Add support for importing skeleton-only as Skinned Model (eg. from animation file to have skeleton for retargeting)

This commit is contained in:
Wojtek Figat
2023-05-04 15:43:44 +02:00
parent c91bc0d8c6
commit 71a5d56105
7 changed files with 94 additions and 43 deletions

View File

@@ -59,7 +59,10 @@ namespace FlaxEditor.Content
// Check if asset is streamed enough
var asset = (SkinnedModel)request.Asset;
return asset.LoadedLODs >= Mathf.Max(1, (int)(asset.LODs.Length * ThumbnailsModule.MinimumRequiredResourcesQuality));
var lods = asset.LODs.Length;
if (asset.IsLoaded && lods == 0)
return true; // Skeleton-only model
return asset.LoadedLODs >= Mathf.Max(1, (int)(lods * ThumbnailsModule.MinimumRequiredResourcesQuality));
}
/// <inheritdoc />

View File

@@ -273,6 +273,41 @@ namespace FlaxEditor.Viewport.Previews
_playAnimationOnce = true;
}
/// <summary>
/// Gets the skinned model bounds. Handles skeleton-only assets.
/// </summary>
/// <returns>The local bounds.</returns>
public BoundingBox GetBounds()
{
var box = BoundingBox.Zero;
var skinnedModel = SkinnedModel;
if (skinnedModel && skinnedModel.IsLoaded)
{
if (skinnedModel.LODs.Length != 0)
{
// Use model geometry bounds
box = skinnedModel.GetBox();
}
else
{
// Use skeleton bounds
_previewModel.GetCurrentPose(out var pose);
if (pose != null && pose.Length != 0)
{
var point = pose[0].TranslationVector;
box = new BoundingBox(point, point);
for (int i = 1; i < pose.Length; i++)
{
point = pose[i].TranslationVector;
box.Minimum = Vector3.Min(box.Minimum, point);
box.Maximum = Vector3.Max(box.Maximum, point);
}
}
}
}
return box;
}
private void OnBegin(RenderTask task, GPUContext context)
{
if (!ScaleToFit)
@@ -290,7 +325,7 @@ namespace FlaxEditor.Viewport.Previews
if (skinnedModel && skinnedModel.IsLoaded)
{
float targetSize = 50.0f;
BoundingBox box = skinnedModel.GetBox();
BoundingBox box = GetBounds();
float maxSize = Mathf.Max(0.001f, (float)box.Size.MaxValue);
float scale = targetSize / maxSize;
_previewModel.Scale = new Vector3(scale);
@@ -411,13 +446,21 @@ namespace FlaxEditor.Viewport.Previews
base.Draw();
var skinnedModel = _previewModel.SkinnedModel;
if (_showCurrentLOD && skinnedModel)
if (skinnedModel == null || !skinnedModel.IsLoaded)
return;
var lods = skinnedModel.LODs;
if (lods.Length == 0)
{
// Force show skeleton for models without geometry
ShowNodes = true;
return;
}
if (_showCurrentLOD)
{
var lodIndex = ComputeLODIndex(skinnedModel);
string text = string.Format("Current LOD: {0}", lodIndex);
if (lodIndex != -1)
{
var lods = skinnedModel.LODs;
lodIndex = Mathf.Clamp(lodIndex + PreviewActor.LODBias, 0, lods.Length - 1);
var lod = lods[lodIndex];
int triangleCount = 0, vertexCount = 0;

