793 lines
24 KiB
C++
793 lines
24 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "AnimatedModel.h"
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#include "BoneSocket.h"
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#include "Engine/Core/Math/Matrix3x4.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Animations/Animations.h"
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#include "Engine/Engine/Engine.h"
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#if USE_EDITOR
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#include "Editor/Editor.h"
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#endif
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Level/SceneObjectsFactory.h"
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#include "Engine/Serialization/Serialization.h"
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AnimatedModel::AnimatedModel(const SpawnParams& params)
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: ModelInstanceActor(params)
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, _actualMode(AnimationUpdateMode::Never)
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, _counter(0)
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, _lastMinDstSqr(MAX_float)
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, _lastUpdateFrame(0)
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{
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GraphInstance.Object = this;
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_world = Matrix::Identity;
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UpdateBounds();
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SkinnedModel.Changed.Bind<AnimatedModel, &AnimatedModel::OnSkinnedModelChanged>(this);
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SkinnedModel.Loaded.Bind<AnimatedModel, &AnimatedModel::OnSkinnedModelLoaded>(this);
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AnimationGraph.Changed.Bind<AnimatedModel, &AnimatedModel::OnGraphChanged>(this);
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AnimationGraph.Loaded.Bind<AnimatedModel, &AnimatedModel::OnGraphLoaded>(this);
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}
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void AnimatedModel::ResetAnimation()
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{
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GraphInstance.ClearState();
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}
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void AnimatedModel::UpdateAnimation()
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{
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// Skip if need to
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if (UpdateMode == AnimationUpdateMode::Never
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|| !IsActiveInHierarchy()
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|| SkinnedModel == nullptr
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|| !SkinnedModel->IsLoaded()
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|| _lastUpdateFrame == Engine::FrameCount
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|| _masterPose)
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return;
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_lastUpdateFrame = Engine::FrameCount;
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if (AnimationGraph && AnimationGraph->IsLoaded() && AnimationGraph->Graph.IsReady())
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{
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// Request an animation update
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Animations::AddToUpdate(this);
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}
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else
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{
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// Allow to use blend shapes without animation graph assigned
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_blendShapes.Update(SkinnedModel.Get());
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}
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}
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void AnimatedModel::SetupSkinningData()
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{
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ASSERT(SkinnedModel && SkinnedModel->IsLoaded());
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const int32 targetBonesCount = SkinnedModel->Skeleton.Bones.Count();
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const int32 currentBonesCount = _skinningData.BonesCount;
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if (targetBonesCount != currentBonesCount)
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{
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_skinningData.Setup(targetBonesCount);
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}
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}
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void AnimatedModel::PreInitSkinningData()
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{
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ASSERT(SkinnedModel && SkinnedModel->IsLoaded());
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ScopeLock lock(SkinnedModel->Locker);
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SetupSkinningData();
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auto& skeleton = SkinnedModel->Skeleton;
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const int32 bonesCount = skeleton.Bones.Count();
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const int32 nodesCount = skeleton.Nodes.Count();
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// Get nodes global transformations for the initial pose
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GraphInstance.NodesPose.Resize(nodesCount, false);
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for (int32 nodeIndex = 0; nodeIndex < nodesCount; nodeIndex++)
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{
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Matrix localTransform;
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skeleton.Nodes[nodeIndex].LocalTransform.GetWorld(localTransform);
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const int32 parentIndex = skeleton.Nodes[nodeIndex].ParentIndex;
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if (parentIndex != -1)
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GraphInstance.NodesPose[nodeIndex] = localTransform * GraphInstance.NodesPose[parentIndex];
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else
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GraphInstance.NodesPose[nodeIndex] = localTransform;
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}
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GraphInstance.Invalidate();
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GraphInstance.RootTransform = skeleton.Nodes[0].LocalTransform;
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// Setup bones transformations including bone offset matrix
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Array<Matrix> identityMatrices; // TODO: use shared memory?
