Files
FlaxEngine/Source/Editor/Viewport/Previews/AnimatedModelPreview.cs
2025-05-23 10:37:30 -05:00

446 lines
16 KiB
C#

// Copyright (c) Wojciech Figat. All rights reserved.
using System;
using FlaxEditor.GUI.ContextMenu;
using FlaxEngine;
using Object = FlaxEngine.Object;
namespace FlaxEditor.Viewport.Previews
{
/// <summary>
/// Animated model asset preview editor viewport.
/// </summary>
/// <seealso cref="AssetPreview" />
public class AnimatedModelPreview : AssetPreview
{
private AnimatedModel _previewModel;
private ContextMenuButton _showNodesButton, _showBoundsButton, _showFloorButton, _showNodesNamesButton;
private bool _showNodes, _showBounds, _showFloor, _showNodesNames;
private StaticModel _floorModel;
private bool _playAnimation, _playAnimationOnce;
private float _playSpeed = 1.0f;
/// <summary>
/// Snaps the preview actor to the world origin.
/// </summary>
protected bool _snapToOrigin = true;
/// <summary>
/// Gets or sets the skinned model asset to preview.
/// </summary>
public SkinnedModel SkinnedModel
{
get => _previewModel.SkinnedModel;
set => _previewModel.SkinnedModel = value;
}
/// <summary>
/// Gets the skinned model actor used to preview selected asset.
/// </summary>
public AnimatedModel PreviewActor => _previewModel;
/// <summary>
/// Gets or sets a value indicating whether play the animation in editor.
/// </summary>
public bool PlayAnimation
{
get => _playAnimation;
set
{
if (_playAnimation == value)
return;
if (!value)
_playSpeed = _previewModel.UpdateSpeed;
_playAnimation = value;
_previewModel.UpdateSpeed = value ? _playSpeed : 0.0f;
PlayAnimationChanged?.Invoke();
}
}
/// <summary>
/// Occurs when animation playback state gets changed.
/// </summary>
public event Action PlayAnimationChanged;
/// <summary>
/// Gets or sets the animation playback speed.
/// </summary>
public float PlaySpeed
{
get => _playAnimation ? _previewModel.UpdateSpeed : _playSpeed;
set
{
if (_playAnimation)
_previewModel.UpdateSpeed = value;
else
_playSpeed = value;
}
}
/// <summary>
/// Gets or sets a value indicating whether show animated model skeleton nodes debug view.
/// </summary>
public bool ShowNodes
{
get => _showNodes;
set
{
if (_showNodes == value)
return;
_showNodes = value;
if (value)
ShowDebugDraw = true;
if (_showNodesButton != null)
_showNodesButton.Checked = value;
}
}
/// <summary>
/// Gets or sets a value indicating whether show animated model skeleton nodes names debug view.
/// </summary>
public bool ShowNodesNames
{
get => _showNodesNames;
set
{
if (_showNodesNames == value)
return;
_showNodesNames = value;
if (value)
ShowDebugDraw = true;
if (_showNodesNamesButton != null)
_showNodesNamesButton.Checked = value;
}
}
/// <summary>
/// Gets or sets a value indicating whether show animated model bounding box debug view.
/// </summary>
public bool ShowBounds
{
get => _showBounds;
set
{
if (_showBounds == value)
return;
_showBounds = value;
if (value)
ShowDebugDraw = true;
if (_showBoundsButton != null)
_showBoundsButton.Checked = value;
}
}
/// <summary>
/// Gets or sets a value indicating whether show floor model.
/// </summary>
public bool ShowFloor
{
get => _showFloor;
set
{
if (_showFloor == value)
return;
_showFloor = value;
if (value && !_floorModel)
{
_floorModel = new StaticModel
{
Position = new Vector3(0, -25, 0),
Scale = new Float3(5, 0.5f, 5),
Model = FlaxEngine.Content.LoadAsync<Model>(StringUtils.CombinePaths(Globals.EngineContentFolder, "Editor/Primitives/Cube.flax")),
};
}
if (value)
Task.AddCustomActor(_floorModel);
else
Task.RemoveCustomActor(_floorModel);
if (_showFloorButton != null)
_showFloorButton.Checked = value;
}
}
/// <summary>
/// Gets or sets a value indicating whether scale the model to the normalized bounds.
/// </summary>
public bool ScaleToFit { get; set; } = true;
/// <summary>
/// Gets or sets the custom mask for the skeleton nodes. Nodes missing from this list will be skipped during rendering. Works only if <see cref="ShowNodes"/> is set to true and the array matches the attached <see cref="SkinnedModel"/> nodes hierarchy.
/// </summary>
public bool[] NodesMask { get; set; }
/// <summary>
/// Initializes a new instance of the <see cref="AnimatedModelPreview"/> class.
