Files
FlaxEngine/Source/Editor/SceneGraph/Actors/AnimatedModelNode.cs
2024-02-26 19:00:48 +01:00

427 lines
18 KiB
C#

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.Windows;
using FlaxEngine;
namespace FlaxEditor.SceneGraph.Actors
{
/// <summary>
/// Scene tree node for <see cref="AnimatedModel"/> actor type.
/// </summary>
/// <seealso cref="ActorNode" />
[HideInEditor]
public sealed class AnimatedModelNode : ActorNode
{
/// <inheritdoc />
public AnimatedModelNode(Actor actor)
: base(actor)
{
}
/// <inheritdoc />
public override void OnContextMenu(ContextMenu contextMenu, EditorWindow window)
{
base.OnContextMenu(contextMenu, window);
var actor = (AnimatedModel)Actor;
if (actor && actor.SkinnedModel)
{
var b = contextMenu.AddButton("Create ragdoll", OnCreateRagdoll);
b.TooltipText = "Adds ragdoll actor and setups the ragdoll physical structure based on skeleton bones hierarchy.";
}
}
private void OnCreateRagdoll()
{
BuildRagdoll((AnimatedModel)Actor, null);
TreeNode.ExpandAll(true);
}
internal class RebuildOptions
{
[DefaultValue(20.0f), Limit(0), Tooltip("The minimum size for the bone bounds to be used for physical bodies generation.")]
public float MinBoneSize = 20.0f;
[DefaultValue(0.0001f), Limit(0), Tooltip("The minimum size of the bone bounds to be included (used to skip too small, degenerated or invalid bones).")]
public float MinValidSize = 0.0001f;
[DefaultValue(1.01f), Limit(0.001f, 2.0f), Tooltip("The scale of the collision body dimensions (relative to the visual dimensions of the bones).")]
public float CollisionMargin = 1.01f;
}
internal static void BuildRagdoll(AnimatedModel actor, RebuildOptions options = null, Ragdoll ragdoll = null, string boneNameToBuild = null)
{
if (options == null)
options = new RebuildOptions();
var model = actor.SkinnedModel;
if (!model || model.WaitForLoaded())
{
Editor.LogError("Missing or not loaded model.");
return;
}
var bones = model.Bones;
var nodes = model.Nodes;
actor.GetCurrentPose(out var localNodesPose);
if (bones.Length == 0 || localNodesPose.Length == 0)
{
Editor.LogError("Empty skeleton.");
return;
}
var skinningMatrices = new Matrix[bones.Length];
for (int boneIndex = 0; boneIndex < bones.Length; boneIndex++)
{
ref var bone = ref bones[boneIndex];
skinningMatrices[boneIndex] = bone.OffsetMatrix * localNodesPose[bone.NodeIndex];
}
// Get vertex data for each mesh
var meshes = model.LODs[0].Meshes;
var meshesData = new SkinnedMesh.Vertex0[meshes.Length][];
var bonesVertices = new List<SkinnedMesh.Vertex0>[bones.Length];
var indicesLimit = new Int4(bones.Length - 1);
for (int i = 0; i < meshes.Length; i++)
{
meshesData[i] = meshes[i].DownloadVertexBuffer0();
var meshData = meshes[i].DownloadVertexBuffer0();
for (int j = 0; j < meshData.Length; j++)
{
ref var v = ref meshData[j];
var weights = (Float4)v.BlendWeights;
var indices = Int4.Min((Int4)v.BlendIndices, indicesLimit);
// Find the bone with the highest influence on the vertex
var maxWeightIndex = 0;
for (int l = 0; l < 4; l++)
{
if (weights[l] > weights[maxWeightIndex])
maxWeightIndex = l;
}
var maxWeightBone = indices[maxWeightIndex];
// Skin vertex position with the current pose
Float3.Transform(ref v.Position, ref skinningMatrices[indices[0]], out Float3 pos0);
