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()

View File

@@ -9,6 +9,14 @@
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Core/Delegate.h"
API_STRUCT() struct ModelBoneNode
{
DECLARE_SCRIPTING_TYPE_MINIMAL(ModelBoneNode);
API_FIELD() uint32 NodeIndex;
API_FIELD() Matrix NodeMatrix;
};
/// <summary>
/// Performs an animation and renders a skinned model.
/// </summary>
@@ -236,13 +244,21 @@ public:
/// <param name="worldSpace">True if convert matrices into world-space, otherwise returned values will be in local-space of the actor.</param>
API_FUNCTION() void GetNodeTransformation(const StringView& nodeName, API_PARAM(Out) Matrix& nodeTransformation, bool worldSpace = false) const;
/// <summary>
/// Gets the node final transformation for a series of nodes.
/// </summary>
/// <param name="modelBoneNodes">The series of nodes that will be returned</param>
/// <param name="worldSpace">True if convert matrices into world-space, otherwise returned values will be in local-space of the actor.</param>
/// <returns></returns>
API_FUNCTION() void GetNodeTransformation(API_PARAM(Out) Array<ModelBoneNode>& modelBoneNodes, bool worldSpace = false) const;
/// <summary>
/// Sets the node final transformation. If multiple nodes are to be set within a frame, do not use set worldSpace to true, and do the conversion yourself to avoid recalculation of inv matrices.
/// </summary>
/// <param name="nodeIndex">The index of the skinned model skeleton node.</param>
/// <param name="nodeTransformation">The final node transformation matrix.</param>
/// <param name="worldSpace">True if convert matrices from world-space, otherwise values will be in local-space of the actor.</param>
API_FUNCTION() void SetNodeTransformation(int32 nodeIndex, const Matrix& nodeTransformation, bool worldSpace = false);
API_FUNCTION() void SetNodeTransformation(int32 nodeIndex, const Matrix& modelBoneNodes, bool worldSpace = false);
/// <summary>
/// Sets the node final transformation. If multiple nodes are to be set within a frame, do not use set worldSpace to true, and do the conversion yourself to avoid recalculation of inv matrices.
@@ -252,6 +268,14 @@ public:
/// <param name="worldSpace">True if convert matrices from world-space, otherwise values will be in local-space of the actor.</param>
API_FUNCTION() void SetNodeTransformation(const StringView& nodeName, const Matrix& nodeTransformation, bool worldSpace = false);
/// <summary>
/// Sets a group of nodes final transformation.
/// </summary>
/// <param name="nodesTransformations">Array of the final node transformation matrix.</param>
/// <param name="worldSpace">True if convert matrices from world-space, otherwise values will be in local-space of the actor.</param>
/// <returns></returns>
API_FUNCTION() void SetNodeTransformation(Array<ModelBoneNode>& nodesTransformations, bool worldSpace = false);
/// <summary>
/// Finds the closest node to a given location.
/// </summary>