Add Ragdoll Editor utilities for easier ragdoll setup and editing

This commit is contained in:
Wojtek Figat
2021-11-04 16:23:04 +01:00
parent 79df80ad0c
commit d8775a3ae5
2 changed files with 360 additions and 40 deletions

View File

@@ -1,6 +1,14 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using FlaxEditor.GUI;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.SceneGraph;
using FlaxEditor.SceneGraph.Actors;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.CustomEditors.Dedicated
{
@@ -16,13 +24,295 @@ namespace FlaxEditor.CustomEditors.Dedicated
{
base.Initialize(layout);
// Add info box
if (IsSingleObject && Values[0] is Ragdoll ragdoll)
var ragdoll = Values.Count == 1 ? Values[0] as Ragdoll : null;
if (ragdoll == null)
return;
var editorGroup = layout.Group("Ragdoll Editor");
editorGroup.Panel.Open(false);
// Info
var text = $"Total mass: {Utils.RoundTo1DecimalPlace(ragdoll.TotalMass)}kg";
var label = editorGroup.Label(text);
label.Label.AutoHeight = true;
if (ragdoll.Parent is AnimatedModel animatedModel && animatedModel.SkinnedModel)
{
var text = $"Total mass: {Utils.RoundTo1DecimalPlace(ragdoll.TotalMass)}kg";
var label = layout.Label(text);
label.Label.AutoHeight = true;
// Builder
var grid = editorGroup.CustomContainer<UniformGridPanel>();
var gridControl = grid.CustomControl;
gridControl.ClipChildren = false;
gridControl.Height = Button.DefaultHeight;
gridControl.SlotsHorizontally = 3;
gridControl.SlotsVertically = 1;
grid.Button("Rebuild").Button.ButtonClicked += OnRebuild;
grid.Button("Rebuild/Add bone").Button.ButtonClicked += OnRebuildBone;
grid.Button("Remove bone").Button.ButtonClicked += OnRemoveBone;
}
if (Presenter.Owner is Windows.PropertiesWindow || Presenter.Owner is Windows.Assets.PrefabWindow)
{
// Selection
var grid = editorGroup.CustomContainer<UniformGridPanel>();
var gridControl = grid.CustomControl;
gridControl.ClipChildren = false;
gridControl.Height = Button.DefaultHeight;
gridControl.SlotsHorizontally = 3;
gridControl.SlotsVertically = 1;
grid.Button("Select all joints").Button.Clicked += OnSelectAllJoints;
grid.Button("Select all colliders").Button.Clicked += OnSelectAllColliders;
grid.Button("Select all bodies").Button.Clicked += OnSelectAllBodies;
}
}
class RebuildContextMenu : ContextMenuBase
{
private Action<AnimatedModelNode.RebuildOptions> _rebuild;
private AnimatedModelNode.RebuildOptions _options = new AnimatedModelNode.RebuildOptions();
public RebuildContextMenu(Action<AnimatedModelNode.RebuildOptions> rebuild)
{
_rebuild = rebuild;
const float width = 280.0f;
const float height = 220.0f;
Size = new Vector2(width, height);
// Title
var title = new Label(2, 2, width - 4, 23.0f)
{
Font = new FontReference(FlaxEngine.GUI.Style.Current.FontLarge),
Text = "Ragdoll Options",
Parent = this
};
// Buttons
var rebuildButton = new Button(2.0f, title.Bottom + 2.0f, width - 4.0f, 20.0f)
{
Text = "Rebuild",
Parent = this
};
rebuildButton.Clicked += OnRebuild;
// Actual panel
var panel1 = new Panel(ScrollBars.Vertical)
{
Bounds = new Rectangle(0, rebuildButton.Bottom + 2.0f, width, height - rebuildButton.Bottom - 2.0f),
Parent = this
};
var editor = new CustomEditorPresenter(null);
editor.Panel.AnchorPreset = AnchorPresets.HorizontalStretchTop;
editor.Panel.IsScrollable = true;
editor.Panel.Parent = panel1;
editor.Select(_options);
}
private void OnRebuild()
{
Hide();
_rebuild(_options);
}
protected override void OnShow()
{
Focus();
base.OnShow();
}
public override void Hide()
{
if (!Visible)
return;
Focus(null);
base.Hide();
}
/// <inheritdoc />
public override bool OnKeyDown(KeyboardKeys key)
{
if (key == KeyboardKeys.Escape)
{
Hide();
return true;
}
return base.OnKeyDown(key);
}
}
private void OnRebuild(Button button)
{
var cm = new RebuildContextMenu(Rebuild);
cm.Show(button.Parent, button.BottomLeft);