View File

@@ -712,21 +712,24 @@ namespace FlaxEditor.Windows.Assets
Render2D.PushClip(new Rectangle(Float2.Zero, size));
var meshDatas = Proxy.Window._meshDatas;
var lodIndex = Mathf.Clamp(_lod, 0, meshDatas.Length - 1);
var lod = meshDatas[lodIndex];
var mesh = Mathf.Clamp(_mesh, -1, lod.Length - 1);
if (mesh == -1)
if (meshDatas.Length != 0)
{
for (int meshIndex = 0; meshIndex < lod.Length; meshIndex++)
var lodIndex = Mathf.Clamp(_lod, 0, meshDatas.Length - 1);
var lod = meshDatas[lodIndex];
var mesh = Mathf.Clamp(_mesh, -1, lod.Length - 1);
if (mesh == -1)
{
if (_isolateIndex != -1 && _isolateIndex != meshIndex)
continue;
DrawMeshUVs(meshIndex, lod[meshIndex]);
for (int meshIndex = 0; meshIndex < lod.Length; meshIndex++)
{
if (_isolateIndex != -1 && _isolateIndex != meshIndex)
continue;
DrawMeshUVs(meshIndex, lod[meshIndex]);
}
}
else
{
DrawMeshUVs(mesh, lod[mesh]);
}
}
else
{
DrawMeshUVs(mesh, lod[mesh]);
}
Render2D.PopClip();
@@ -1314,7 +1317,7 @@ namespace FlaxEditor.Windows.Assets
protected override void OnAssetLoaded()
{
_refreshOnLODsLoaded = true;
_preview.ViewportCamera.SetArcBallView(Asset.GetBox());
_preview.ViewportCamera.SetArcBallView(_preview.GetBounds());
UpdateEffectsOnAsset();
// TODO: disable streaming for this model

View File

@@ -292,21 +292,29 @@ SkinnedModel::SkeletonMapping SkinnedModel::GetSkeletonMapping(Asset* source)
bool SkinnedModel::Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal, SkinnedMesh** mesh, int32 lodIndex)
{
if (LODs.Count() == 0)
return false;
return LODs[lodIndex].Intersects(ray, world, distance, normal, mesh);
}
bool SkinnedModel::Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal, SkinnedMesh** mesh, int32 lodIndex)
{
if (LODs.Count() == 0)
return false;
return LODs[lodIndex].Intersects(ray, transform, distance, normal, mesh);
}
BoundingBox SkinnedModel::GetBox(const Matrix& world, int32 lodIndex) const
{
if (LODs.Count() == 0)
return BoundingBox::Zero;
return LODs[lodIndex].GetBox(world);
}
BoundingBox SkinnedModel::GetBox(int32 lodIndex) const
{
if (LODs.Count() == 0)
return BoundingBox::Zero;
return LODs[lodIndex].GetBox();
}
@@ -837,6 +845,7 @@ bool SkinnedModel::Init(const Span<int32>& meshesCountPerLod)
for (int32 lodIndex = 0; lodIndex < LODs.Count(); lodIndex++)
LODs[lodIndex].Dispose();
LODs.Resize(meshesCountPerLod.Length());
_initialized = true;
// Setup meshes
for (int32 lodIndex = 0; lodIndex < meshesCountPerLod.Length(); lodIndex++)
@@ -1069,7 +1078,7 @@ Asset::LoadResult SkinnedModel::load()
// Amount of material slots
int32 materialSlotsCount;
stream->ReadInt32(&materialSlotsCount);
if (materialSlotsCount <= 0 || materialSlotsCount > 4096)
if (materialSlotsCount < 0 || materialSlotsCount > 4096)
return LoadResult::InvalidData;
MaterialSlots.Resize(materialSlotsCount, false);
@@ -1093,9 +1102,10 @@ Asset::LoadResult SkinnedModel::load()
// Amount of LODs
byte lods;
stream->ReadByte(&lods);
if (lods == 0 || lods > MODEL_MAX_LODS)
if (lods > MODEL_MAX_LODS)
return LoadResult::InvalidData;
LODs.Resize(lods);
_initialized = true;
// For each LOD
for (int32 lodIndex = 0; lodIndex < lods; lodIndex++)
@@ -1220,6 +1230,7 @@ void SkinnedModel::unload(bool isReloading)
LODs[i].Dispose();
LODs.Clear();
Skeleton.Dispose();
_initialized = false;
_loadedLODs = 0;
_skeletonRetargets.Clear();
ClearSkeletonMapping();

