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

1260 lines
41 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "AnimatedModel.h"
#include "BoneSocket.h"
#include "Engine/Core/Math/Matrix3x4.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Animations/Animations.h"
#include "Engine/Engine/Engine.h"
#if USE_EDITOR
#include "Engine/Core/Math/OrientedBoundingBox.h"
#include "Engine/Core/Math/Matrix3x3.h"
#include "Editor/Editor.h"
#endif
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/Models/MeshDeformation.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Level/SceneObjectsFactory.h"
#include "Engine/Serialization/Serialization.h"
AnimatedModel::AnimatedModel(const SpawnParams& params)
: ModelInstanceActor(params)
, _actualMode(AnimationUpdateMode::Never)
, _counter(0)
, _lastMinDstSqr(MAX_Real)
, _lastUpdateFrame(0)
{
_drawCategory = SceneRendering::SceneDrawAsync;
GraphInstance.Object = this;
_box = BoundingBox(Vector3::Zero);
_sphere = BoundingSphere(Vector3::Zero, 0.0f);
SkinnedModel.Changed.Bind<AnimatedModel, &AnimatedModel::OnSkinnedModelChanged>(this);
SkinnedModel.Loaded.Bind<AnimatedModel, &AnimatedModel::OnSkinnedModelLoaded>(this);
AnimationGraph.Changed.Bind<AnimatedModel, &AnimatedModel::OnGraphChanged>(this);
AnimationGraph.Loaded.Bind<AnimatedModel, &AnimatedModel::OnGraphLoaded>(this);
}
AnimatedModel::~AnimatedModel()
{
if (_deformation)
Delete(_deformation);
}
void AnimatedModel::ResetAnimation()
{
GraphInstance.ClearState();
}
void AnimatedModel::UpdateAnimation()
{
// Skip if need to
if (UpdateMode == AnimationUpdateMode::Never
|| !IsActiveInHierarchy()
|| SkinnedModel == nullptr
|| !SkinnedModel->IsLoaded()
|| _lastUpdateFrame == Engine::UpdateCount
|| _masterPose)
return;
_lastUpdateFrame = Engine::UpdateCount;
if (AnimationGraph && AnimationGraph->IsLoaded() && AnimationGraph->Graph.IsReady())
{
// Request an animation update
Animations::AddToUpdate(this);
}
}
void AnimatedModel::SetupSkinningData()
{
ASSERT(SkinnedModel && SkinnedModel->IsLoaded());
const int32 targetBonesCount = SkinnedModel->Skeleton.Bones.Count();
const int32 currentBonesCount = _skinningData.BonesCount;
if (targetBonesCount != currentBonesCount)
{
_skinningData.Setup(targetBonesCount);
}
}
void AnimatedModel::PreInitSkinningData()
{
if (!SkinnedModel || !SkinnedModel->IsLoaded())
return;
ScopeLock lock(SkinnedModel->Locker);
SetupSkinningData();
auto& skeleton = SkinnedModel->Skeleton;
const int32 bonesCount = skeleton.Bones.Count();
const int32 nodesCount = skeleton.Nodes.Count();
// Get nodes global transformations for the initial pose
GraphInstance.NodesPose.Resize(nodesCount, false);
for (int32 nodeIndex = 0; nodeIndex < nodesCount; nodeIndex++)
{
Matrix localTransform;
skeleton.Nodes[nodeIndex].LocalTransform.GetWorld(localTransform);
const int32 parentIndex = skeleton.Nodes[nodeIndex].ParentIndex;
if (parentIndex != -1)
GraphInstance.NodesPose[nodeIndex] = localTransform * GraphInstance.NodesPose[parentIndex];
else
GraphInstance.NodesPose[nodeIndex] = localTransform;
}
GraphInstance.Invalidate();
GraphInstance.RootTransform = skeleton.Nodes[0].LocalTransform;
// Setup bones transformations including bone offset matrix
Array<Matrix> identityMatrices; // TODO: use shared memory?