}
private void Rebuild(AnimatedModelNode.RebuildOptions options)
{
var ragdoll = (Ragdoll)Values[0];
var animatedModel = (AnimatedModel)ragdoll.Parent;
// Remove existing bodies
var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
var actions = new List<IUndoAction>();
foreach (var body in bodies)
{
var action = new Actions.DeleteActorsAction(new List<SceneGraphNode> { SceneGraphFactory.FindNode(body.ID) });
action.Do();
actions.Add(action);
}
Presenter.Undo?.AddAction(new MultiUndoAction(actions));
// Build ragdoll
SceneGraph.Actors.AnimatedModelNode.BuildRagdoll(animatedModel, options, ragdoll);
}
private void OnRebuildBone(Button button)
{
PickBone(button, RebuildBone, false);
}
private void RebuildBone(string name)
{
var ragdoll = (Ragdoll)Values[0];
var animatedModel = (AnimatedModel)ragdoll.Parent;
// Remove existing body
var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
var body = bodies.FirstOrDefault(x => x.Name == name);
if (body != null)
{
var action = new Actions.DeleteActorsAction(new List<SceneGraphNode> { SceneGraphFactory.FindNode(body.ID) });
action.Do();
Presenter.Undo?.AddAction(action);
}
// Build ragdoll
SceneGraph.Actors.AnimatedModelNode.BuildRagdoll(animatedModel, new AnimatedModelNode.RebuildOptions(), ragdoll, name);
}
private void OnRemoveBone(Button button)
{
PickBone(button, RemoveBone, true);
}
private void RemoveBone(string name)
{
var ragdoll = (Ragdoll)Values[0];
var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
var joints = bodies.SelectMany(y => y.Children).Where(z => z is Joint && z.IsActive).Cast<Joint>();
var body = bodies.First(x => x.Name == name);
var replacementJoint = joints.FirstOrDefault(x => x.Parent == body && x.Target != null);
// Fix joints using this bone
foreach (var joint in joints)
{
if (joint.Target == body)
{
if (replacementJoint != null)
{
// Swap the joint target to the parent of the removed body to keep ragdoll connected
using (new UndoBlock(Presenter.Undo, joint, "Fix joint"))
{
joint.Target = replacementJoint.Target;
joint.EnableAutoAnchor = true;
}
}
else
{
// Remove joint that will no longer be valid
var action = new Actions.DeleteActorsAction(new List<SceneGraphNode> { SceneGraphFactory.FindNode(joint.ID) });
action.Do();
Presenter.Undo?.AddAction(action);
}
}
}
// Remove body
{
var action = new Actions.DeleteActorsAction(new List<SceneGraphNode> { SceneGraphFactory.FindNode(body.ID) });
action.Do();
Presenter.Undo?.AddAction(action);
}
}
private void PickBone(Button button, Action<string> action, bool showOnlyExisting)
{
// Show context menu with list of bones to pick
var cm = new ItemsListContextMenu(280);
var ragdoll = (Ragdoll)Values[0];
var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
var animatedModel = (AnimatedModel)ragdoll.Parent;
animatedModel.SkinnedModel.WaitForLoaded();
var nodes = animatedModel.SkinnedModel.Nodes;
var bones = animatedModel.SkinnedModel.Bones;
foreach (var bone in bones)
{
var node = nodes[bone.NodeIndex];
if (showOnlyExisting && !bodies.Any(x => x.Name == node.Name))
continue;
string prefix = string.Empty, tooltip = node.Name;
var boneParentIndex = bone.ParentIndex;
while (boneParentIndex != -1)
{
prefix += " ";
tooltip = nodes[bones[boneParentIndex].NodeIndex].Name + " > " + tooltip;
boneParentIndex = bones[boneParentIndex].ParentIndex;
}
var item = new ItemsListContextMenu.Item
{
Name = prefix + node.Name,
TooltipText = tooltip,
Tag = node.Name,
};
if (!showOnlyExisting && !bodies.Any(x => x.Name == node.Name))
item.TintColor = new Color(1, 0.8f, 0.8f, 0.6f);
cm.AddItem(item);
}
cm.ItemClicked += item => action((string)item.Tag);
cm.SortChildren();
cm.Show(button.Parent, button.BottomLeft);
}
private void OnSelectAllJoints()
{
var ragdoll = (Ragdoll)Values[0];
var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