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identityMatrices.Resize(bonesCount, false);
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for (int32 boneIndex = 0; boneIndex < bonesCount; boneIndex++)
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{
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auto& bone = skeleton.Bones[boneIndex];
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identityMatrices[boneIndex] = bone.OffsetMatrix * GraphInstance.NodesPose[bone.NodeIndex];
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}
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_skinningData.SetData(identityMatrices.Get(), true);
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UpdateBounds();
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UpdateSockets();
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}
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void AnimatedModel::GetCurrentPose(Array<Matrix>& nodesTransformation, bool worldSpace) const
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{
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if (GraphInstance.NodesPose.IsEmpty())
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const_cast<AnimatedModel*>(this)->PreInitSkinningData(); // Ensure to have valid nodes pose to return
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nodesTransformation = GraphInstance.NodesPose;
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if (worldSpace)
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{
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const auto world = _world;
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for (auto& m : nodesTransformation)
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m = m * world;
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}
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}
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void AnimatedModel::SetCurrentPose(const Array<Matrix>& nodesTransformation, bool worldSpace)
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{
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if (GraphInstance.NodesPose.IsEmpty())
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const_cast<AnimatedModel*>(this)->PreInitSkinningData(); // Ensure to have valid nodes pose to return
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CHECK(nodesTransformation.Count() == GraphInstance.NodesPose.Count());
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GraphInstance.NodesPose = nodesTransformation;
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if (worldSpace)
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{
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Matrix invWorld;
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Matrix::Invert(_world, invWorld);
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for (auto& m : GraphInstance.NodesPose)
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m = invWorld * m;
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}
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OnAnimationUpdated();
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}
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void AnimatedModel::GetNodeTransformation(int32 nodeIndex, Matrix& nodeTransformation, bool worldSpace) const
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{
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if (GraphInstance.NodesPose.IsEmpty())
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const_cast<AnimatedModel*>(this)->PreInitSkinningData(); // Ensure to have valid nodes pose to return
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if (nodeIndex >= 0 && nodeIndex < GraphInstance.NodesPose.Count())
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nodeTransformation = GraphInstance.NodesPose[nodeIndex];
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else
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nodeTransformation = Matrix::Identity;
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if (worldSpace)
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nodeTransformation = nodeTransformation * _world;
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}
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void AnimatedModel::GetNodeTransformation(const StringView& nodeName, Matrix& nodeTransformation, bool worldSpace) const
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{
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GetNodeTransformation(SkinnedModel ? SkinnedModel->FindNode(nodeName) : -1, nodeTransformation, worldSpace);
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}
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int32 AnimatedModel::FindClosestNode(const Vector3& location, bool worldSpace) const
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{
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if (GraphInstance.NodesPose.IsEmpty())
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const_cast<AnimatedModel*>(this)->PreInitSkinningData(); // Ensure to have valid nodes pose to return
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const Vector3 pos = worldSpace ? _transform.WorldToLocal(location) : location;
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int32 result = -1;
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float closest = MAX_float;
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for (int32 nodeIndex = 0; nodeIndex < GraphInstance.NodesPose.Count(); nodeIndex++)
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{
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const Vector3 node = GraphInstance.NodesPose[nodeIndex].GetTranslation();
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const float dst = Vector3::DistanceSquared(node, pos);
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if (dst < closest)
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{
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closest = dst;
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result = nodeIndex;
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}
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}
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return result;
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}
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void AnimatedModel::SetMasterPoseModel(AnimatedModel* masterPose)
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{
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if (masterPose == _masterPose)
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return;
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if (_masterPose)
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_masterPose->AnimationUpdated.Unbind<AnimatedModel, &AnimatedModel::OnAnimationUpdated>(this);
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_masterPose = masterPose;
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if (_masterPose)
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_masterPose->AnimationUpdated.Bind<AnimatedModel, &AnimatedModel::OnAnimationUpdated>(this);
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}
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#define CHECK_ANIM_GRAPH_PARAM_ACCESS() \
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if (!AnimationGraph) \
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{ \
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LOG(Warning, "Missing animation graph for animated model '{0}'", ToString()); \
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return; \
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} \
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if (AnimationGraph->WaitForLoaded()) \
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{ \
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LOG(Warning, "Failed to load animation graph for animated model '{0}'", ToString()); \