identityMatrices.Resize(bonesCount, false);
for (int32 boneIndex = 0; boneIndex < bonesCount; boneIndex++)
{
auto& bone = skeleton.Bones[boneIndex];
identityMatrices.Get()[boneIndex] = bone.OffsetMatrix * GraphInstance.NodesPose[bone.NodeIndex];
}
_skinningData.SetData(identityMatrices.Get(), true);
UpdateBounds();
UpdateSockets();
}
void AnimatedModel::GetCurrentPose(Array<Matrix>& nodesTransformation, bool worldSpace) const
{
if (GraphInstance.NodesPose.IsEmpty())
const_cast<AnimatedModel*>(this)->PreInitSkinningData(); // Ensure to have valid nodes pose to return
nodesTransformation = GraphInstance.NodesPose;
if (worldSpace)
{
Matrix world;
GetLocalToWorldMatrix(world);
for (auto& m : nodesTransformation)
m = m * world;
}
}
void AnimatedModel::SetCurrentPose(const Array<Matrix>& nodesTransformation, bool worldSpace)
{
if (GraphInstance.NodesPose.IsEmpty())
const_cast<AnimatedModel*>(this)->PreInitSkinningData(); // Ensure to have valid nodes pose to return
CHECK(nodesTransformation.Count() == GraphInstance.NodesPose.Count());
GraphInstance.NodesPose = nodesTransformation;
if (worldSpace)
{
Matrix world;
GetLocalToWorldMatrix(world);
Matrix invWorld;
Matrix::Invert(world, invWorld);
for (auto& m : GraphInstance.NodesPose)
m = m * invWorld;
}
OnAnimationUpdated();
}
void AnimatedModel::GetNodeTransformation(int32 nodeIndex, Matrix& nodeTransformation, bool worldSpace) const
{
if (GraphInstance.NodesPose.IsEmpty())
const_cast<AnimatedModel*>(this)->PreInitSkinningData(); // Ensure to have valid nodes pose to return
if (nodeIndex >= 0 && nodeIndex < GraphInstance.NodesPose.Count())
nodeTransformation = GraphInstance.NodesPose[nodeIndex];
else
nodeTransformation = Matrix::Identity;
if (worldSpace)
{
Matrix world;
GetLocalToWorldMatrix(world);
nodeTransformation = nodeTransformation * world;
}
}
void AnimatedModel::GetNodeTransformation(const StringView& nodeName, Matrix& nodeTransformation, bool worldSpace) const
{
GetNodeTransformation(SkinnedModel ? SkinnedModel->FindNode(nodeName) : -1, nodeTransformation, worldSpace);
}
void AnimatedModel::SetNodeTransformation(int32 nodeIndex, const Matrix& nodeTransformation, bool worldSpace)
{
if (GraphInstance.NodesPose.IsEmpty())
const_cast<AnimatedModel*>(this)->PreInitSkinningData(); // Ensure to have valid nodes pose to return
CHECK(nodeIndex >= 0 && nodeIndex < GraphInstance.NodesPose.Count());
GraphInstance.NodesPose[nodeIndex] = nodeTransformation;
if (worldSpace)
{
Matrix world;
GetLocalToWorldMatrix(world);
Matrix invWorld;
Matrix::Invert(world, invWorld);
GraphInstance.NodesPose[nodeIndex] = GraphInstance.NodesPose[nodeIndex] * invWorld;
}
OnAnimationUpdated();
}
void AnimatedModel::SetNodeTransformation(const StringView& nodeName, const Matrix& nodeTransformation, bool worldSpace)
{
SetNodeTransformation(SkinnedModel ? SkinnedModel->FindNode(nodeName) : -1, nodeTransformation, worldSpace);
}
int32 AnimatedModel::FindClosestNode(const Vector3& location, bool worldSpace) const
{
if (GraphInstance.NodesPose.IsEmpty())
const_cast<AnimatedModel*>(this)->PreInitSkinningData(); // Ensure to have valid nodes pose to return
const Vector3 pos = worldSpace ? _transform.WorldToLocal(location) : location;
int32 result = -1;
Real closest = MAX_Real;
for (int32 nodeIndex = 0; nodeIndex < GraphInstance.NodesPose.Count(); nodeIndex++)
{
const Vector3 node = GraphInstance.NodesPose[nodeIndex].GetTranslation();
const Real dst = Vector3::DistanceSquared(node, pos);
if (dst < closest)
{
closest = dst;
result = nodeIndex;
}
}
return result;
}
void AnimatedModel::SetMasterPoseModel(AnimatedModel* masterPose)
{
if (masterPose == _masterPose)
return;
if (_masterPose)
_masterPose->AnimationUpdated.Unbind<AnimatedModel, &AnimatedModel::OnAnimationUpdated>(this);
_masterPose = masterPose;
if (_masterPose)
_masterPose->AnimationUpdated.Bind<AnimatedModel, &AnimatedModel::OnAnimationUpdated>(this);
}
const Array<AnimGraphTraceEvent>& AnimatedModel::GetTraceEvents() const
{
#if !BUILD_RELEASE
if (!GetEnableTracing())
{
LOG(Warning, "Accessing AnimatedModel.TraceEvents with tracing disabled.");
}
#endif
return GraphInstance.TraceEvents;
}
#define CHECK_ANIM_GRAPH_PARAM_ACCESS() \
if (!AnimationGraph) \
{ \
LOG(Warning, "Missing animation graph for animated model '{0}'", ToString()); \
return; \
} \
if (AnimationGraph->WaitForLoaded()) \
{ \
LOG(Warning, "Failed to load animation graph for animated model '{0}'", ToString()); \
return; \
}
#define CHECK_ANIM_GRAPH_PARAM_ACCESS_RESULT(result) \
if (!AnimationGraph) \
{ \
LOG(Warning, "Missing animation graph for animated model '{0}'", ToString()); \
return result; \
} \
if (AnimationGraph->WaitForLoaded()) \
{ \
LOG(Warning, "Failed to load animation graph for animated model '{0}'", ToString()); \
return result; \
}
AnimGraphParameter* AnimatedModel::GetParameter(const StringView& name)
{
CHECK_ANIM_GRAPH_PARAM_ACCESS_RESULT(nullptr);
for (auto& param : GraphInstance.Parameters)
{
if (param.Name == name)
return &param;
}
LOG(Warning, "Failed to get animated model '{0}' missing parameter '{1}'", ToString(), name);
return nullptr;
}
const Variant& AnimatedModel::GetParameterValue(const StringView& name) const
{
CHECK_ANIM_GRAPH_PARAM_ACCESS_RESULT(Variant::Null);
for (auto& param : GraphInstance.Parameters)
{
if (param.Name == name)
return param.Value;
}
LOG(Warning, "Failed to get animated model '{0}' missing parameter '{1}'", ToString(), name);
return Variant::Null;
}