var joints = bodies.SelectMany(y => y.Children).Where(z => z is Joint && z.IsActive);
Select(joints);
}
private void OnSelectAllColliders()
{
var ragdoll = (Ragdoll)Values[0];
var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
var colliders = bodies.SelectMany(y => y.Children).Where(z => z is Collider && z.IsActive);
Select(colliders);
}
private void OnSelectAllBodies()
{
var ragdoll = (Ragdoll)Values[0];
var bodies = ragdoll.Children.Where(x => x is RigidBody && x.IsActive);
Select(bodies);
}
private void Select(IEnumerable<Actor> list)
{
var selection = new List<SceneGraphNode>();
foreach (var e in list)
{
var node = SceneGraphFactory.FindNode(e.ID);
if (node != null)
selection.Add(node);
}
if (Presenter.Owner is Windows.PropertiesWindow propertiesWindow)
propertiesWindow.Editor.SceneEditing.Select(selection);
else if (Presenter.Owner is Windows.Assets.PrefabWindow prefabWindow)
prefabWindow.Select(selection);
}
}
}

View File

@@ -1,6 +1,8 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using FlaxEditor.GUI.ContextMenu;
using FlaxEngine;
@@ -34,12 +36,26 @@ namespace FlaxEditor.SceneGraph.Actors
private void OnCreateRagdoll()
{
// Settings
var minBoneSize = 20.0f; // The minimum size for the bone bounds to be used for physical bodies generation
var minValidSize = 0.0001f; // The minimum size of the bone bounds to be included (used to skip too small, degenerated or invalid bones)
var collisionMargin = 1.01f; // The scale of the collision body dimensions (relative to the visual dimensions of the bones)
BuildRagdoll((AnimatedModel)Actor, null);
TreeNode.ExpandAll(true);
}
var actor = (AnimatedModel)Actor;
internal class RebuildOptions
{
[DefaultValue(20.0f), Limit(0), Tooltip("The minimum size for the bone bounds to be used for physical bodies generation.")]
public float MinBoneSize = 20.0f;
[DefaultValue(0.0001f), Limit(0), Tooltip("The minimum size of the bone bounds to be included (used to skip too small, degenerated or invalid bones).")]
public float MinValidSize = 0.0001f;
[DefaultValue(1.01f), Limit(0.001f, 2.0f), Tooltip("The scale of the collision body dimensions (relative to the visual dimensions of the bones).")]
public float CollisionMargin = 1.01f;
}
internal static void BuildRagdoll(AnimatedModel actor, RebuildOptions options = null, Ragdoll ragdoll = null, string boneNameToBuild = null)
{
if (options == null)
options = new RebuildOptions();
var model = actor.SkinnedModel;
if (!model || model.WaitForLoaded())
{
@@ -120,8 +136,12 @@ namespace FlaxEditor.SceneGraph.Actors
}
var boneBoxSize = (boneBounds.Size * 0.5f).Length;
var boneMergedSize = bonesMergedSizes[boneIndex] += boneBoxSize;
if (boneMergedSize < minBoneSize && boneMergedSize >= minValidSize)
if (boneMergedSize < options.MinBoneSize && boneMergedSize >= options.MinValidSize)
{
// Don't merge bone that was selected for rebuild
if (boneNameToBuild != null && boneNameToBuild == nodes[bone.NodeIndex].Name)
continue;
if (bone.ParentIndex != -1)
{
// Merge it into parent
@@ -159,7 +179,7 @@ namespace FlaxEditor.SceneGraph.Actors
int forcedRootBoneIndex = -1, firstParentBoneIndex = -1;
for (int boneIndex = 0; boneIndex < bones.Length; ++boneIndex)
{
if (bonesMergedSizes[boneIndex] > minBoneSize)
if (bonesMergedSizes[boneIndex] > options.MinBoneSize)
{
var parentIndex = bones[boneIndex].ParentIndex;
if (parentIndex == -1)
@@ -181,26 +201,45 @@ namespace FlaxEditor.SceneGraph.Actors
// TODO: add undo support
// Spawn ragdoll actor
var ragdoll = new Ragdoll
var boneBodies = new RigidBody[bones.Length];
if (ragdoll == null)
{
StaticFlags = StaticFlags.None,
Name = "Ragdoll",
Parent = actor,
};
// Spawn ragdoll actor
ragdoll = new Ragdoll
{
StaticFlags = StaticFlags.None,
Name = "Ragdoll",
Parent = actor,
};
}
else
{
// Reuse existing bones for joints
