Add using immediate DebugDraw for animated model skeleton drawing in Editor preview

This commit is contained in:
Wojtek Figat
2021-06-01 10:27:57 +02:00
parent 623299e59f
commit a730c3b1af

View File

@@ -1,6 +1,5 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System.Collections.Generic;
using FlaxEngine;
using FlaxEditor.GUI.Input;
using Object = FlaxEngine.Object;
@@ -14,11 +13,7 @@ namespace FlaxEditor.Viewport.Previews
public class AnimatedModelPreview : AssetPreview
{
private AnimatedModel _previewModel;
private StaticModel _previewNodesActor;
private Model _previewNodesModel;
private int _previewNodesCounter;
private List<Vector3> _previewNodesVB;
private List<int> _previewNodesIB;
private bool _showNodes;
/// <summary>
/// Gets or sets the skinned model asset to preview.
@@ -42,7 +37,19 @@ namespace FlaxEditor.Viewport.Previews
/// <summary>
/// Gets or sets a value indicating whether show animated model skeleton nodes debug view.
/// </summary>
public bool ShowNodes { get; set; } = false;
public bool ShowNodes
{
get => _showNodes;
set
{
_showNodes = value;
if (value)
{
ShowDebugDraw = true;
ShowEditorPrimitives = true;
}
}
}
/// <summary>
/// Gets or sets a value indicating whether scale the model to the normalized bounds.
@@ -72,17 +79,8 @@ namespace FlaxEditor.Viewport.Previews
UpdateMode = AnimatedModel.AnimationUpdateMode.Manual
};
_previewNodesModel = FlaxEngine.Content.CreateVirtualAsset<Model>();
_previewNodesModel.SetupLODs(new[] { 1 });
_previewNodesActor = new StaticModel
{
Model = _previewNodesModel
};
_previewNodesActor.SetMaterial(0, FlaxEngine.Content.LoadAsyncInternal<MaterialBase>(EditorAssets.WiresDebugMaterial));
// Link actors for rendering
Task.AddCustomActor(_previewModel);
Task.AddCustomActor(_previewNodesActor);
if (useWidgets)
{
@@ -121,6 +119,49 @@ namespace FlaxEditor.Viewport.Previews
}
}
/// <inheritdoc />
protected override void OnDebugDraw(GPUContext context, ref RenderContext renderContext)
{
base.OnDebugDraw(context, ref renderContext);
// Draw skeleton nodes
if (_showNodes)
{
_previewModel.GetCurrentPose(out var pose);
var nodes = _previewModel.SkinnedModel?.Nodes;
if (pose != null && pose.Length != 0 && nodes != null)
{
// Draw bounding box at the node locations
var nodesMask = NodesMask != null && NodesMask.Length == nodes.Length ? NodesMask : null;
var localBox = new OrientedBoundingBox(new Vector3(-1.0f), new Vector3(1.0f));
for (int nodeIndex = 0; nodeIndex < pose.Length; nodeIndex++)
{
if (nodesMask != null && !nodesMask[nodeIndex])
continue;
var transform = pose[nodeIndex];
transform.Decompose(out var scale, out Matrix _, out _);
transform = Matrix.Invert(Matrix.Scaling(scale)) * transform;
var box = localBox * transform;
DebugDraw.DrawWireBox(box, Color.Green, 0, false);
}
// Nodes connections
for (int nodeIndex = 0; nodeIndex < nodes.Length; nodeIndex++)
{
int parentIndex = nodes[nodeIndex].ParentIndex;
if (parentIndex != -1)
{
if (nodesMask != null && (!nodesMask[nodeIndex] || !nodesMask[parentIndex]))
continue;
var parentPos = pose[parentIndex].TranslationVector;
var bonePos = pose[nodeIndex].TranslationVector;
DebugDraw.DrawLine(parentPos, bonePos, Color.Green, 0, false);
}
}
}
}
}
/// <inheritdoc />
public override void Update(float deltaTime)
{
@@ -131,122 +172,6 @@ namespace FlaxEditor.Viewport.Previews
{
_previewModel.UpdateAnimation();
}
// Update the nodes debug (once every few frames)
_previewNodesActor.Transform = _previewModel.Transform;