void AnimatedModel::SetParameterValue(const StringView& name, const Variant& value)
{
CHECK_ANIM_GRAPH_PARAM_ACCESS();
for (auto& param : GraphInstance.Parameters)
{
if (param.Name == name)
{
if (Variant::CanCast(value, param.Value.Type))
param.Value = value;
else
LOG(Warning, "Animation Graph parameter '{0}' in AnimatedModel {1} is type '{2}' and not type '{3}'.", String(name), ToString(), param.Value.Type, value.Type);
return;
}
}
LOG(Warning, "Failed to set animated model '{0}' missing parameter '{1}'", ToString(), name);
}
const Variant& AnimatedModel::GetParameterValue(const Guid& id) const
{
CHECK_ANIM_GRAPH_PARAM_ACCESS_RESULT(Variant::Null);
for (auto& param : GraphInstance.Parameters)
{
if (param.Identifier == id)
return param.Value;
}
LOG(Warning, "Failed to get animated model '{0}' missing parameter '{1}'", ToString(), id.ToString());
return Variant::Null;
}
void AnimatedModel::SetParameterValue(const Guid& id, const Variant& value)
{
CHECK_ANIM_GRAPH_PARAM_ACCESS();
for (auto& param : GraphInstance.Parameters)
{
if (param.Identifier == id)
{
param.Value = value;
return;
}
}
LOG(Warning, "Failed to set animated model '{0}' missing parameter '{1}'", ToString(), id.ToString());
}
#undef CHECK_ANIM_GRAPH_PARAM_ACCESS
float AnimatedModel::GetBlendShapeWeight(const StringView& name)
{
for (auto& e : _blendShapeWeights)
{
if (e.First == name)
return e.Second;
}
return 0.0f;
}
void AnimatedModel::SetBlendShapeWeight(const StringView& name, float value)
{
const auto* model = SkinnedModel.Get();
CHECK(model);
model->WaitForLoaded();
value = Math::Clamp(value, -1.0f, 1.0f);
const bool isZero = Math::IsZero(value);
if (!_deformation && !isZero)
_deformation = New<MeshDeformation>();
Function<void(const MeshBase*, MeshDeformationData&)> deformer;
deformer.Bind<AnimatedModel, &AnimatedModel::RunBlendShapeDeformer>(this);
for (int32 i = 0; i < _blendShapeWeights.Count(); i++)
{
auto& e = _blendShapeWeights[i];
if (e.First == name)
{
if (isZero)
{
_blendShapeWeights.RemoveAt(i);
// Remove deformers for meshes using this blend shape
for (const auto& lod : model->LODs)
{
for (const auto& mesh : lod.Meshes)
{
for (const auto& blendShape : mesh.BlendShapes)
{
if (blendShape.Name == name)
{
for (int32 j = 0; j < _blendShapeMeshes.Count(); j++)
{
auto& blendShapeMesh = _blendShapeMeshes[j];
if (blendShapeMesh.LODIndex == mesh.GetLODIndex() && blendShapeMesh.MeshIndex == mesh.GetIndex())
{
blendShapeMesh.Usages--;
if (blendShapeMesh.Usages == 0)
{
_deformation->RemoveDeformer(blendShapeMesh.LODIndex, blendShapeMesh.MeshIndex, MeshBufferType::Vertex0, deformer);
_blendShapeMeshes.RemoveAt(j);
}
break;
}
}
break;
}
}
}
}
}
else if (Math::NotNearEqual(e.Second, value))
{
// Update blend shape weight
e.Second = value;
// Dirty deformers for meshes using this blend shape
for (const auto& lod : model->LODs)
{
for (const auto& mesh : lod.Meshes)
{
for (const auto& blendShape : mesh.BlendShapes)
{
if (blendShape.Name == name)
{
_deformation->Dirty(mesh.GetLODIndex(), mesh.GetIndex(), MeshBufferType::Vertex0);
break;
}
}
}
}
}
return;
}
}
if (!isZero)
{
// Add blend shape weight
auto& e = _blendShapeWeights.AddOne();
e.First = name;
e.Second = value;
// Add deformers for meshes using this blend shape
for (const auto& lod : model->LODs)
{
for (const auto& mesh : lod.Meshes)
{
for (const auto& blendShape : mesh.BlendShapes)
{
if (blendShape.Name == name)
{
int32 i = 0;
for (; i < _blendShapeMeshes.Count(); i++)
{
auto& blendShapeMesh = _blendShapeMeshes[i];
if (blendShapeMesh.LODIndex == mesh.GetLODIndex() && blendShapeMesh.MeshIndex == mesh.GetIndex())
{
blendShapeMesh.Usages++;
break;
}
}
if (i == _blendShapeMeshes.Count())
{
auto& blendShapeMesh = _blendShapeMeshes.AddOne();
blendShapeMesh.LODIndex = mesh.GetLODIndex();
blendShapeMesh.MeshIndex = mesh.GetIndex();
blendShapeMesh.Usages = 1;
_deformation->AddDeformer(blendShapeMesh.LODIndex, blendShapeMesh.MeshIndex, MeshBufferType::Vertex0, deformer);
}
break;
}
}
}
}
}
}
void AnimatedModel::ClearBlendShapeWeights()
{
if (_deformation)
{
Function<void(const MeshBase*, MeshDeformationData&)> deformer;
deformer.Bind<AnimatedModel, &AnimatedModel::RunBlendShapeDeformer>(this);
for (auto e : _blendShapeMeshes)
_deformation->RemoveDeformer(e.LODIndex, e.MeshIndex, MeshBufferType::Vertex0, deformer);
}
_blendShapeWeights.Clear();
_blendShapeMeshes.Clear();
}
void AnimatedModel::PlaySlotAnimation(const StringView& slotName, Animation* anim, float speed, float blendInTime, float blendOutTime, int32 loopCount)
{
CHECK(anim);
for (auto& slot : GraphInstance.Slots)
{
if (slot.Animation == anim && slot.Name == slotName)
{
slot.Pause = false;
slot.BlendInTime = blendInTime;
slot.LoopCount = loopCount;
return;
}
}
int32 index = 0;
for (; index < GraphInstance.Slots.Count(); index++)
{
if (GraphInstance.Slots[index].Animation == nullptr)
break;
}
if (index == GraphInstance.Slots.Count())
GraphInstance.Slots.AddOne();
auto& slot = GraphInstance.Slots[index];
slot.Name = slotName;
slot.Animation = anim;
slot.Speed = speed;
slot.BlendInTime = blendInTime;
slot.BlendOutTime = blendOutTime;
slot.LoopCount = loopCount;
}
void AnimatedModel::StopSlotAnimation()
{
GraphInstance.Slots.Clear();
}
void AnimatedModel::StopSlotAnimation(const StringView& slotName, Animation* anim)
{
for (auto& slot : GraphInstance.Slots)
{
if (slot.Animation == anim && slot.Name == slotName)
{
//slot.Animation = nullptr; // TODO: make an immediate version of this method and set the animation to nullptr.
