Added SetNodeTransformation with ModelBoneNode

To get and set a series of bones based on their ID

(cherry picked from commit e0a113483e910660e45c53e059502733ce1d6ad6)
This commit is contained in:
Olly
2025-05-14 19:28:29 +10:00
parent 83c3201ef8
commit 49e0cc937e
2 changed files with 64 additions and 2 deletions

View File

@@ -174,6 +174,14 @@ void AnimatedModel::GetNodeTransformation(const StringView& nodeName, Matrix& no
GetNodeTransformation(SkinnedModel ? SkinnedModel->FindNode(nodeName) : -1, nodeTransformation, worldSpace);
}
void AnimatedModel::GetNodeTransformation(Array<ModelBoneNode>& modelBoneNodes, bool worldSpace) const
{
for (ModelBoneNode& item : modelBoneNodes)
{
GetNodeTransformation(item.NodeIndex, item.NodeMatrix, worldSpace);
}
}
void AnimatedModel::SetNodeTransformation(int32 nodeIndex, const Matrix& nodeTransformation, bool worldSpace)
{
if (GraphInstance.NodesPose.IsEmpty())
@@ -191,6 +199,33 @@ void AnimatedModel::SetNodeTransformation(int32 nodeIndex, const Matrix& nodeTra
OnAnimationUpdated();
}
void AnimatedModel::SetNodeTransformation(Array<ModelBoneNode>& modelBoneNodes, bool worldSpace)
{
if (GraphInstance.NodesPose.IsEmpty())
const_cast<AnimatedModel*>(this)->PreInitSkinningData(); // Ensure to have valid nodes pose to return
// Calculate it once, outside loop
Matrix invWorld;
if (worldSpace)
{
Matrix world;
GetLocalToWorldMatrix(world);
Matrix::Invert(world, invWorld);
}
for (int i = 0; i < modelBoneNodes.Count(); i++)
{
int nodeIndex = modelBoneNodes[i].NodeIndex;
CHECK(nodeIndex >= 0 && nodeIndex < GraphInstance.NodesPose.Count());
GraphInstance.NodesPose[nodeIndex] = modelBoneNodes[i].NodeMatrix;
if (worldSpace)
{
GraphInstance.NodesPose[nodeIndex] = GraphInstance.NodesPose[nodeIndex] * invWorld;
}
}
OnAnimationUpdated();
}
void AnimatedModel::SetNodeTransformation(const StringView& nodeName, const Matrix& nodeTransformation, bool worldSpace)
{
SetNodeTransformation(SkinnedModel ? SkinnedModel->FindNode(nodeName) : -1, nodeTransformation, worldSpace);
@@ -809,7 +844,10 @@ void AnimatedModel::OnAnimationUpdated_Async()
_skinningData.OnDataChanged(!PerBoneMotionBlur);
}
UpdateBounds();
if (UpdateWhenOffscreen)
{
UpdateBounds();
}
}
void AnimatedModel::OnAnimationUpdated_Sync()