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return; \
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}
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#define CHECK_ANIM_GRAPH_PARAM_ACCESS_RESULT(result) \
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if (!AnimationGraph) \
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{ \
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LOG(Warning, "Missing animation graph for animated model '{0}'", ToString()); \
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return result; \
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} \
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if (AnimationGraph->WaitForLoaded()) \
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{ \
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LOG(Warning, "Failed to load animation graph for animated model '{0}'", ToString()); \
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return result; \
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}
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AnimGraphParameter* AnimatedModel::GetParameter(const StringView& name)
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{
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CHECK_ANIM_GRAPH_PARAM_ACCESS_RESULT(nullptr);
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for (auto& param : GraphInstance.Parameters)
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{
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if (param.Name == name)
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return ¶m;
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}
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LOG(Warning, "Failed to get animated model '{0}' missing parameter '{1}'", ToString(), name);
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return nullptr;
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}
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Variant AnimatedModel::GetParameterValue(const StringView& name)
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{
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CHECK_ANIM_GRAPH_PARAM_ACCESS_RESULT(Variant::Null);
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for (auto& param : GraphInstance.Parameters)
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{
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if (param.Name == name)
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return param.Value;
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}
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LOG(Warning, "Failed to get animated model '{0}' missing parameter '{1}'", ToString(), name);
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return Variant::Null;
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}
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void AnimatedModel::SetParameterValue(const StringView& name, const Variant& value)
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{
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CHECK_ANIM_GRAPH_PARAM_ACCESS();
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for (auto& param : GraphInstance.Parameters)
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{
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if (param.Name == name)
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{
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param.Value = value;
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return;
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}
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}
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LOG(Warning, "Failed to set animated model '{0}' missing parameter '{1}'", ToString(), name);
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}
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Variant AnimatedModel::GetParameterValue(const Guid& id)
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{
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CHECK_ANIM_GRAPH_PARAM_ACCESS_RESULT(Variant::Null);
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for (auto& param : GraphInstance.Parameters)
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{
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if (param.Identifier == id)
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return param.Value;
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}
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LOG(Warning, "Failed to get animated model '{0}' missing parameter '{1}'", ToString(), id.ToString());
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return Variant::Null;
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}
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void AnimatedModel::SetParameterValue(const Guid& id, const Variant& value)
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{
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CHECK_ANIM_GRAPH_PARAM_ACCESS();
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for (auto& param : GraphInstance.Parameters)
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{
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if (param.Identifier == id)
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{
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param.Value = value;
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return;
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}
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}
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LOG(Warning, "Failed to set animated model '{0}' missing parameter '{1}'", ToString(), id.ToString());
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}
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#undef CHECK_ANIM_GRAPH_PARAM_ACCESS
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float AnimatedModel::GetBlendShapeWeight(const StringView& name)
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{
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for (auto& e : _blendShapes.Weights)
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{
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if (e.First == name)
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return e.Second;
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}
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return 0.0f;
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}
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void AnimatedModel::SetBlendShapeWeight(const StringView& name, float value)
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{
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value = Math::Clamp(value, -1.0f, 1.0f);
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for (int32 i = 0; i < _blendShapes.Weights.Count(); i++)
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{
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auto& e = _blendShapes.Weights[i];
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if (e.First == name)
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{
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if (Math::IsZero(value))
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{
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_blendShapes.WeightsDirty = true;
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_blendShapes.Weights.RemoveAt(i);
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}
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else if (Math::NotNearEqual(e.Second, value))
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{
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_blendShapes.WeightsDirty = true;
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e.Second = value;
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}