slot.Reset = true;
break;
}
}
}
void AnimatedModel::PauseSlotAnimation()
{
for (auto& slot : GraphInstance.Slots)
slot.Pause = true;
}
void AnimatedModel::PauseSlotAnimation(const StringView& slotName, Animation* anim)
{
for (auto& slot : GraphInstance.Slots)
{
if (slot.Animation == anim && slot.Name == slotName)
{
slot.Pause = true;
break;
}
}
}
bool AnimatedModel::IsPlayingSlotAnimation()
{
for (auto& slot : GraphInstance.Slots)
{
if (slot.Animation && !slot.Pause)
return true;
}
return false;
}
bool AnimatedModel::IsPlayingSlotAnimation(const StringView& slotName, Animation* anim)
{
for (auto& slot : GraphInstance.Slots)
{
if (slot.Animation == anim && slot.Name == slotName && !slot.Pause)
return true;
}
return false;
}
void AnimatedModel::ApplyRootMotion(const Transform& rootMotionDelta)
{
// Skip if no motion
if (rootMotionDelta.Translation.IsZero() && rootMotionDelta.Orientation.IsIdentity())
return;
// Transform translation from actor space into world space
const Vector3 translation = Vector3::Transform(rootMotionDelta.Translation * GetScale(), GetOrientation());
// Apply movement
Actor* target = RootMotionTarget ? RootMotionTarget.Get() : this;
target->AddMovement(translation, rootMotionDelta.Orientation);
}
void AnimatedModel::SyncParameters()
{
const int32 targetCount = AnimationGraph ? AnimationGraph->Graph.Parameters.Count() : 0;
//const int32 currentCount = GraphInstance.Parameters.Count();
//if (targetCount != currentCount)
{
if (targetCount == 0)
{
// Clear the data
GraphInstance.Clear();
}
else
{
ScopeLock lock(AnimationGraph->Locker);
// Clone the parameters
GraphInstance.Parameters.Resize(AnimationGraph->Graph.Parameters.Count(), false);
for (int32 i = 0; i < GraphInstance.Parameters.Count(); i++)
{
const auto src = &AnimationGraph->Graph.Parameters.At(i);
auto& dst = GraphInstance.Parameters[i];
dst.Type = src->Type;
dst.Identifier = src->Identifier;
dst.Name = src->Name;
dst.IsPublic = src->IsPublic;
dst.Value = src->Value;
#if USE_EDITOR
dst.Meta = src->Meta;
#endif
}
}
}
}
void AnimatedModel::RunBlendShapeDeformer(const MeshBase* mesh, MeshDeformationData& deformation)
{
PROFILE_CPU_NAMED("BlendShapes");
auto* skinnedMesh = (const SkinnedMesh*)mesh;
// Estimate the range of the vertices to modify by the currently active blend shapes
uint32 minVertexIndex = MAX_uint32, maxVertexIndex = 0;
bool useNormals = false;
Array<Pair<const BlendShape&, const float>, InlinedAllocation<32>> blendShapes;
for (const BlendShape& blendShape : skinnedMesh->BlendShapes)
{
for (auto& q : _blendShapeWeights)
{
if (q.First == blendShape.Name)
{
const float weight = q.Second * blendShape.Weight;
blendShapes.Add(Pair<const BlendShape&, const float>(blendShape, weight));
minVertexIndex = Math::Min(minVertexIndex, blendShape.MinVertexIndex);
maxVertexIndex = Math::Max(maxVertexIndex, blendShape.MaxVertexIndex);
useNormals |= blendShape.UseNormals;
break;
}
}
}
// Blend all blend shapes
auto vertexCount = (uint32)mesh->GetVertexCount();
auto data = (VB0SkinnedElementType*)deformation.VertexBuffer.Data.Get();
for (const auto& q : blendShapes)
{
// TODO: use SIMD
if (useNormals)
{
for (int32 i = 0; i < q.First.Vertices.Count(); i++)
{
const BlendShapeVertex& blendShapeVertex = q.First.Vertices[i];
ASSERT_LOW_LAYER(blendShapeVertex.VertexIndex < vertexCount);
VB0SkinnedElementType& vertex = *(data + blendShapeVertex.VertexIndex);
vertex.Position = vertex.Position + blendShapeVertex.PositionDelta * q.Second;
Float3 normal = (vertex.Normal.ToFloat3() * 2.0f - 1.0f) + blendShapeVertex.NormalDelta * q.Second;
vertex.Normal = normal * 0.5f + 0.5f;
}
}
else
{
for (int32 i = 0; i < q.First.Vertices.Count(); i++)
{
const BlendShapeVertex& blendShapeVertex = q.First.Vertices[i];
ASSERT_LOW_LAYER(blendShapeVertex.VertexIndex < vertexCount);
VB0SkinnedElementType& vertex = *(data + blendShapeVertex.VertexIndex);
vertex.Position = vertex.Position + blendShapeVertex.PositionDelta * q.Second;
}
}
}
if (useNormals)
{
// Normalize normal vectors and rebuild tangent frames (tangent frame is in range [-1;1] but packed to [0;1] range)
