Files
FlaxEngine/Source/Engine/Level/Actors/Ragdoll.cpp

237 lines
7.5 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "Ragdoll.h"
#include "AnimatedModel.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Physics/Actors/RigidBody.h"
#include "Engine/Serialization/Serialization.h"
Ragdoll::Ragdoll(const SpawnParams& params)
: Actor(params)
{
}
float Ragdoll::GetTotalMass() const
{
float result = 0.0f;
for (auto child : Children)
{
const auto rigidBody = Cast<RigidBody>(child);
if (!rigidBody || !rigidBody->IsActiveInHierarchy())
continue;
result += rigidBody->GetMass();
}
return result;
}
float Ragdoll::InitBone(RigidBody* rigidBody, int32& nodeIndex, Transform& localOffset)
{
// Bones with 0 weight are non-simulated (kinematic)
float weight = BonesWeight;
BonesWeights.TryGet(rigidBody->GetName(), weight);
rigidBody->SetIsKinematic(weight < ANIM_GRAPH_BLEND_THRESHOLD);
nodeIndex = _animatedModel->SkinnedModel->FindNode(rigidBody->GetName());
if (nodeIndex != -1 && !_bonesOffsets.TryGet(rigidBody, localOffset))
{
// Calculate the skeleton node local position of the bone
auto& node = _animatedModel->GraphInstance.NodesPose[nodeIndex];
Transform nodeT;
node.Decompose(nodeT);
localOffset = nodeT.WorldToLocal(rigidBody->GetLocalTransform());
_bonesOffsets[rigidBody] = localOffset;
}
return weight;
}
void Ragdoll::OnFixedUpdate()
{
if (!_animatedModel || !_animatedModel->SkinnedModel)
return;
PROFILE_CPU();
// Synchronize non-simulated bones
for (auto child : Children)
{
auto rigidBody = Cast<RigidBody>(child);
if (!rigidBody || !rigidBody->IsActiveInHierarchy())
continue;
Transform localOffset;
int32 nodeIndex;
const float weight = InitBone(rigidBody, nodeIndex, localOffset);
if (nodeIndex != -1 && weight < ANIM_GRAPH_BLEND_THRESHOLD)
{
// Bone is animation driven
auto& node = _animatedModel->GraphInstance.NodesPose[nodeIndex];
Transform nodeT;
node.Decompose(nodeT);
rigidBody->SetLocalTransform(nodeT.LocalToWorld(localOffset));
}
}
// Synchronize simulated bones with skeleton if Anim Graph is disabled
if (!_animatedModel->AnimationGraph || _animatedModel->UpdateMode == AnimatedModel::AnimationUpdateMode::Never)
{
// Get current pose
Array<Matrix> currentPose;
_animatedModel->GetCurrentPose(currentPose);
// Convert pose into local-bone pose
auto& skeleton = _animatedModel->SkinnedModel->Skeleton;
AnimGraphImpulse localPose;
localPose.Nodes.Resize(skeleton.Nodes.Count());
for (int32 nodeIndex = 0; nodeIndex < skeleton.Nodes.Count(); nodeIndex++)
{
Transform t;
currentPose[nodeIndex].Decompose(t);
const int32 parentIndex = skeleton.Nodes[nodeIndex].ParentIndex;
if (parentIndex != -1)
{
Transform parent;
currentPose[parentIndex].Decompose(parent);
t = parent.WorldToLocal(t);
}
localPose.Nodes[nodeIndex] = t;
}
// Override simulated bones in local pose
OnAnimationUpdating(&localPose);
// Convert into skeleton pose
for (int32 nodeIndex = 0; nodeIndex < skeleton.Nodes.Count(); nodeIndex++)
{
const int32 parentIndex = skeleton.Nodes[nodeIndex].ParentIndex;
if (parentIndex != -1)
localPose.Nodes[parentIndex].LocalToWorld(localPose.Nodes[nodeIndex], localPose.Nodes[nodeIndex]);
localPose.Nodes[nodeIndex].GetWorld(currentPose[nodeIndex]);