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return;
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}
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}
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{
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auto& e = _blendShapes.Weights.AddOne();
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e.First = name;
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e.Second = value;
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_blendShapes.WeightsDirty = true;
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}
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}
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void AnimatedModel::ClearBlendShapeWeights()
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{
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_blendShapes.Clear();
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}
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void AnimatedModel::ApplyRootMotion(const RootMotionData& rootMotionDelta)
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{
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// Skip if no motion
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if (rootMotionDelta.Translation.IsZero() && rootMotionDelta.Rotation.IsIdentity())
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return;
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// Transform translation from actor space into world space
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const Vector3 translation = Vector3::Transform(rootMotionDelta.Translation * GetScale(), GetOrientation());
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// Apply movement
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Actor* target = RootMotionTarget ? RootMotionTarget.Get() : this;
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target->AddMovement(translation, rootMotionDelta.Rotation);
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}
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void AnimatedModel::SyncParameters()
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{
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const int32 targetCount = AnimationGraph ? AnimationGraph->Graph.Parameters.Count() : 0;
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//const int32 currentCount = GraphInstance.Parameters.Count();
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//if (targetCount != currentCount)
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{
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if (targetCount == 0)
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{
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// Clear the data
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GraphInstance.Clear();
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}
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else
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{
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ScopeLock lock(AnimationGraph->Locker);
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// Clone the parameters
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GraphInstance.Parameters.Resize(AnimationGraph->Graph.Parameters.Count(), false);
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for (int32 i = 0; i < GraphInstance.Parameters.Count(); i++)
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{
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const auto src = &AnimationGraph->Graph.Parameters.At(i);
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auto& dst = GraphInstance.Parameters[i];
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dst.Type = src->Type;
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dst.Identifier = src->Identifier;
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dst.Name = src->Name;
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dst.IsPublic = src->IsPublic;
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dst.Value = src->Value;
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#if USE_EDITOR
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dst.Meta = src->Meta;
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#endif
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}
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}
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}
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}
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void AnimatedModel::BeginPlay(SceneBeginData* data)
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{
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if (SkinnedModel && SkinnedModel->IsLoaded())
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PreInitSkinningData();
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// Base
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ModelInstanceActor::BeginPlay(data);
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}
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void AnimatedModel::EndPlay()
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{
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Animations::RemoveFromUpdate(this);
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SetMasterPoseModel(nullptr);
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// Base
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ModelInstanceActor::EndPlay();
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}
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void AnimatedModel::OnEnable()
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{
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GetScene()->Ticking.Update.AddTick<AnimatedModel, &AnimatedModel::Update>(this);
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// Base
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ModelInstanceActor::OnEnable();
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}
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void AnimatedModel::OnDisable()
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{
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GetScene()->Ticking.Update.RemoveTick(this);
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// Base
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ModelInstanceActor::OnDisable();
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}
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void AnimatedModel::OnActiveInTreeChanged()
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{
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GraphInstance.Invalidate();
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// Base
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ModelInstanceActor::OnActiveInTreeChanged();
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}
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void AnimatedModel::UpdateLocalBounds()
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{
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BoundingBox box;
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if (CustomBounds.GetSize().LengthSquared() > 0.01f)
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{
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box = CustomBounds;
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}
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else if (SkinnedModel && SkinnedModel->IsLoaded())
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{
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//box = SkinnedModel->GetBox(GraphInstance.RootTransform.GetWorld());
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//box = SkinnedModel->GetBox();
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if (GraphInstance.NodesPose.Count() != 0)
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{