var children = ragdoll.Children;
for (int boneIndex = 0; boneIndex < bones.Length; ++boneIndex)
{
ref var bone = ref bones[boneIndex];
var node = nodes[bone.NodeIndex];
boneBodies[boneIndex] = (RigidBody)children.FirstOrDefault(x => x is RigidBody && x.Name == node.Name);
}
}
// Spawn physical bodies for bones
var boneBodies = new RigidBody[bones.Length];
for (int boneIndex = 0; boneIndex < bones.Length; ++boneIndex)
{
ref var boneVertices = ref bonesVertices[boneIndex];
if (boneVertices == null || boneVertices.Count == 0)
continue;
var boneBounds = bonesBounds[boneIndex];
if (bonesMergedSizes[boneIndex] < minBoneSize && boneIndex != forcedRootBoneIndex)
if (bonesMergedSizes[boneIndex] < options.MinBoneSize && boneIndex != forcedRootBoneIndex && boneNameToBuild == null)
continue;
ref var bone = ref bones[boneIndex];
ref var node = ref nodes[bone.NodeIndex];
if (boneNameToBuild != null && boneNameToBuild != node.Name)
continue;
if (boneBodies[boneIndex] != null)
continue;
// Calculate bone orientation based on the variance of the vertices
var covarianceMatrix = CalculateCovarianceMatrix(boneVertices);
@@ -234,13 +273,13 @@ namespace FlaxEditor.SceneGraph.Actors
var collider = new BoxCollider
{
Name = "Box",
Size = boneLocalBoundsSize * collisionMargin,
Size = boneLocalBoundsSize * options.CollisionMargin,
};
#elif false
var collider = new SphereCollider
{
Name = "Sphere",
Radius = boneLocalBoundsSize.MaxValue * 0.5f * collisionMargin,
Radius = boneLocalBoundsSize.MaxValue * 0.5f * options.CollisionMargin,
};
#elif true
var collider = new CapsuleCollider
@@ -249,20 +288,20 @@ namespace FlaxEditor.SceneGraph.Actors
};
if (boneLocalBoundsSize.X > boneLocalBoundsSize.Y && boneLocalBoundsSize.X > boneLocalBoundsSize.Z)
{
collider.Height = boneLocalBoundsSize.X * collisionMargin;
collider.Radius = Mathf.Max(boneLocalBoundsSize.Y, boneLocalBoundsSize.Z) * 0.5f * collisionMargin;
collider.Height = boneLocalBoundsSize.X * options.CollisionMargin;
collider.Radius = Mathf.Max(boneLocalBoundsSize.Y, boneLocalBoundsSize.Z) * 0.5f * options.CollisionMargin;
}
else if (boneLocalBoundsSize.Y > boneLocalBoundsSize.X && boneLocalBoundsSize.Y > boneLocalBoundsSize.Z)
{
collider.LocalOrientation = Quaternion.Euler(0, 0, 90);
collider.Height = boneLocalBoundsSize.Y * collisionMargin;
collider.Radius = Mathf.Max(boneLocalBoundsSize.X, boneLocalBoundsSize.Z) * 0.5f * collisionMargin;
collider.Height = boneLocalBoundsSize.Y * options.CollisionMargin;
collider.Radius = Mathf.Max(boneLocalBoundsSize.X, boneLocalBoundsSize.Z) * 0.5f * options.CollisionMargin;
}
else
{
collider.LocalOrientation = Quaternion.Euler(0, 90, 0);
collider.Height = boneLocalBoundsSize.Z * collisionMargin;
collider.Radius = Mathf.Max(boneLocalBoundsSize.X, boneLocalBoundsSize.Y) * 0.5f * collisionMargin;
collider.Height = boneLocalBoundsSize.Z * options.CollisionMargin;
collider.Radius = Mathf.Max(boneLocalBoundsSize.X, boneLocalBoundsSize.Y) * 0.5f * options.CollisionMargin;
}
collider.Height = Mathf.Max(collider.Height - collider.Radius * 2.0f, 0.0f);
#endif
@@ -286,16 +325,8 @@ namespace FlaxEditor.SceneGraph.Actors
#else
var joint = new D6Joint
{
LimitSwing = new LimitConeRange
{
YLimitAngle = 45.0f,
ZLimitAngle = 45.0f,
},
LimitTwist = new LimitAngularRange
{
Lower = -15.0f,
Upper = 15.0f,
},
LimitSwing = new LimitConeRange(45.0f, 45.0f),
LimitTwist = new LimitAngularRange(-15.0f, 15.0f),
};
joint.SetMotion(D6JointAxis.X, D6JointMotion.Locked);
joint.SetMotion(D6JointAxis.Y, D6JointMotion.Locked);
@@ -325,8 +356,7 @@ namespace FlaxEditor.SceneGraph.Actors
}
}
TreeNode.ExpandAll(true);
Editor.Instance.Scene.MarkSceneEdited(Root?.ParentScene);
Editor.Instance.Scene.MarkSceneEdited(actor.Scene);
}
private static unsafe Matrix CalculateCovarianceMatrix(List<SkinnedMesh.Vertex0> vertices)