Files
FlaxEngine/Source/Editor/Viewport/Previews/AnimatedModelPreview.cs
2021-01-02 14:28:49 +01:00

259 lines
11 KiB
C#

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