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// Per-bone bounds estimated from positions
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auto& skeleton = SkinnedModel->Skeleton;
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const int32 bonesCount = skeleton.Bones.Count();
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box = BoundingBox(GraphInstance.NodesPose[skeleton.Bones[0].NodeIndex].GetTranslation());
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for (int32 boneIndex = 1; boneIndex < bonesCount; boneIndex++)
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box.Merge(GraphInstance.NodesPose[skeleton.Bones[boneIndex].NodeIndex].GetTranslation());
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}
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else
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{
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box = SkinnedModel->GetBox();
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}
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// Apply margin based on model dimensions
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const Vector3 modelBoxSize = SkinnedModel->GetBox().GetSize();
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const Vector3 center = box.GetCenter();
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const Vector3 sizeHalf = Vector3::Max(box.GetSize() + modelBoxSize * 0.2f, modelBoxSize) * 0.5f;
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box = BoundingBox(center - sizeHalf, center + sizeHalf);
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}
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else
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{
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box = BoundingBox(Vector3::Zero);
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}
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_boxLocal = BoundingBox::MakeScaled(box, BoundsScale);
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}
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void AnimatedModel::UpdateBounds()
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{
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UpdateLocalBounds();
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BoundingBox::Transform(_boxLocal, _world, _box);
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BoundingSphere::FromBox(_box, _sphere);
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateGeometry(this, _sceneRenderingKey);
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}
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void AnimatedModel::UpdateSockets()
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{
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for (int32 i = 0; i < Children.Count(); i++)
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{
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auto socket = dynamic_cast<BoneSocket*>(Children[i]);
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if (socket)
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socket->UpdateTransformation();
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}
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}
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void AnimatedModel::OnAnimationUpdated_Async()
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{
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// Update asynchronous stuff
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auto& skeleton = SkinnedModel->Skeleton;
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// Copy pose from the master
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if (_masterPose && _masterPose->SkinnedModel->Skeleton.Nodes.Count() == skeleton.Nodes.Count())
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{
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ANIM_GRAPH_PROFILE_EVENT("Copy Master Pose");
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const auto& masterInstance = _masterPose->GraphInstance;
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GraphInstance.NodesPose = masterInstance.NodesPose;
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GraphInstance.RootTransform = masterInstance.RootTransform;
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GraphInstance.RootMotion = masterInstance.RootMotion;
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}
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// Calculate the final bones transformations and update skinning
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{
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ANIM_GRAPH_PROFILE_EVENT("Final Pose");
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const int32 bonesCount = skeleton.Bones.Count();
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Matrix3x4* output = (Matrix3x4*)_skinningData.Data.Get();
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ASSERT(_skinningData.Data.Count() == bonesCount * sizeof(Matrix3x4));
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for (int32 boneIndex = 0; boneIndex < bonesCount; boneIndex++)
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{
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auto& bone = skeleton.Bones[boneIndex];
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Matrix matrix = bone.OffsetMatrix * GraphInstance.NodesPose[bone.NodeIndex];
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output[boneIndex].SetMatrixTranspose(matrix);
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}
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_skinningData.OnDataChanged(!PerBoneMotionBlur);
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}
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UpdateBounds();
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_blendShapes.Update(SkinnedModel.Get());
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}
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void AnimatedModel::OnAnimationUpdated_Sync()
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{
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// Update synchronous stuff
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UpdateSockets();
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ApplyRootMotion(GraphInstance.RootMotion);
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AnimationUpdated();
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}
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void AnimatedModel::OnAnimationUpdated()
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{
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ANIM_GRAPH_PROFILE_EVENT("OnAnimationUpdated");
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OnAnimationUpdated_Async();
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OnAnimationUpdated_Sync();
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}
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void AnimatedModel::OnSkinnedModelChanged()
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{
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Entries.Release();
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if (SkinnedModel && !SkinnedModel->IsLoaded())
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{
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UpdateBounds();
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GraphInstance.Invalidate();
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}
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}
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void AnimatedModel::OnSkinnedModelLoaded()
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{
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Entries.SetupIfInvalid(SkinnedModel);
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GraphInstance.Invalidate();
