259 lines
11 KiB
C#
259 lines
11 KiB
C#
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using System.Collections.Generic;
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using FlaxEngine;
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using FlaxEditor.GUI.Input;
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using Object = FlaxEngine.Object;
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namespace FlaxEditor.Viewport.Previews
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{
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/// <summary>
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/// Animated model asset preview editor viewport.
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/// </summary>
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/// <seealso cref="AssetPreview" />
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public class AnimatedModelPreview : AssetPreview
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{
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private AnimatedModel _previewModel;
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private StaticModel _previewNodesActor;
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private Model _previewNodesModel;
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private int _previewNodesCounter;
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private List<Vector3> _previewNodesVB;
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private List<int> _previewNodesIB;
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/// <summary>
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/// Gets or sets the skinned model asset to preview.
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/// </summary>
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public SkinnedModel SkinnedModel
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{
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get => _previewModel.SkinnedModel;
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set => _previewModel.SkinnedModel = value;
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}
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/// <summary>
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/// Gets the skinned model actor used to preview selected asset.
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/// </summary>
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public AnimatedModel PreviewActor => _previewModel;
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/// <summary>
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/// Gets or sets a value indicating whether play the animation in editor.
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/// </summary>
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public bool PlayAnimation { get; set; } = false;
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/// <summary>
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/// Gets or sets a value indicating whether show animated model skeleton nodes debug view.
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/// </summary>
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public bool ShowNodes { get; set; } = false;
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/// <summary>
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/// Gets or sets a value indicating whether scale the model to the normalized bounds.
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/// </summary>
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public bool ScaleToFit { get; set; } = true;
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/// <summary>
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/// 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.
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/// </summary>
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public bool[] NodesMask { get; set; }
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/// <summary>
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/// Initializes a new instance of the <see cref="AnimatedModelPreview"/> class.
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/// </summary>
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/// <param name="useWidgets">if set to <c>true</c> use widgets.</param>
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public AnimatedModelPreview(bool useWidgets)
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: base(useWidgets)
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{
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Task.Begin += OnBegin;
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// Setup preview scene
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_previewModel = new AnimatedModel();
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_previewModel.UseTimeScale = false;
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_previewModel.UpdateWhenOffscreen = true;
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//_previewModel.BoundsScale = 1000.0f;
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_previewModel.UpdateMode = AnimatedModel.AnimationUpdateMode.Manual;
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_previewNodesModel = FlaxEngine.Content.CreateVirtualAsset<Model>();
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_previewNodesModel.SetupLODs(new[] { 1 });
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_previewNodesActor = new StaticModel();
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_previewNodesActor.Model = _previewNodesModel;
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_previewNodesActor.SetMaterial(0, FlaxEngine.Content.LoadAsyncInternal<MaterialBase>(EditorAssets.WiresDebugMaterial));
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// Link actors for rendering
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Task.AddCustomActor(_previewModel);
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Task.AddCustomActor(_previewNodesActor);
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if (useWidgets)
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{
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// Preview LOD
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{
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var previewLOD = ViewWidgetButtonMenu.AddButton("Preview LOD");
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var previewLODValue = new IntValueBox(-1, 75, 2, 50.0f, -1, 10, 0.02f);
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previewLODValue.Parent = previewLOD;
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previewLODValue.ValueChanged += () => _previewModel.ForcedLOD = previewLODValue.Value;
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ViewWidgetButtonMenu.VisibleChanged += control => previewLODValue.Value = _previewModel.ForcedLOD;
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}
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}
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}
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private void OnBegin(RenderTask task, GPUContext context)
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{
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if (!ScaleToFit)
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{
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_previewModel.Scale = Vector3.One;
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_previewModel.Position = Vector3.Zero;
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return;
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}
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// Update preview model scale to fit the preview
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var skinnedModel = SkinnedModel;
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if (skinnedModel && skinnedModel.IsLoaded)
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{
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float targetSize = 50.0f;
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BoundingBox box = skinnedModel.GetBox();
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float maxSize = Mathf.Max(0.001f, box.Size.MaxValue);
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float scale = targetSize / maxSize;
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_previewModel.Scale = new Vector3(scale);
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_previewModel.Position = box.Center * (-0.5f * scale) + new Vector3(0, -10, 0);
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}
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}
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/// <inheritdoc />
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public override void Update(float deltaTime)
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{
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base.Update(deltaTime);
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// Manually update animation
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if (PlayAnimation)
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{
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_previewModel.UpdateAnimation();
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}
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// Update the nodes debug (once every few frames)
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_previewNodesActor.Transform = _previewModel.Transform;
