Add AnimationRootMotionFlags to configure root motion component extraction

Add `RootMotionMode` to support extracting root motion from animated skeleton pose center of mass

#1429 #2152
This commit is contained in:
Wojtek Figat
2024-02-09 15:37:29 +01:00
parent f9ca69d8a9
commit d08843900e
15 changed files with 416 additions and 144 deletions

View File

@@ -18,6 +18,69 @@
#include "Engine/Threading/Task.h"
#include "Engine/Threading/Threading.h"
void SkeletonData::Swap(SkeletonData& other)
{
Nodes.Swap(other.Nodes);
Bones.Swap(other.Bones);
}
Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const
{
const int32 parentIndex = Nodes[nodeIndex].ParentIndex;
if (parentIndex == -1)
{
return Nodes[nodeIndex].LocalTransform;
}
const Transform parentTransform = GetNodeTransform(parentIndex);
return parentTransform.LocalToWorld(Nodes[nodeIndex].LocalTransform);
}
void SkeletonData::SetNodeTransform(int32 nodeIndex, const Transform& value)
{
const int32 parentIndex = Nodes[nodeIndex].ParentIndex;
if (parentIndex == -1)
{
Nodes[nodeIndex].LocalTransform = value;
return;
}
const Transform parentTransform = GetNodeTransform(parentIndex);
parentTransform.WorldToLocal(value, Nodes[nodeIndex].LocalTransform);
}
int32 SkeletonData::FindNode(const StringView& name) const
{
for (int32 i = 0; i < Nodes.Count(); i++)
{
if (Nodes[i].Name == name)
return i;
}
return -1;
}
int32 SkeletonData::FindBone(int32 nodeIndex) const
{
for (int32 i = 0; i < Bones.Count(); i++)
{
if (Bones[i].NodeIndex == nodeIndex)
return i;
}
return -1;
}
uint64 SkeletonData::GetMemoryUsage() const
{
uint64 result = Nodes.Capacity() * sizeof(SkeletonNode) + Bones.Capacity() * sizeof(SkeletonBone);
for (const auto& e : Nodes)
result += (e.Name.Length() + 1) * sizeof(Char);
return result;
}
void SkeletonData::Dispose()
{
Nodes.Resize(0);
Bones.Resize(0);
}
void SkinnedMesh::Init(SkinnedModel* model, int32 lodIndex, int32 index, int32 materialSlotIndex, const BoundingBox& box, const BoundingSphere& sphere)
{
_model = model;