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if (_blendShapes.Weights.HasItems())
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_blendShapes.WeightsDirty = true;
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PreInitSkinningData();
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}
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void AnimatedModel::OnGraphChanged()
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{
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// Cleanup parameters
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GraphInstance.Clear();
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}
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void AnimatedModel::OnGraphLoaded()
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{
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// Prepare parameters and instance data
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GraphInstance.ClearState();
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SyncParameters();
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}
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bool AnimatedModel::HasContentLoaded() const
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{
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return (SkinnedModel == nullptr || SkinnedModel->IsLoaded()) && Entries.HasContentLoaded();
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}
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void AnimatedModel::Update()
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{
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// Update the mode
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_actualMode = UpdateMode;
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if (_actualMode == AnimationUpdateMode::Auto)
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{
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// TODO: handle low performance platforms
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if (_lastMinDstSqr < 3000.0f * 3000.0f)
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_actualMode = AnimationUpdateMode::EveryUpdate;
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else if (_lastMinDstSqr < 6000.0f * 6000.0f)
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_actualMode = AnimationUpdateMode::EverySecondUpdate;
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else if (_lastMinDstSqr < 10000.0f * 10000.0f)
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_actualMode = AnimationUpdateMode::EveryFourthUpdate;
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else
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_actualMode = AnimationUpdateMode::Manual;
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}
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// Check if update during this tick
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bool updateAnim = false;
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switch (_actualMode)
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{
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case AnimationUpdateMode::EveryFourthUpdate:
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updateAnim = _counter++ % 4 == 0;
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break;
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case AnimationUpdateMode::EverySecondUpdate:
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updateAnim = _counter++ % 2 == 0;
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break;
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case AnimationUpdateMode::EveryUpdate:
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updateAnim = true;
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break;
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default:
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break;
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}
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if (updateAnim && (UpdateWhenOffscreen || _lastMinDstSqr < MAX_float))
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UpdateAnimation();
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_lastMinDstSqr = MAX_float;
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}
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void AnimatedModel::Draw(RenderContext& renderContext)
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{
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GEOMETRY_DRAW_STATE_EVENT_BEGIN(_drawState, _world);
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const DrawPass drawModes = (DrawPass)(DrawModes & renderContext.View.Pass & (int32)renderContext.View.GetShadowsDrawPassMask(ShadowsMode));
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if (SkinnedModel && SkinnedModel->IsLoaded() && drawModes != DrawPass::None)
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{
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_lastMinDstSqr = Math::Min(_lastMinDstSqr, Vector3::DistanceSquared(GetPosition(), renderContext.View.Position));
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if (_skinningData.IsReady())
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{
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#if USE_EDITOR
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// Disable motion blur effects in editor without play mode enabled to hide minor artifacts on objects moving
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if (!Editor::IsPlayMode)
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_drawState.PrevWorld = _world;
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#endif
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_skinningData.Flush(GPUDevice::Instance->GetMainContext());
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SkinnedMesh::DrawInfo draw;
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draw.Buffer = &Entries;
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draw.Skinning = &_skinningData;
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draw.BlendShapes = &_blendShapes;
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draw.World = &_world;
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draw.DrawState = &_drawState;
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draw.DrawModes = drawModes;
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draw.Bounds = _sphere;
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draw.PerInstanceRandom = GetPerInstanceRandom();
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draw.LODBias = LODBias;
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draw.ForcedLOD = ForcedLOD;
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SkinnedModel->Draw(renderContext, draw);
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}
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}
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GEOMETRY_DRAW_STATE_EVENT_END(_drawState, _world);
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}
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void AnimatedModel::DrawGeneric(RenderContext& renderContext)
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{
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if (renderContext.View.RenderLayersMask.Mask & GetLayerMask() && renderContext.View.CullingFrustum.Intersects(_box))
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{
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Draw(renderContext);
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}
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}
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#if USE_EDITOR
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#include "Engine/Debug/DebugDraw.h"
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void AnimatedModel::OnDebugDrawSelected()