Float3.Transform(ref v.Position, ref skinningMatrices[indices[1]], out Float3 pos1);
Float3.Transform(ref v.Position, ref skinningMatrices[indices[2]], out Float3 pos2);
Float3.Transform(ref v.Position, ref skinningMatrices[indices[3]], out Float3 pos3);
v.Position = pos0 * weights[0] + pos1 * weights[1] + pos2 * weights[2] + pos3 * weights[3];
// Add vertex to the bone list
ref var boneVertices = ref bonesVertices[maxWeightBone];
if (boneVertices == null)
boneVertices = new List<SkinnedMesh.Vertex0>();
boneVertices.Add(v);
}
}
// Find small bones and try to merge them into parent (from back to end because the bones are always ordered from children to parents)
var bonesMergedSizes = new float[bones.Length];
for (int boneIndex = bones.Length - 1; boneIndex >= 0; boneIndex--)
{
ref var bone = ref bones[boneIndex];
ref var boneVertices = ref bonesVertices[boneIndex];
if (boneVertices == null)
continue; // Skip not used bones
// Compute bounds of the vertices using this bone (in local space of the actor)
Float3 boneBoundsMin = boneVertices[0].Position, boneBoundsMax = boneVertices[0].Position;
for (int i = 1; i < boneVertices.Count; i++)
{
var pos = boneVertices[i].Position;
boneBoundsMin = Float3.Min(boneBoundsMin, pos);
boneBoundsMax = Float3.Max(boneBoundsMax, pos);
}
var boneBoxSize = ((boneBoundsMax - boneBoundsMin) * 0.5f).Length;
var boneMergedSize = bonesMergedSizes[boneIndex] += boneBoxSize;
if (boneMergedSize < options.MinBoneSize && boneMergedSize >= options.MinValidSize)
{
// Don't merge bone that was selected for rebuild
if (boneNameToBuild != null && boneNameToBuild == nodes[bone.NodeIndex].Name)
continue;
if (bone.ParentIndex != -1)
{
// Merge it into parent
bonesMergedSizes[bone.ParentIndex] += boneMergedSize;
ref var parentVertices = ref bonesVertices[bone.ParentIndex];
if (parentVertices == null)
parentVertices = boneVertices;
else
parentVertices.AddRange(boneVertices);
}
boneVertices = null;
}
}
// Calculate the final sizes for the bone shapes
var bonesBounds = new BoundingBox[bones.Length];
for (int boneIndex = 0; boneIndex < bones.Length; ++boneIndex)
{
ref var boneVertices = ref bonesVertices[boneIndex];
var boneBounds = BoundingBox.Zero;
if (boneVertices != null)
{
boneBounds = new BoundingBox(boneVertices[0].Position, boneVertices[0].Position);
for (int i = 1; i < boneVertices.Count; i++)
{
var pos = boneVertices[i].Position;
boneBounds.Minimum = Float3.Min(boneBounds.Minimum, pos);
boneBounds.Minimum = Float3.Max(boneBounds.Maximum, pos);
}
}
bonesBounds[boneIndex] = boneBounds;
}
// In case of problematic skeleton find the first bone to be used as a root
int forcedRootBoneIndex = -1, firstParentBoneIndex = -1;
for (int boneIndex = 0; boneIndex < bones.Length; ++boneIndex)
{
if (bonesMergedSizes[boneIndex] > options.MinBoneSize)
{
var parentIndex = bones[boneIndex].ParentIndex;
if (parentIndex == -1)
break; // The root node has a body
if (firstParentBoneIndex == -1)
{
firstParentBoneIndex = parentIndex; // Cache the first parent for case sof multiple roots
}
else if (parentIndex == firstParentBoneIndex)
{
forcedRootBoneIndex = parentIndex; // In case of multiple roots use their parent as a root
break;
}
}
}
