Merge remote-tracking branch 'origin/master' into 1.7

This commit is contained in:
Wojtek Figat
2023-07-03 22:01:50 +02:00
87 changed files with 1026 additions and 429 deletions

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@@ -146,7 +146,7 @@ void AnimatedModel::SetCurrentPose(const Array<Matrix>& nodesTransformation, boo
Matrix invWorld;
Matrix::Invert(world, invWorld);
for (auto& m : GraphInstance.NodesPose)
m = invWorld * m;
m = m * invWorld;
}
OnAnimationUpdated();
}
@@ -774,7 +774,13 @@ void AnimatedModel::OnAnimationUpdated_Sync()
// Update synchronous stuff
UpdateSockets();
ApplyRootMotion(GraphInstance.RootMotion);
AnimationUpdated();
if (!_isDuringUpdateEvent)
{
// Prevent stack-overflow when gameplay modifies the pose within the event
_isDuringUpdateEvent = true;
AnimationUpdated();
_isDuringUpdateEvent = false;
}
}
void AnimatedModel::OnAnimationUpdated()

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@@ -67,6 +67,7 @@ private:
AnimationUpdateMode _actualMode;
uint32 _counter;
Real _lastMinDstSqr;
bool _isDuringUpdateEvent = false;
uint64 _lastUpdateFrame;
mutable MeshDeformation* _deformation = nullptr;
ScriptingObjectReference<AnimatedModel> _masterPose;

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@@ -740,16 +740,20 @@ Actor* FindActorRecursive(Actor* node, const Tag& tag)
return result;
}
void FindActorsRecursive(Actor* node, const Tag& tag, Array<Actor*>& result)
void FindActorsRecursive(Actor* node, const Tag& tag, const bool activeOnly, Array<Actor*>& result)
{
if (activeOnly && !node->GetIsActive())
return;
if (node->HasTag(tag))
result.Add(node);
for (Actor* child : node->Children)
FindActorsRecursive(child, tag, result);
FindActorsRecursive(child, tag, activeOnly, result);
}
void FindActorsRecursiveByParentTags(Actor* node, const Array<Tag>& tags, Array<Actor*>& result)
void FindActorsRecursiveByParentTags(Actor* node, const Array<Tag>& tags, const bool activeOnly, Array<Actor*>& result)
{
if (activeOnly && !node->GetIsActive())
return;
for (Tag tag : tags)
{
if (node->HasTag(tag))
@@ -759,7 +763,7 @@ void FindActorsRecursiveByParentTags(Actor* node, const Array<Tag>& tags, Array<
}
}
for (Actor* child : node->Children)
FindActorsRecursiveByParentTags(child, tags, result);
FindActorsRecursiveByParentTags(child, tags, activeOnly, result);
}
Actor* Level::FindActor(const Tag& tag, Actor* root)
@@ -785,24 +789,24 @@ void FindActorRecursive(Actor* node, const Tag& tag, Array<Actor*>& result)
FindActorRecursive(child, tag, result);
}
Array<Actor*> Level::FindActors(const Tag& tag, Actor* root)
Array<Actor*> Level::FindActors(const Tag& tag, const bool activeOnly, Actor* root)
{
PROFILE_CPU();
Array<Actor*> result;
if (root)
{
FindActorsRecursive(root, tag, result);
FindActorsRecursive(root, tag, activeOnly, result);
}
else
{
ScopeLock lock(ScenesLock);
for (Scene* scene : Scenes)
FindActorsRecursive(scene, tag, result);
FindActorsRecursive(scene, tag, activeOnly, result);
}
return result;
}
Array<Actor*> Level::FindActorsByParentTag(const Tag& parentTag, Actor* root)
Array<Actor*> Level::FindActorsByParentTag(const Tag& parentTag, const bool activeOnly, Actor* root)
{
PROFILE_CPU();
Array<Actor*> result;
@@ -814,19 +818,19 @@ Array<Actor*> Level::FindActorsByParentTag(const Tag& parentTag, Actor* root)
}
if (subTags.Count() == 1)
{
result = FindActors(subTags[0], root);
result = FindActors(subTags[0], activeOnly, root);
return result;
}
if (root)
{
FindActorsRecursiveByParentTags(root, subTags, result);
FindActorsRecursiveByParentTags(root, subTags, activeOnly, result);
}
else
{
ScopeLock lock(ScenesLock);
for (Scene* scene : Scenes)
FindActorsRecursiveByParentTags(scene, subTags, result);
FindActorsRecursiveByParentTags(scene, subTags, activeOnly, result);
}
return result;

View File

@@ -494,17 +494,19 @@ public:
/// Tries to find the actors with the given tag (returns all found).
/// </summary>
/// <param name="tag">The tag of the actor to search for.</param>
/// <param name="activeOnly">Find only active actors.</param>
/// <param name="root">The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.</param>
/// <returns>Found actors or empty if none.</returns>
API_FUNCTION() static Array<Actor*> FindActors(const Tag& tag, Actor* root = nullptr);
API_FUNCTION() static Array<Actor*> FindActors(const Tag& tag, const bool activeOnly = false, Actor* root = nullptr);
/// <summary>
/// Search actors using a parent parentTag.
/// </summary>
/// <param name="parentTag">The tag to search actors with subtags belonging to this tag</param>
/// <param name="activeOnly">Find only active actors.</param>
/// <param name="root">The custom root actor to start searching from (hierarchical), otherwise null to search all loaded scenes.</param>
/// <returns>Returns all actors that have subtags belonging to the given parent parentTag</returns>
API_FUNCTION() static Array<Actor*> FindActorsByParentTag(const Tag& parentTag, Actor* root = nullptr);
API_FUNCTION() static Array<Actor*> FindActorsByParentTag(const Tag& parentTag, const bool activeOnly = false, Actor* root = nullptr);
private:
// Actor API

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@@ -23,8 +23,8 @@ namespace FlaxEngine
if (_keyframes == null || _keyframes.Length != count)
_keyframes = new BezierCurve<Transform>.Keyframe[count];
#if !BUILD_RELEASE
if (Marshal.SizeOf(typeof(BezierCurve<Transform>.Keyframe)) != Transform.SizeInBytes * 3 + sizeof(float))
throw new Exception("Invalid size of BezierCurve keyframe " + Marshal.SizeOf(typeof(BezierCurve<Transform>.Keyframe)) + " bytes.");
if (System.Runtime.CompilerServices.Unsafe.SizeOf<BezierCurve<Transform>.Keyframe>() != Transform.SizeInBytes * 3 + sizeof(float))
throw new Exception("Invalid size of BezierCurve keyframe " + System.Runtime.CompilerServices.Unsafe.SizeOf<BezierCurve<Transform>.Keyframe>() + " bytes.");
#endif
Internal_GetKeyframes(__unmanagedPtr, _keyframes);
return _keyframes;