#include "Engine/Physics/Joints/Joint.h"
#include "Engine/Physics/Colliders/Collider.h"
void Ragdoll::OnDebugDrawSelected()
{
// Draw whole skeleton
for (auto child : Children)
{
auto rigidBody = Cast<RigidBody>(child);
if (!rigidBody || !rigidBody->IsActiveInHierarchy())
continue;
for (auto grandChild : rigidBody->Children)
{
if (grandChild->Is<Collider>() || grandChild->Is<Joint>())
grandChild->OnDebugDrawSelected();
}
}
// Base
Actor::OnDebugDrawSelected();
}
#endif
void Ragdoll::OnEnable()
{
GetScene()->Ticking.FixedUpdate.AddTick<Ragdoll, &Ragdoll::OnFixedUpdate>(this);
// Initialize bones
if (_animatedModel)
{
if (_animatedModel->GraphInstance.NodesPose.IsEmpty())
_animatedModel->PreInitSkinningData();
for (auto child : Children)
{
const auto rigidBody = Cast<RigidBody>(child);
if (rigidBody && rigidBody->IsActiveInHierarchy())
{
Transform localOffset;
int32 nodeIndex;
InitBone(rigidBody, nodeIndex, localOffset);
}
}
}
Actor::OnEnable();
}
void Ragdoll::OnDisable()
{
Actor::OnDisable();
_bonesOffsets.Clear();
GetScene()->Ticking.FixedUpdate.RemoveTick(this);
}
void Ragdoll::OnParentChanged()
{
Actor::OnParentChanged();
// Update for new parent
if (_animatedModel)
{
_animatedModel->GraphInstance.LocalPoseOverride.Unbind<Ragdoll, &Ragdoll::OnAnimationUpdating>(this);
}
_animatedModel = Cast<AnimatedModel>(_parent);
if (_animatedModel)
{
_animatedModel->GraphInstance.LocalPoseOverride.Bind<Ragdoll, &Ragdoll::OnAnimationUpdating>(this);
}
}
void Ragdoll::OnTransformChanged()
{
// Force to be linked into parent
_localTransform = Transform::Identity;
// Base
Actor::OnTransformChanged();
_box = BoundingBox(_transform.Translation);
_sphere = BoundingSphere(_transform.Translation, 0.0f);
}

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@@ -0,0 +1,57 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "../Actor.h"
#include "Engine/Core/Collections/Dictionary.h"
/// <summary>
/// Actor that synchronizes Animated Model skeleton pose with physical bones bodies simulated with physics. Child rigidbodies are used for per-bone simulation - rigidbodies names must match skeleton bone name and should be ordered based on importance in the skeleton tree (parents first).
/// </summary>
API_CLASS() class FLAXENGINE_API Ragdoll : public Actor
{
DECLARE_SCENE_OBJECT(Ragdoll);
API_AUTO_SERIALIZATION();
private:
AnimatedModel* _animatedModel = nullptr;
Dictionary<RigidBody*, Transform> _bonesOffsets;
public:
/// <summary>
/// The default bones weight where 0 means fully animated bone and 1 means fully simulate bones. Can be used to control all bones simulation mode but is overriden by per-bone BonesWeights.
/// </summary>
API_FIELD(Attributes="EditorOrder(10), EditorDisplay(\"Ragdoll\"), Limit(0, 1)")
float BonesWeight = 1.0f;
/// <summary>
/// The per-bone weights for ragdoll simulation. Key is bone name, value is the blend weight where 0 means fully animated bone and 1 means fully simulated bone. Can be used to control per-bone simulation.
/// </summary>
API_FIELD(Attributes="EditorOrder(20), EditorDisplay(\"Ragdoll\")")
Dictionary<String, float> BonesWeights;
public:
/// <summary>
/// Calculates the total mass of all ragdoll bodies.
/// </summary>
API_PROPERTY() float GetTotalMass() const;
private:
float InitBone(RigidBody* rigidBody, int32& nodeIndex, Transform& localPose);
void OnFixedUpdate();
void OnAnimationUpdating(struct AnimGraphImpulse* localPose);
public:
// [Actor]
void OnEnable() override;
void OnDisable() override;
void OnParentChanged() override;
void OnTransformChanged() override;
#if USE_EDITOR
void OnDebugDrawSelected() override;
#endif
};