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{
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DEBUG_DRAW_WIRE_BOX(_box, Color::Violet.RGBMultiplied(0.8f), 0, true);
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// Base
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ModelInstanceActor::OnDebugDrawSelected();
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}
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#endif
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bool AnimatedModel::IntersectsItself(const Ray& ray, float& distance, Vector3& normal)
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{
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bool result = false;
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if (SkinnedModel != nullptr && SkinnedModel->IsLoaded())
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{
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SkinnedMesh* mesh;
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result |= SkinnedModel->Intersects(ray, _world, distance, normal, &mesh);
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}
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return result;
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}
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void AnimatedModel::Serialize(SerializeStream& stream, const void* otherObj)
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{
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// Base
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ModelInstanceActor::Serialize(stream, otherObj);
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SERIALIZE_GET_OTHER_OBJ(AnimatedModel);
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SERIALIZE(SkinnedModel);
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SERIALIZE(AnimationGraph);
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SERIALIZE(PerBoneMotionBlur);
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SERIALIZE(UseTimeScale);
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SERIALIZE(UpdateWhenOffscreen);
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SERIALIZE(UpdateSpeed);
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SERIALIZE(UpdateMode);
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SERIALIZE(BoundsScale);
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SERIALIZE(CustomBounds);
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SERIALIZE(LODBias);
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SERIALIZE(ForcedLOD);
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SERIALIZE(DrawModes);
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SERIALIZE(ShadowsMode);
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SERIALIZE(RootMotionTarget);
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stream.JKEY("Buffer");
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stream.Object(&Entries, other ? &other->Entries : nullptr);
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}
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void AnimatedModel::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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{
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// Base
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ModelInstanceActor::Deserialize(stream, modifier);
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DESERIALIZE(SkinnedModel);
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DESERIALIZE(AnimationGraph);
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DESERIALIZE(PerBoneMotionBlur);
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DESERIALIZE(UseTimeScale);
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DESERIALIZE(UpdateWhenOffscreen);
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DESERIALIZE(UpdateSpeed);
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DESERIALIZE(UpdateMode);
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DESERIALIZE(BoundsScale);
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DESERIALIZE(CustomBounds);
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DESERIALIZE(LODBias);
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DESERIALIZE(ForcedLOD);
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DESERIALIZE(DrawModes);
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DESERIALIZE(ShadowsMode);
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DESERIALIZE(RootMotionTarget);
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Entries.DeserializeIfExists(stream, "Buffer", modifier);
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}
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bool AnimatedModel::IntersectsEntry(int32 entryIndex, const Ray& ray, float& distance, Vector3& normal)
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{
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auto model = SkinnedModel.Get();
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if (!model || !model->IsInitialized() || model->GetLoadedLODs() == 0)
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return false;
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// Find mesh in the highest loaded LOD that is using the given material slot index and ray hits it
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auto& meshes = model->LODs[model->HighestResidentLODIndex()].Meshes;
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for (int32 i = 0; i < meshes.Count(); i++)
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{
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const auto& mesh = meshes[i];
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if (mesh.GetMaterialSlotIndex() == entryIndex && mesh.Intersects(ray, _world, distance, normal))
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return true;
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}
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distance = 0;
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normal = Vector3::Up;
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return false;
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}
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bool AnimatedModel::IntersectsEntry(const Ray& ray, float& distance, Vector3& normal, int32& entryIndex)
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{
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auto model = SkinnedModel.Get();
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if (!model || !model->IsInitialized() || model->GetLoadedLODs() == 0)
|
|
return false;
|
|
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|
// Find mesh in the highest loaded LOD that is using the given material slot index and ray hits it
|
|
bool result = false;
|
|
float closest = MAX_float;
|
|
Vector3 closestNormal = Vector3::Up;
|
|
int32 closestEntry = -1;
|
|
auto& meshes = model->LODs[model->HighestResidentLODIndex()].Meshes;
|
|
for (int32 i = 0; i < meshes.Count(); i++)
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|
{
|
|
// Test intersection with mesh and check if is closer than previous
|
|
const auto& mesh = meshes[i];
|
|
float dst;
|
|
Vector3 nrm;
|
|
if (mesh.Intersects(ray, _world, dst, nrm) && dst < closest)
|
|
{
|
|
result = true;
|
|
closest = dst;
|
|
closestNormal = nrm;
|
|
closestEntry = mesh.GetMaterialSlotIndex();
|
|
}
|
|
}
|
|
|
|
distance = closest;
|
|
normal = closestNormal;
|
|
entryIndex = closestEntry;
|
|
return result;
|
|
}
|
|
|
|
void AnimatedModel::OnTransformChanged()
|
|
{
|
|
// Base
|
|
ModelInstanceActor::OnTransformChanged();
|
|
|
|
_transform.GetWorld(_world);
|
|
BoundingBox::Transform(_boxLocal, _world, _box);
|
|
BoundingSphere::FromBox(_box, _sphere);
|
|
if (_sceneRenderingKey != -1)
|
|
GetSceneRendering()->UpdateGeometry(this, _sceneRenderingKey);
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|
}
|