var updateNodesCount = PlayAnimation || _previewNodesVB?.Count == 0 ? 1 : 10;
_previewNodesActor.IsActive = ShowNodes;
if (_previewNodesCounter++ % updateNodesCount == 0 && ShowNodes)
{
_previewModel.GetCurrentPose(out var pose);
var nodes = _previewModel.SkinnedModel?.Nodes;
if (pose == null || pose.Length == 0 || nodes == null)
{
_previewNodesActor.IsActive = false;
}
else
{
if (_previewNodesVB == null)
_previewNodesVB = new List<Vector3>(1024 * 2);
else
_previewNodesVB.Clear();
if (_previewNodesIB == null)
_previewNodesIB = new List<int>(1024 * 3);
else
_previewNodesIB.Clear();
// Draw bounding box at the node locations
var nodesMask = NodesMask != null && NodesMask.Length == nodes.Length ? NodesMask : null;
var localBox = new OrientedBoundingBox(new Vector3(-1.0f), new Vector3(1.0f));
for (int nodeIndex = 0; nodeIndex < pose.Length; nodeIndex++)
{
if (nodesMask != null && !nodesMask[nodeIndex])
continue;
var transform = pose[nodeIndex];
transform.Decompose(out var scale, out Matrix _, out _);
transform = Matrix.Invert(Matrix.Scaling(scale)) * transform;
// Some inlined code to improve performance
var box = localBox * transform;
//
var iStart = _previewNodesVB.Count;
box.GetCorners(_previewNodesVB);
//
_previewNodesIB.Add(iStart + 0);
_previewNodesIB.Add(iStart + 1);
_previewNodesIB.Add(iStart + 0);
//
_previewNodesIB.Add(iStart + 0);
_previewNodesIB.Add(iStart + 4);
_previewNodesIB.Add(iStart + 0);
//
_previewNodesIB.Add(iStart + 1);
_previewNodesIB.Add(iStart + 2);
_previewNodesIB.Add(iStart + 1);
//
_previewNodesIB.Add(iStart + 1);
_previewNodesIB.Add(iStart + 5);
_previewNodesIB.Add(iStart + 1);
//
_previewNodesIB.Add(iStart + 2);
_previewNodesIB.Add(iStart + 3);
_previewNodesIB.Add(iStart + 2);
//
_previewNodesIB.Add(iStart + 2);
_previewNodesIB.Add(iStart + 6);
_previewNodesIB.Add(iStart + 2);
//
_previewNodesIB.Add(iStart + 3);
_previewNodesIB.Add(iStart + 7);
_previewNodesIB.Add(iStart + 3);
//
_previewNodesIB.Add(iStart + 4);
_previewNodesIB.Add(iStart + 5);
_previewNodesIB.Add(iStart + 4);
//
_previewNodesIB.Add(iStart + 4);
_previewNodesIB.Add(iStart + 7);
_previewNodesIB.Add(iStart + 4);
//
_previewNodesIB.Add(iStart + 5);
_previewNodesIB.Add(iStart + 6);
_previewNodesIB.Add(iStart + 5);
//
_previewNodesIB.Add(iStart + 6);
_previewNodesIB.Add(iStart + 7);
_previewNodesIB.Add(iStart + 6);
//
}
// Nodes connections
for (int nodeIndex = 0; nodeIndex < nodes.Length; nodeIndex++)
{
int parentIndex = nodes[nodeIndex].ParentIndex;
if (parentIndex != -1)
{
if (nodesMask != null && (!nodesMask[nodeIndex] || !nodesMask[parentIndex]))
continue;
var parentPos = pose[parentIndex].TranslationVector;
var bonePos = pose[nodeIndex].TranslationVector;
var iStart = _previewNodesVB.Count;
_previewNodesVB.Add(parentPos);
_previewNodesVB.Add(bonePos);
_previewNodesIB.Add(iStart + 0);
_previewNodesIB.Add(iStart + 1);
_previewNodesIB.Add(iStart + 0);
}
}
if (_previewNodesIB.Count > 0)
_previewNodesModel.LODs[0].Meshes[0].UpdateMesh(_previewNodesVB, _previewNodesIB);
else
_previewNodesActor.IsActive = false;
}
}
}
/// <inheritdoc />
@@ -265,11 +190,7 @@ namespace FlaxEditor.Viewport.Previews
/// <inheritdoc />
public override void OnDestroy()
{
// Ensure to cleanup created actor objects
_previewNodesActor.Model = null;
Object.Destroy(ref _previewModel);
Object.Destroy(ref _previewNodesActor);
Object.Destroy(ref _previewNodesModel);
NodesMask = null;
base.OnDestroy();