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