}
// Set current pose
_animatedModel->SetCurrentPose(currentPose);
}
}
void Ragdoll::OnAnimationUpdating(AnimGraphImpulse* localPose)
{
if (!_animatedModel || !_animatedModel->SkinnedModel)
return;
PROFILE_CPU();
// Synchronize simulated bones
auto& skeleton = _animatedModel->SkinnedModel->Skeleton;
for (auto child : Children)
{
const auto rigidBody = Cast<RigidBody>(child);
if (!rigidBody || !rigidBody->IsActiveInHierarchy())
continue;
Transform localOffset;
int32 nodeIndex;
const float weight = InitBone(rigidBody, nodeIndex, localOffset);
if (nodeIndex != -1 && weight > ANIM_GRAPH_BLEND_THRESHOLD)
{
// Calculate node transformation based on the rigidbody transform and inverted local offset
Transform nodeT, rigidbodyT = rigidBody->GetLocalTransform();
nodeT.Scale = rigidbodyT.Scale / localOffset.Scale;
const Quaternion localOffsetOrientInv = localOffset.Orientation.Conjugated();
Quaternion::Multiply(rigidbodyT.Orientation, localOffsetOrientInv, nodeT.Orientation);
nodeT.Orientation.Normalize();
nodeT.Translation = rigidbodyT.Translation - (nodeT.Orientation * (localOffset.Translation * nodeT.Scale));
if (weight < 1.0f - ANIM_GRAPH_BLEND_THRESHOLD)
{
// Blend between simulated and animated state
Transform::Lerp(localPose->GetNodeModelTransformation(skeleton, nodeIndex), nodeT, weight, nodeT);
}
// Bone is physics driven
localPose->SetNodeModelTransformation(skeleton, nodeIndex, nodeT);
}
}
}
#if USE_EDITOR
#include "Engine/Debug/DebugDraw.h"
#include "Engine/Physics/Joints/Joint.h"
#include "Engine/Physics/Colliders/Collider.h"
void Ragdoll::OnDebugDrawSelected()
{
// Draw whole skeleton
for (auto child : Children)
{
auto rigidBody = Cast<RigidBody>(child);
if (!rigidBody || !rigidBody->IsActiveInHierarchy())
continue;
for (auto grandChild : rigidBody->Children)
{
if (grandChild->Is<Collider>() || grandChild->Is<Joint>())
grandChild->OnDebugDrawSelected();
}
}
// Base
Actor::OnDebugDrawSelected();
}
#endif
void Ragdoll::OnEnable()
{
GetScene()->Ticking.FixedUpdate.AddTick<Ragdoll, &Ragdoll::OnFixedUpdate>(this);
// Initialize bones
if (_animatedModel)
{
if (_animatedModel->GraphInstance.NodesPose.IsEmpty())
_animatedModel->PreInitSkinningData();
for (auto child : Children)
{
const auto rigidBody = Cast<RigidBody>(child);
if (rigidBody && rigidBody->IsActiveInHierarchy())
{
Transform localOffset;
int32 nodeIndex;
InitBone(rigidBody, nodeIndex, localOffset);
}
}
}
Actor::OnEnable();
}
void Ragdoll::OnDisable()
{
Actor::OnDisable();
_bonesOffsets.Clear();
GetScene()->Ticking.FixedUpdate.RemoveTick(this);
}
void Ragdoll::OnParentChanged()
{
Actor::OnParentChanged();
// Update for new parent
if (_animatedModel)
{
_animatedModel->GraphInstance.LocalPoseOverride.Unbind<Ragdoll, &Ragdoll::OnAnimationUpdating>(this);
}
_animatedModel = Cast<AnimatedModel>(_parent);
if (_animatedModel)
{
_animatedModel->GraphInstance.LocalPoseOverride.Bind<Ragdoll, &Ragdoll::OnAnimationUpdating>(this);
}
}
void Ragdoll::OnTransformChanged()
{
// Force to be linked into parent
_localTransform = Transform::Identity;
// Base
Actor::OnTransformChanged();
_box = BoundingBox(_transform.Translation);
_sphere = BoundingSphere(_transform.Translation, 0.0f);
}