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@@ -36,6 +36,7 @@ private:
Span<int32> NodesMapping;
};
bool _initialized = false;
int32 _loadedLODs = 0;
StreamSkinnedModelLODTask* _streamingTask = nullptr;
Dictionary<Asset*, SkeletonMappingData> _skeletonMappingCache;
@@ -63,7 +64,7 @@ public:
/// </summary>
FORCE_INLINE bool IsInitialized() const
{
return LODs.HasItems();
return _initialized;
}
/// <summary>

View File

@@ -766,21 +766,11 @@ bool ModelData::Pack2SkinnedModelHeader(WriteStream* stream) const
return true;
}
const int32 lodCount = GetLODsCount();
if (lodCount == 0 || lodCount > MODEL_MAX_LODS)
if (lodCount > MODEL_MAX_LODS)
{
Log::ArgumentOutOfRangeException();
return true;
}
if (Materials.IsEmpty())
{
Log::ArgumentOutOfRangeException(TEXT("MaterialSlots"), TEXT("Material slots collection cannot be empty."));
return true;
}
if (!HasSkeleton())
{
Log::InvalidOperationException(TEXT("Missing skeleton."));
return true;
}
// Version
stream->WriteByte(1);

View File

@@ -673,6 +673,15 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
}
case ModelType::SkinnedModel:
{
// Add single node if imported skeleton is empty
if (data.Skeleton.Nodes.IsEmpty())
{
data.Skeleton.Nodes.Resize(1);
data.Skeleton.Nodes[0].Name = TEXT("Root");
data.Skeleton.Nodes[0].LocalTransform = Transform::Identity;
data.Skeleton.Nodes[0].ParentIndex = -1;
}
// Special case if imported model has no bones but has valid skeleton and meshes.
// We assume that every mesh uses a single bone. Copy nodes to bones.
if (data.Skeleton.Bones.IsEmpty() && Math::IsInRange(data.Skeleton.Nodes.Count(), 1, MAX_BONES_PER_MODEL))
@@ -700,16 +709,6 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
}
// Validate
if (data.LODs.IsEmpty() || data.LODs[0].Meshes.IsEmpty())
{
errorMsg = TEXT("Imported model has no valid geometry.");
return true;
}
if (data.Skeleton.Nodes.IsEmpty() || data.Skeleton.Bones.IsEmpty())
{
errorMsg = TEXT("Imported model has no skeleton.");
return true;
}
if (data.Skeleton.Bones.Count() > MAX_BONES_PER_MODEL)
{
errorMsg = String::Format(TEXT("Imported model skeleton has too many bones. Imported: {0}, maximum supported: {1}. Please optimize your asset."), data.Skeleton.Bones.Count(), MAX_BONES_PER_MODEL);
@@ -720,7 +719,8 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
LOG(Warning, "Imported skinned model has more than one LOD. Removing the lower LODs. Only single one is supported.");
data.LODs.Resize(1);
}
for (int32 i = 0; i < data.LODs[0].Meshes.Count(); i++)
const int32 meshesCount = data.LODs.Count() != 0 ? data.LODs[0].Meshes.Count() : 0;
for (int32 i = 0; i < meshesCount; i++)
{
const auto mesh = data.LODs[0].Meshes[i];
if (mesh->BlendIndices.IsEmpty() || mesh->BlendWeights.IsEmpty())
@@ -771,7 +771,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
#endif
}
LOG(Info, "Imported skeleton has {0} bones, {3} nodes, {1} meshes and {2} material", data.Skeleton.Bones.Count(), data.LODs[0].Meshes.Count(), data.Materials.Count(), data.Nodes.Count());
LOG(Info, "Imported skeleton has {0} bones, {3} nodes, {1} meshes and {2} material", data.Skeleton.Bones.Count(), meshesCount, data.Materials.Count(), data.Nodes.Count());
break;
}
case ModelType::Animation: