Add Ragdoll support and ragdolls generation utility to Animated Model context menu
This commit is contained in:
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user