// TODO: use SIMD
for (uint32 vertexIndex = minVertexIndex; vertexIndex <= maxVertexIndex; vertexIndex++)
{
VB0SkinnedElementType& vertex = *(data + vertexIndex);
Float3 normal = vertex.Normal.ToFloat3() * 2.0f - 1.0f;
normal.Normalize();
vertex.Normal = normal * 0.5f + 0.5f;
Float3 tangent = vertex.Tangent.ToFloat3() * 2.0f - 1.0f;
tangent = tangent - ((tangent | normal) * normal);
tangent.Normalize();
const auto tangentSign = vertex.Tangent.W;
vertex.Tangent = tangent * 0.5f + 0.5f;
vertex.Tangent.W = tangentSign;
}
}
// Mark as dirty to be cleared before next rendering
deformation.DirtyMinIndex = Math::Min(minVertexIndex, deformation.DirtyMinIndex);
deformation.DirtyMaxIndex = Math::Max(maxVertexIndex, deformation.DirtyMaxIndex);
}
void AnimatedModel::BeginPlay(SceneBeginData* data)
{
if (SkinnedModel && SkinnedModel->IsLoaded())
PreInitSkinningData();
// Base
ModelInstanceActor::BeginPlay(data);
}
void AnimatedModel::EndPlay()
{
Animations::RemoveFromUpdate(this);
SetMasterPoseModel(nullptr);
// Base
ModelInstanceActor::EndPlay();
}
void AnimatedModel::OnEnable()
{
GetScene()->Ticking.Update.AddTick<AnimatedModel, &AnimatedModel::Update>(this);
// Base
ModelInstanceActor::OnEnable();
}
void AnimatedModel::OnDisable()
{
GetScene()->Ticking.Update.RemoveTick(this);
// Base
ModelInstanceActor::OnDisable();
}
void AnimatedModel::OnActiveInTreeChanged()
{
GraphInstance.Invalidate();
// Base
ModelInstanceActor::OnActiveInTreeChanged();
}
void AnimatedModel::UpdateBounds()
{
const auto model = SkinnedModel.Get();
if (CustomBounds.GetSize().LengthSquared() > 0.01f)
{
BoundingBox::Transform(CustomBounds, _transform, _box);
}
else if (model && model->IsLoaded() && model->LODs.Count() != 0)
{
Matrix world;
GetLocalToWorldMatrix(world);
const BoundingBox modelBox = model->GetBox(world);
BoundingBox box = modelBox;
if (GraphInstance.NodesPose.Count() != 0)
{
// Per-bone bounds estimated from positions
auto& skeleton = model->Skeleton;
const int32 bonesCount = skeleton.Bones.Count();
for (int32 boneIndex = 0; boneIndex < bonesCount; boneIndex++)
box.Merge(_transform.LocalToWorld(GraphInstance.NodesPose[skeleton.Bones.Get()[boneIndex].NodeIndex].GetTranslation()));
}
// Apply margin based on model dimensions
const Vector3 modelBoxSize = modelBox.GetSize();
const Vector3 center = box.GetCenter();
const Vector3 sizeHalf = Vector3::Max(box.GetSize() + modelBoxSize * 0.2f, modelBoxSize) * 0.5f;
_box = BoundingBox(center - sizeHalf, center + sizeHalf);
}
else
{
_box = BoundingBox(_transform.Translation);
}
BoundingSphere::FromBox(_box, _sphere);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Bounds);
}
void AnimatedModel::UpdateSockets()
{
for (int32 i = 0; i < Children.Count(); i++)
{
auto socket = dynamic_cast<BoneSocket*>(Children[i]);
if (socket)
socket->UpdateTransformation();
}
}
void AnimatedModel::OnAnimationUpdated_Async()
{
// Update asynchronous stuff
const auto& skeleton = SkinnedModel->Skeleton;
// Copy pose from the master
// TODO: support retargetting master pose to current pose
if (_masterPose && _masterPose->SkinnedModel->Skeleton.Nodes.Count() == skeleton.Nodes.Count())
{
ANIM_GRAPH_PROFILE_EVENT("Copy Master Pose");
const auto& masterInstance = _masterPose->GraphInstance;
GraphInstance.NodesPose = masterInstance.NodesPose;
GraphInstance.RootTransform = masterInstance.RootTransform;
GraphInstance.RootMotion = masterInstance.RootMotion;
}
// Calculate the final bones transformations and update skinning
{
ANIM_GRAPH_PROFILE_EVENT("Final Pose");
const int32 bonesCount = skeleton.Bones.Count();
Matrix3x4* output = (Matrix3x4*)_skinningData.Data.Get();
ASSERT(GraphInstance.NodesPose.Count() == skeleton.Nodes.Count());
ASSERT(_skinningData.Data.Count() == bonesCount * sizeof(Matrix3x4));
for (int32 boneIndex = 0; boneIndex < bonesCount; boneIndex++)
{
const SkeletonBone& bone = skeleton.Bones[boneIndex];
Matrix matrix;
Matrix::Multiply(bone.OffsetMatrix, GraphInstance.NodesPose.Get()[bone.NodeIndex], matrix);