/// </summary>
/// <param name="useWidgets">if set to <c>true</c> use widgets.</param>
public AnimatedModelPreview(bool useWidgets)
: base(useWidgets)
{
Task.Begin += OnBegin;
ScriptsBuilder.ScriptsReloadBegin += OnScriptsReloadBegin;
// Setup preview scene
_previewModel = new AnimatedModel
{
UseTimeScale = false,
UpdateWhenOffscreen = true,
BoundsScale = 1.0f,
UpdateMode = AnimatedModel.AnimationUpdateMode.Manual,
};
Task.AddCustomActor(_previewModel);
if (useWidgets)
{
// Show Bounds
_showBoundsButton = ViewWidgetShowMenu.AddButton("Bounds", () => ShowBounds = !ShowBounds);
_showBoundsButton.CloseMenuOnClick = false;
// Show Skeleton
_showNodesButton = ViewWidgetShowMenu.AddButton("Skeleton", () => ShowNodes = !ShowNodes);
_showNodesButton.CloseMenuOnClick = false;
// Show Skeleton Names
_showNodesNamesButton = ViewWidgetShowMenu.AddButton("Skeleton Names", () => ShowNodesNames = !ShowNodesNames);
_showNodesNamesButton.CloseMenuOnClick = false;
// Show Floor
_showFloorButton = ViewWidgetShowMenu.AddButton("Floor", button => ShowFloor = !ShowFloor);
_showFloorButton.IndexInParent = 1;
_showFloorButton.CloseMenuOnClick = false;
}
// Enable shadows
PreviewLight.ShadowsMode = ShadowsCastingMode.All;
PreviewLight.CascadeCount = 3;
PreviewLight.ShadowsDistance = 2000.0f;
Task.ViewFlags |= ViewFlags.Shadows;
}
/// <summary>
/// Starts the animation playback.
/// </summary>
public void Play()
{
PlayAnimation = true;
}
/// <summary>
/// Pauses the animation playback.
/// </summary>
public void Pause()
{
PlayAnimation = false;
}
/// <summary>
/// Stops the animation playback.
/// </summary>
public void Stop()
{
PlayAnimation = false;
_previewModel.ResetAnimation();
_previewModel.UpdateAnimation();
}
/// <summary>
/// Sets the weight of the blend shape and updates the preview model (if not animated right now).
/// </summary>
/// <param name="name">The blend shape name.</param>
/// <param name="value">The normalized weight of the blend shape (in range -1:1).</param>
public void SetBlendShapeWeight(string name, float value)
{
_previewModel.SetBlendShapeWeight(name, value);
_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)
{
if (_snapToOrigin)
{
_previewModel.Scale = Vector3.One;
_previewModel.Position = Vector3.Zero;
}
return;
}
// Update preview model scale to fit the preview
var skinnedModel = SkinnedModel;
if (skinnedModel && skinnedModel.IsLoaded)
{
float targetSize = 50.0f;
BoundingBox box = GetBounds();
float maxSize = Mathf.Max(0.001f, (float)box.Size.MaxValue);
float scale = targetSize / maxSize;
_previewModel.Scale = new Vector3(scale);
_previewModel.Position = box.Center * (-0.5f * scale) + new Vector3(0, -10, 0);
}
}
private void OnScriptsReloadBegin()
{
// Prevent any crashes due to dangling references to anim events
_previewModel?.ResetAnimation();
}
/// <inheritdoc />
protected override void OnDebugDraw(GPUContext context, ref RenderContext renderContext)
{
base.OnDebugDraw(context, ref renderContext);
// Draw skeleton nodes
if (_showNodes || _showNodesNames)
{
_previewModel.GetCurrentPose(out var pose, true);
var nodes = _previewModel.SkinnedModel?.Nodes;
if (pose != null && pose.Length != 0 && nodes != null)
{
var nodesMask = NodesMask != null && NodesMask.Length == nodes.Length ? NodesMask : null;
if (_showNodes)
{
// Draw bounding box at the node locations
var boxSize = Mathf.Min(1.0f, _previewModel.Sphere.Radius / 100.0f);
var localBox = new OrientedBoundingBox(new Vector3(-boxSize), new Vector3(boxSize));
for (int nodeIndex = 0; nodeIndex < pose.Length; nodeIndex++)
{
if (nodesMask != null && !nodesMask[nodeIndex])
continue;
var transform = pose[nodeIndex];
transform.Decompose(out var scale, out Matrix3x3 _, 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);
}
}
}
if (_showNodesNames)
{
// Nodes names
for (int nodeIndex = 0; nodeIndex < nodes.Length; nodeIndex++)
{
if (nodesMask != null && !nodesMask[nodeIndex])
continue;
//var t = new Transform(pose[nodeIndex].TranslationVector, Quaternion.Identity, new Float3(0.1f));
DebugDraw.DrawText(nodes[nodeIndex].Name, pose[nodeIndex].TranslationVector, Color.White, 20, 0.0f, 0.1f);
}
}
}
}
// Draw bounds
if (_showBounds)
{
DebugDraw.DrawWireBox(_previewModel.Box, Color.Violet.RGBMultiplied(0.8f), 0, false);
}
}
/// <inheritdoc />
public override void Update(float deltaTime)
{
base.Update(deltaTime);
// Manually update animation
if (PlayAnimation || _playAnimationOnce)
{
_playAnimationOnce = false;
_previewModel.UpdateAnimation();
}
else
{
// Invalidate playback timer (preserves playback state, clears ticking info in LastUpdateTime)
_previewModel.IsActive = !_previewModel.IsActive;
_previewModel.IsActive = !_previewModel.IsActive;
}
}
/// <summary>
/// Resets the camera to focus on a object.
/// </summary>
public void ResetCamera()
{
ViewportCamera.SetArcBallView(_previewModel.Box);
}
/// <inheritdoc />
public override bool OnKeyDown(KeyboardKeys key)
{
switch (key)
{
case KeyboardKeys.F:
ResetCamera();
return true;
case KeyboardKeys.Spacebar:
PlayAnimation = !PlayAnimation;
return true;
}
return base.OnKeyDown(key);
}
/// <inheritdoc />
public override void OnDestroy()
{
ScriptsBuilder.ScriptsReloadBegin -= OnScriptsReloadBegin;
Object.Destroy(ref _floorModel);
Object.Destroy(ref _previewModel);
NodesMask = null;
_showNodesButton = null;
_showBoundsButton = null;
_showFloorButton = null;
_showNodesNamesButton = null;
base.OnDestroy();
}
}
}