// TODO: code above /\ could be async, then code below \/ could be executed on main thread to be safe
// TODO: add undo support
var boneBodies = new RigidBody[bones.Length];
if (ragdoll == null)
{
// Spawn ragdoll actor
ragdoll = new Ragdoll
{
StaticFlags = StaticFlags.None,
Name = "Ragdoll",
Parent = actor,
};
}
else
{
// Reuse existing bones for joints
var children = ragdoll.Children;
for (int boneIndex = 0; boneIndex < bones.Length; ++boneIndex)
{
ref var bone = ref bones[boneIndex];
var node = nodes[bone.NodeIndex];
boneBodies[boneIndex] = (RigidBody)children.FirstOrDefault(x => x is RigidBody && x.Name == node.Name);
}
}
// Spawn physical bodies for bones
for (int boneIndex = 0; boneIndex < bones.Length; ++boneIndex)
{
ref var boneVertices = ref bonesVertices[boneIndex];
if (boneVertices == null || boneVertices.Count == 0)
continue;
var boneBounds = bonesBounds[boneIndex];
if (bonesMergedSizes[boneIndex] < options.MinBoneSize && boneIndex != forcedRootBoneIndex && boneNameToBuild == null)
continue;
ref var bone = ref bones[boneIndex];
ref var node = ref nodes[bone.NodeIndex];
if (boneNameToBuild != null && boneNameToBuild != node.Name)
continue;
if (boneBodies[boneIndex] != null)
continue;
// Calculate bone orientation based on the variance of the vertices
var covarianceMatrix = CalculateCovarianceMatrix(boneVertices);
var direction = ComputeEigenVector(ref covarianceMatrix);
var boneOrientation = Quaternion.FromDirection(direction);
// Spawn body
var body = new RigidBody
{
StaticFlags = StaticFlags.None,
Name = node.Name,
LocalPosition = boneBounds.Center,
LocalOrientation = boneOrientation,
Parent = ragdoll,
};
boneBodies[boneIndex] = body;
var boneTransform = body.LocalTransform;
// Find the bounding box of the vertices in the local space of the bone
var boneLocalBounds = BoundingBox.Zero;
for (int i = 0; i < boneVertices.Count; i++)
{
var pos = boneTransform.WorldToLocal(boneVertices[i].Position);
Vector3.Min(ref boneLocalBounds.Minimum, ref pos, out boneLocalBounds.Minimum);
Vector3.Max(ref boneLocalBounds.Maximum, ref pos, out boneLocalBounds.Maximum);
}
// Add collision shape
Float3 boneLocalBoundsSize = boneLocalBounds.Size;
#if false
var collider = new BoxCollider
{
Name = "Box",
Size = boneLocalBoundsSize * options.CollisionMargin,
};
#elif false
var collider = new SphereCollider
{
Name = "Sphere",
Radius = boneLocalBoundsSize.MaxValue * 0.5f * options.CollisionMargin,
};
#elif true
var collider = new CapsuleCollider
{
Name = "Capsule",
};
if (boneLocalBoundsSize.X > boneLocalBoundsSize.Y && boneLocalBoundsSize.X > boneLocalBoundsSize.Z)
{
collider.Height = boneLocalBoundsSize.X * options.CollisionMargin;
collider.Radius = Mathf.Max(boneLocalBoundsSize.Y, boneLocalBoundsSize.Z) * 0.5f * options.CollisionMargin;
}
else if (boneLocalBoundsSize.Y > boneLocalBoundsSize.X && boneLocalBoundsSize.Y > boneLocalBoundsSize.Z)
{
collider.LocalOrientation = Quaternion.Euler(0, 0, 90);
collider.Height = boneLocalBoundsSize.Y * options.CollisionMargin;
collider.Radius = Mathf.Max(boneLocalBoundsSize.X, boneLocalBoundsSize.Z) * 0.5f * options.CollisionMargin;
}
else
{
collider.LocalOrientation = Quaternion.Euler(0, 90, 0);
collider.Height = boneLocalBoundsSize.Z * options.CollisionMargin;