output[boneIndex].SetMatrixTranspose(matrix);
}
_skinningData.OnDataChanged(!PerBoneMotionBlur);
}
UpdateBounds();
}
void AnimatedModel::OnAnimationUpdated_Sync()
{
// Update synchronous stuff
UpdateSockets();
ApplyRootMotion(GraphInstance.RootMotion);
if (!_isDuringUpdateEvent)
{
// Prevent stack-overflow when gameplay modifies the pose within the event
_isDuringUpdateEvent = true;
AnimationUpdated();
_isDuringUpdateEvent = false;
}
}
void AnimatedModel::OnAnimationUpdated()
{
ANIM_GRAPH_PROFILE_EVENT("OnAnimationUpdated");
OnAnimationUpdated_Async();
OnAnimationUpdated_Sync();
}
void AnimatedModel::OnSkinnedModelChanged()
{
Entries.Release();
if (SkinnedModel && !SkinnedModel->IsLoaded())
{
UpdateBounds();
GraphInstance.Invalidate();
}
if (_deformation)
_deformation->Clear();
GraphInstance.NodesSkeleton = SkinnedModel;
}
void AnimatedModel::OnSkinnedModelLoaded()
{
Entries.SetupIfInvalid(SkinnedModel);
GraphInstance.Invalidate();
PreInitSkinningData();
}
void AnimatedModel::OnGraphChanged()
{
// Cleanup parameters
GraphInstance.Clear();
}
void AnimatedModel::OnGraphLoaded()
{
// Prepare parameters and instance data
GraphInstance.ClearState();
SyncParameters();
}
bool AnimatedModel::HasContentLoaded() const
{
return (SkinnedModel == nullptr || SkinnedModel->IsLoaded()) && Entries.HasContentLoaded();
}
void AnimatedModel::Update()
{
// Update the mode
_actualMode = UpdateMode;
if (_actualMode == AnimationUpdateMode::Auto)
{
// TODO: handle low performance platforms
if (_lastMinDstSqr < 3000.0f * 3000.0f)
_actualMode = AnimationUpdateMode::EveryUpdate;
else if (_lastMinDstSqr < 6000.0f * 6000.0f)
_actualMode = AnimationUpdateMode::EverySecondUpdate;
else if (_lastMinDstSqr < 10000.0f * 10000.0f)
_actualMode = AnimationUpdateMode::EveryFourthUpdate;
else
_actualMode = AnimationUpdateMode::Manual;
}
// Check if update during this tick
bool updateAnim = false;
switch (_actualMode)
{
case AnimationUpdateMode::EveryFourthUpdate:
updateAnim = _counter++ % 4 == 0;
break;
case AnimationUpdateMode::EverySecondUpdate:
updateAnim = _counter++ % 2 == 0;
break;
case AnimationUpdateMode::EveryUpdate:
updateAnim = true;
break;
default:
break;
}
if (updateAnim && (UpdateWhenOffscreen || _lastMinDstSqr < MAX_Real))
UpdateAnimation();
_lastMinDstSqr = MAX_Real;
}
void AnimatedModel::Draw(RenderContext& renderContext)
{
if (!SkinnedModel || !SkinnedModel->IsLoaded())
return;
if (renderContext.View.Pass == DrawPass::GlobalSDF)
return;
if (renderContext.View.Pass == DrawPass::GlobalSurfaceAtlas)
return; // No supported
Matrix world;
GetLocalToWorldMatrix(world);
renderContext.View.GetWorldMatrix(world);
GEOMETRY_DRAW_STATE_EVENT_BEGIN(_drawState, world);
_lastMinDstSqr = Math::Min(_lastMinDstSqr, Vector3::DistanceSquared(_transform.Translation, renderContext.View.WorldPosition));
if (_skinningData.IsReady())
{
// Flush skinning data with GPU
if (_skinningData.IsDirty())
{
RenderContext::GPULocker.Lock();
GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count());
RenderContext::GPULocker.Unlock();
}
SkinnedMesh::DrawInfo draw;
draw.Buffer = &Entries;
draw.Skinning = &_skinningData;
draw.World = &world;
draw.DrawState = &_drawState;
draw.Deformation = _deformation;
PRAGMA_DISABLE_DEPRECATION_WARNINGS
draw.DrawModes = DrawModes & renderContext.View.GetShadowsDrawPassMask(ShadowsMode);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
draw.Bounds = _sphere;
draw.Bounds.Center -= renderContext.View.Origin;
draw.PerInstanceRandom = GetPerInstanceRandom();
draw.LODBias = LODBias;
draw.ForcedLOD = ForcedLOD;
draw.SortOrder = SortOrder;
SkinnedModel->Draw(renderContext, draw);
}
GEOMETRY_DRAW_STATE_EVENT_END(_drawState, world);
}
void AnimatedModel::Draw(RenderContextBatch& renderContextBatch)
{
if (!SkinnedModel || !SkinnedModel->IsLoaded())
return;
const RenderContext& renderContext = renderContextBatch.GetMainContext();
Matrix world;
const Float3 translation = _transform.Translation - renderContext.View.Origin;
Matrix::Transformation(_transform.Scale, _transform.Orientation, translation, world);