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var updateNodesCount = PlayAnimation || _previewNodesVB?.Count == 0 ? 1 : 10;
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_previewNodesActor.IsActive = ShowNodes;
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if (_previewNodesCounter++ % updateNodesCount == 0 && ShowNodes)
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{
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_previewModel.GetCurrentPose(out var pose);
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var nodes = _previewModel.SkinnedModel?.Nodes;
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if (pose == null || pose.Length == 0 || nodes == null)
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{
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_previewNodesActor.IsActive = false;
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}
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else
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{
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if (_previewNodesVB == null)
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_previewNodesVB = new List<Vector3>(1024 * 2);
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else
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_previewNodesVB.Clear();
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if (_previewNodesIB == null)
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_previewNodesIB = new List<int>(1024 * 3);
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else
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_previewNodesIB.Clear();
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// Draw bounding box at the node locations
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var nodesMask = NodesMask != null && NodesMask.Length == nodes.Length ? NodesMask : null;
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var localBox = new OrientedBoundingBox(new Vector3(-1.0f), new Vector3(1.0f));
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for (int nodeIndex = 0; nodeIndex < pose.Length; nodeIndex++)
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{
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if (nodesMask != null && !nodesMask[nodeIndex])
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continue;
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var transform = pose[nodeIndex];
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transform.Decompose(out var scale, out Matrix _, out _);
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transform = Matrix.Invert(Matrix.Scaling(scale)) * transform;
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// Some inlined code to improve performance
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var box = localBox * transform;
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//
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var iStart = _previewNodesVB.Count;
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box.GetCorners(_previewNodesVB);
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//
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_previewNodesIB.Add(iStart + 0);
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_previewNodesIB.Add(iStart + 1);
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_previewNodesIB.Add(iStart + 0);
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//
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_previewNodesIB.Add(iStart + 0);
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_previewNodesIB.Add(iStart + 4);
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_previewNodesIB.Add(iStart + 0);
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//
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_previewNodesIB.Add(iStart + 1);
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_previewNodesIB.Add(iStart + 2);
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_previewNodesIB.Add(iStart + 1);
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//
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_previewNodesIB.Add(iStart + 1);
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_previewNodesIB.Add(iStart + 5);
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_previewNodesIB.Add(iStart + 1);
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//
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_previewNodesIB.Add(iStart + 2);
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_previewNodesIB.Add(iStart + 3);
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_previewNodesIB.Add(iStart + 2);
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//
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_previewNodesIB.Add(iStart + 2);
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_previewNodesIB.Add(iStart + 6);
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_previewNodesIB.Add(iStart + 2);
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//
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_previewNodesIB.Add(iStart + 3);
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_previewNodesIB.Add(iStart + 7);
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_previewNodesIB.Add(iStart + 3);
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//
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_previewNodesIB.Add(iStart + 4);
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_previewNodesIB.Add(iStart + 5);
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_previewNodesIB.Add(iStart + 4);
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//
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_previewNodesIB.Add(iStart + 4);
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_previewNodesIB.Add(iStart + 7);
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_previewNodesIB.Add(iStart + 4);
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//
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_previewNodesIB.Add(iStart + 5);
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_previewNodesIB.Add(iStart + 6);
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_previewNodesIB.Add(iStart + 5);
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//
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_previewNodesIB.Add(iStart + 6);
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_previewNodesIB.Add(iStart + 7);
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_previewNodesIB.Add(iStart + 6);
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//
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}
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// Nodes connections
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for (int nodeIndex = 0; nodeIndex < nodes.Length; nodeIndex++)
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{
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int parentIndex = nodes[nodeIndex].ParentIndex;
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if (parentIndex != -1)
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{
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if (nodesMask != null && (!nodesMask[nodeIndex] || !nodesMask[parentIndex]))
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continue;
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var parentPos = pose[parentIndex].TranslationVector;
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var bonePos = pose[nodeIndex].TranslationVector;
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var iStart = _previewNodesVB.Count;
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_previewNodesVB.Add(parentPos);
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_previewNodesVB.Add(bonePos);
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_previewNodesIB.Add(iStart + 0);
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_previewNodesIB.Add(iStart + 1);
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_previewNodesIB.Add(iStart + 0);
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}
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}
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if (_previewNodesIB.Count > 0)
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_previewNodesModel.LODs[0].Meshes[0].UpdateMesh(_previewNodesVB, _previewNodesIB);
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else
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_previewNodesActor.IsActive = false;
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}
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}
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}
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/// <inheritdoc />
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public override void OnDestroy()
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{
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// Ensure to cleanup created actor objects
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_previewNodesActor.Model = null;
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Object.Destroy(ref _previewModel);
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Object.Destroy(ref _previewNodesActor);
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Object.Destroy(ref _previewNodesModel);
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NodesMask = null;
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base.OnDestroy();
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}
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}
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}
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