collider.Radius = Mathf.Max(boneLocalBoundsSize.X, boneLocalBoundsSize.Y) * 0.5f * options.CollisionMargin;
}
collider.Height = Mathf.Max(collider.Height - collider.Radius * 2.0f, 0.0f);
#endif
collider.StaticFlags = StaticFlags.None;
collider.Parent = body;
// Crate joint with parent body
int parentBoneIndex = bone.ParentIndex;
while (parentBoneIndex != -1)
{
if (boneBodies[parentBoneIndex] != null)
break;
parentBoneIndex = bones[parentBoneIndex].ParentIndex;
}
if (parentBoneIndex != -1)
{
var parentBody = boneBodies[parentBoneIndex];
var jointPose = localNodesPose[bone.NodeIndex];
#if false
var joint = new FixedJoint();
#else
var joint = new D6Joint
{
LimitSwing = new LimitConeRange(45.0f, 45.0f),
LimitTwist = new LimitAngularRange(-15.0f, 15.0f),
};
joint.SetMotion(D6JointAxis.X, D6JointMotion.Locked);
joint.SetMotion(D6JointAxis.Y, D6JointMotion.Locked);
joint.SetMotion(D6JointAxis.Z, D6JointMotion.Locked);
joint.SetMotion(D6JointAxis.SwingY, D6JointMotion.Limited);
joint.SetMotion(D6JointAxis.SwingZ, D6JointMotion.Limited);
joint.SetMotion(D6JointAxis.Twist, D6JointMotion.Limited);
#endif
joint.StaticFlags = StaticFlags.None;
joint.EnableCollision = false;
#if true
// Child -> Parent
joint.Name = "Joint";
joint.Target = parentBody;
joint.Parent = body;
//joint.Orientation = Quaternion.FromDirection(Float3.Normalize(parentBody.Position - body.Position));
#else
// Parent -> Child
joint.Name = "Joint to " + body.Name;
joint.Target = body;
joint.Parent = parentBody;
//joint.Orientation = Quaternion.FromDirection(Float3.Normalize(body.Position - parentBody.Position));
#endif
joint.SetJointLocation(actor.Transform.LocalToWorld(jointPose.TranslationVector));
joint.SetJointOrientation(actor.Transform.Orientation * Quaternion.RotationMatrix(jointPose));
joint.EnableAutoAnchor = true; // Use automatic target anchor to make it easier to setup joint in editor when working with ragdolls
}
}
Editor.Instance.Scene.MarkSceneEdited(actor.Scene);
}
private static unsafe Matrix CalculateCovarianceMatrix(List<SkinnedMesh.Vertex0> vertices)
{
// [Reference: https://en.wikipedia.org/wiki/Covariance_matrix]
// Calculate average point
var avg = Float3.Zero;
for (int i = 0; i < vertices.Count; i++)
avg += vertices[i].Position;
avg /= vertices.Count;
// Calculate distance to average for every point
var errors = new Float3[vertices.Count];
for (int i = 0; i < vertices.Count; i++)
errors[i] = vertices[i].Position - avg;
var covariance = Matrix.Identity;
var cj = stackalloc float[3];
for (int j = 0; j < 3; j++)
{
for (int k = 0; k < 3; k++)
{
// Average of the squared errors sum
for (int i = 0; i < vertices.Count; i++)
{
var error = errors[i];
cj[k] += error[j] * error[k];
}
cj[k] /= vertices.Count;
}
var row = new Float4(cj[0], cj[1], cj[2], 0.0f);
switch (j)
{
case 0:
covariance.Row1 = row;
break;
case 1:
covariance.Row2 = row;
break;
case 2:
covariance.Row3 = row;
break;
}
}
return covariance;
}
private static Float3 ComputeEigenVector(ref Matrix matrix)
{
// [Reference: http://en.wikipedia.org/wiki/Power_iteration]
var bk = new Float3(0, 0, 1);
for (int i = 0; i < 32; ++i)
{
float bkLength = bk.Length;
if (bkLength > 0.0f)
{
Float3.Transform(ref bk, ref matrix, out Float3 bkA);
bk = bkA / bkLength;
}
}
return bk.Normalized;
}
}
}