GEOMETRY_DRAW_STATE_EVENT_BEGIN(_drawState, world);
_lastMinDstSqr = Math::Min(_lastMinDstSqr, Vector3::DistanceSquared(_transform.Translation, renderContext.View.WorldPosition));
if (_skinningData.IsReady())
{
// Flush skinning data with GPU
if (_skinningData.IsDirty())
{
RenderContext::GPULocker.Lock();
GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count());
RenderContext::GPULocker.Unlock();
}
SkinnedMesh::DrawInfo draw;
draw.Buffer = &Entries;
draw.Skinning = &_skinningData;
draw.World = &world;
draw.DrawState = &_drawState;
draw.Deformation = _deformation;
draw.DrawModes = DrawModes;
draw.Bounds = _sphere;
draw.Bounds.Center -= renderContext.View.Origin;
draw.PerInstanceRandom = GetPerInstanceRandom();
draw.LODBias = LODBias;
draw.ForcedLOD = ForcedLOD;
draw.SortOrder = SortOrder;
PRAGMA_DISABLE_DEPRECATION_WARNINGS
if (ShadowsMode != ShadowsCastingMode::All)
{
// To handle old ShadowsMode option for all meshes we need to call per-context drawing (no batching opportunity)
// TODO: maybe deserialize ShadowsMode into ModelInstanceBuffer entries options?
for (auto& e : renderContextBatch.Contexts)
{
draw.DrawModes = DrawModes & e.View.GetShadowsDrawPassMask(ShadowsMode);
SkinnedModel->Draw(e, draw);
}
}
else
{
SkinnedModel->Draw(renderContextBatch, draw);
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
GEOMETRY_DRAW_STATE_EVENT_END(_drawState, world);
}
#if USE_EDITOR
#include "Engine/Debug/DebugDraw.h"
void AnimatedModel::OnDebugDrawSelected()
{
DEBUG_DRAW_WIRE_BOX(_box, Color::Violet.RGBMultiplied(0.8f), 0, true);
// Base
ModelInstanceActor::OnDebugDrawSelected();
}
void AnimatedModel::OnDebugDraw()
{
if (ShowDebugDrawSkeleton && SkinnedModel && AnimationGraph)
{
if (GraphInstance.NodesPose.IsEmpty())
PreInitSkinningData();
Matrix world;
GetLocalToWorldMatrix(world);
// Draw bounding box at the node locations
const float boxSize = Math::Min(1.0f, (float)_sphere.Radius / 100.0f);
OrientedBoundingBox localBox(Vector3(-boxSize), Vector3(boxSize));
for (int32 nodeIndex = 0; nodeIndex < GraphInstance.NodesPose.Count(); nodeIndex++)
{
Matrix transform = GraphInstance.NodesPose[nodeIndex] * world;
Float3 scale, translation;
Matrix3x3 rotation;
transform.Decompose(scale, rotation, translation);
transform = Matrix::Invert(Matrix::Scaling(scale)) * transform;
OrientedBoundingBox box = localBox * transform;
DEBUG_DRAW_WIRE_BOX(box, Color::Green, 0, false);
}
// Nodes connections
for (int32 nodeIndex = 0; nodeIndex < SkinnedModel->Skeleton.Nodes.Count(); nodeIndex++)
{
int32 parentIndex = SkinnedModel->Skeleton.Nodes[nodeIndex].ParentIndex;
if (parentIndex != -1)
{
Float3 parentPos = (GraphInstance.NodesPose[parentIndex] * world).GetTranslation();
Float3 bonePos = (GraphInstance.NodesPose[nodeIndex] * world).GetTranslation();
DEBUG_DRAW_LINE(parentPos, bonePos, Color::Green, 0, false);
}
}
}
ModelInstanceActor::OnDebugDraw();
}
BoundingBox AnimatedModel::GetEditorBox() const
{
if (SkinnedModel)
SkinnedModel->WaitForLoaded(100);
return BoundingBox::MakeScaled(_box, 1.0f / BoundsScale);
}
#endif
bool AnimatedModel::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
{
bool result = false;
if (SkinnedModel != nullptr && SkinnedModel->IsLoaded())
{
SkinnedMesh* mesh;
result |= SkinnedModel->Intersects(ray, _transform, distance, normal, &mesh);
}
return result;
}
void AnimatedModel::Serialize(SerializeStream& stream, const void* otherObj)
{
// Base
ModelInstanceActor::Serialize(stream, otherObj);
SERIALIZE_GET_OTHER_OBJ(AnimatedModel);
SERIALIZE(SkinnedModel);
SERIALIZE(AnimationGraph);
SERIALIZE(PerBoneMotionBlur);
SERIALIZE(UseTimeScale);
SERIALIZE(UpdateWhenOffscreen);
SERIALIZE(UpdateSpeed);
SERIALIZE(UpdateMode);
SERIALIZE(BoundsScale);
SERIALIZE(CustomBounds);
SERIALIZE(LODBias);
SERIALIZE(ForcedLOD);
SERIALIZE(SortOrder);
SERIALIZE(DrawModes);
PRAGMA_DISABLE_DEPRECATION_WARNINGS
SERIALIZE(ShadowsMode);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
SERIALIZE(RootMotionTarget);
stream.JKEY("Buffer");
stream.Object(&Entries, other ? &other->Entries : nullptr);
}
void AnimatedModel::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
// Base
ModelInstanceActor::Deserialize(stream, modifier);
DESERIALIZE(SkinnedModel);
DESERIALIZE(AnimationGraph);
DESERIALIZE(PerBoneMotionBlur);
DESERIALIZE(UseTimeScale);
DESERIALIZE(UpdateWhenOffscreen);
DESERIALIZE(UpdateSpeed);
DESERIALIZE(UpdateMode);
DESERIALIZE(BoundsScale);
DESERIALIZE(CustomBounds);
DESERIALIZE(LODBias);
DESERIALIZE(ForcedLOD);
DESERIALIZE(SortOrder);
DESERIALIZE(DrawModes);
PRAGMA_DISABLE_DEPRECATION_WARNINGS
DESERIALIZE(ShadowsMode);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
DESERIALIZE(RootMotionTarget);
Entries.DeserializeIfExists(stream, "Buffer", modifier);
// [Deprecated on 07.02.2022, expires on 07.02.2024]
if (modifier->EngineBuild <= 6330)
DrawModes |= DrawPass::GlobalSDF;
// [Deprecated on 27.04.2022, expires on 27.04.2024]
if (modifier->EngineBuild <= 6331)
DrawModes |= DrawPass::GlobalSurfaceAtlas;
}
const Span<MaterialSlot> AnimatedModel::GetMaterialSlots() const
{
const auto model = SkinnedModel.Get();
if (model && !model->WaitForLoaded())
return ToSpan(model->MaterialSlots);
return Span<MaterialSlot>();
}
MaterialBase* AnimatedModel::GetMaterial(int32 entryIndex)
{
if (SkinnedModel)
SkinnedModel->WaitForLoaded();
else
return nullptr;
CHECK_RETURN(entryIndex >= 0 && entryIndex < Entries.Count(), nullptr);
MaterialBase* material = Entries[entryIndex].Material.Get();
if (!material)
{
material = SkinnedModel->MaterialSlots[entryIndex].Material.Get();
if (!material)
material = GPUDevice::Instance->GetDefaultMaterial();
}
return material;
}
bool AnimatedModel::IntersectsEntry(int32 entryIndex, const Ray& ray, Real& distance, Vector3& normal)
{
auto model = SkinnedModel.Get();
if (!model || !model->IsInitialized() || model->GetLoadedLODs() == 0)
return false;
// Find mesh in the highest loaded LOD that is using the given material slot index and ray hits it
auto& meshes = model->LODs[model->HighestResidentLODIndex()].Meshes;
for (int32 i = 0; i < meshes.Count(); i++)
{
const auto& mesh = meshes[i];
if (mesh.GetMaterialSlotIndex() == entryIndex && mesh.Intersects(ray, _transform, distance, normal))
return true;
}
distance = 0;
normal = Vector3::Up;
return false;
}
bool AnimatedModel::IntersectsEntry(const Ray& ray, Real& distance, Vector3& normal, int32& entryIndex)
{
auto model = SkinnedModel.Get();
if (!model || !model->IsInitialized() || model->GetLoadedLODs() == 0)
return false;
// Find mesh in the highest loaded LOD that is using the given material slot index and ray hits it
bool result = false;
Real closest = MAX_Real;
Vector3 closestNormal = Vector3::Up;
int32 closestEntry = -1;
auto& meshes = model->LODs[model->HighestResidentLODIndex()].Meshes;
for (int32 i = 0; i < meshes.Count(); i++)
{
// Test intersection with mesh and check if is closer than previous
const auto& mesh = meshes[i];
Real dst;
Vector3 nrm;
if (mesh.Intersects(ray, _transform, dst, nrm) && dst < closest)
{
result = true;
closest = dst;
closestNormal = nrm;
closestEntry = mesh.GetMaterialSlotIndex();
}
}
distance = closest;
normal = closestNormal;
entryIndex = closestEntry;
return result;
}
bool AnimatedModel::GetMeshData(const MeshReference& mesh, MeshBufferType type, BytesContainer& result, int32& count) const
{
count = 0;
if (mesh.LODIndex < 0 || mesh.MeshIndex < 0)
return true;
const auto model = SkinnedModel.Get();
if (!model || model->WaitForLoaded())
return true;
auto& lod = model->LODs[Math::Min(mesh.LODIndex, model->LODs.Count() - 1)];
return lod.Meshes[Math::Min(mesh.MeshIndex, lod.Meshes.Count() - 1)].DownloadDataCPU(type, result, count);
}
MeshDeformation* AnimatedModel::GetMeshDeformation() const
{
if (!_deformation)
_deformation = New<MeshDeformation>();
return _deformation;
}
void AnimatedModel::OnDeleteObject()
{
// Ensure this object is no longer referenced for anim update
Animations::RemoveFromUpdate(this);
ModelInstanceActor::OnDeleteObject();
}
void AnimatedModel::WaitForModelLoad()
{
if (SkinnedModel)
SkinnedModel->WaitForLoaded();
}