Added joint orientation rendering (#5821)

* Render joint orientation

Signed-off-by: rhhong <rhhong@amazon.com>

* fix build error

Signed-off-by: rhhong <rhhong@amazon.com>

* CR feedback

Signed-off-by: rhhong <rhhong@amazon.com>
monroegm-disable-blank-issue-2
Roman 4 years ago committed by GitHub
parent 1a0d466443
commit a3a4038aca
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@ -6,6 +6,8 @@
*
*/
#include <AzFramework/Entity/EntityDebugDisplayBus.h>
#include <AtomActorDebugDraw.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
@ -25,6 +27,7 @@
namespace AZ::Render
{
AtomActorDebugDraw::AtomActorDebugDraw(AZ::EntityId entityId)
: m_entityId(entityId)
{
m_auxGeomFeatureProcessor = RPI::Scene::GetFeatureProcessorForEntity<RPI::AuxGeomFeatureProcessorInterface>(entityId);
}
@ -42,9 +45,11 @@ namespace AZ::Render
return;
}
const RPI::Scene* scene = RPI::Scene::GetSceneForEntityId(instance->GetEntityId());
const RPI::Scene* scene = RPI::Scene::GetSceneForEntityId(m_entityId);
const RPI::ViewportContextPtr viewport = AZ::Interface<AZ::RPI::ViewportContextRequestsInterface>::Get()->GetViewportContextByScene(scene);
AzFramework::DebugDisplayRequests* debugDisplay = GetDebugDisplay(viewport->GetId());
const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
const float scaleMultiplier = CalculateScaleMultiplier(instance);
// Render aabb
if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_AABB])
@ -75,6 +80,12 @@ namespace AZ::Render
RenderEMFXDebugDraw(instance);
}
// Render
if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_NODEORIENTATION])
{
RenderNodeOrientations(instance, debugDisplay, renderActorSettings.m_nodeOrientationScale * scaleMultiplier);
}
// Render vertex normal, face normal, tagent and wireframe.
const bool renderVertexNormals = renderFlags[EMotionFX::ActorRenderFlag::RENDER_VERTEXNORMALS];
const bool renderFaceNormals = renderFlags[EMotionFX::ActorRenderFlag::RENDER_FACENORMALS];
@ -87,7 +98,6 @@ namespace AZ::Render
const EMotionFX::Pose* pose = instance->GetTransformData()->GetCurrentPose();
const size_t geomLODLevel = instance->GetLODLevel();
const size_t numEnabled = instance->GetNumEnabledNodes();
const float scaleMultiplier = CalculateScaleMultiplier(instance);
for (size_t i = 0; i < numEnabled; ++i)
{
EMotionFX::Node* node = instance->GetActor()->GetSkeleton()->GetNode(instance->GetEnabledNode(i));
@ -175,6 +185,13 @@ namespace AZ::Render
}
}
AzFramework::DebugDisplayRequests* AtomActorDebugDraw::GetDebugDisplay(AzFramework::ViewportId viewportId)
{
AzFramework::DebugDisplayRequestBus::BusPtr debugDisplayBus;
AzFramework::DebugDisplayRequestBus::Bind(debugDisplayBus, viewportId);
return AzFramework::DebugDisplayRequestBus::FindFirstHandler(debugDisplayBus);
}
void AtomActorDebugDraw::RenderAABB(EMotionFX::ActorInstance* instance, const AZ::Color& aabbColor)
{
RPI::AuxGeomDrawPtr auxGeom = m_auxGeomFeatureProcessor->GetDrawQueue();
@ -610,4 +627,89 @@ namespace AZ::Render
m_fontDrawInterface->DrawScreenAlignedText3d(m_drawParams, joint->GetName());
}
}
void AtomActorDebugDraw::RenderNodeOrientations(EMotionFX::ActorInstance* actorInstance,
AzFramework::DebugDisplayRequests* debugDisplay, float scale)
{
// Get the actor and the transform data
const float unitScale =
1.0f / (float)MCore::Distance::ConvertValue(1.0f, MCore::Distance::UNITTYPE_METERS, EMotionFX::GetEMotionFX().GetUnitType());
const EMotionFX::Actor* actor = actorInstance->GetActor();
const EMotionFX::Skeleton* skeleton = actor->GetSkeleton();
const EMotionFX::TransformData* transformData = actorInstance->GetTransformData();
const EMotionFX::Pose* pose = transformData->GetCurrentPose();
const float constPreScale = scale * unitScale * 3.0f;
const size_t numEnabled = actorInstance->GetNumEnabledNodes();
for (size_t i = 0; i < numEnabled; ++i)
{
EMotionFX::Node* joint = skeleton->GetNode(actorInstance->GetEnabledNode(i));
const size_t jointIndex = joint->GetNodeIndex();
static const float axisBoneScale = 50.0f;
const float size = CalculateBoneScale(actorInstance, joint) * constPreScale * axisBoneScale;
AZ::Transform worldTM = pose->GetWorldSpaceTransform(jointIndex).ToAZTransform();
RenderLineAxis(debugDisplay, worldTM, size, false /*selected*/);
}
}
void AtomActorDebugDraw::RenderLineAxis(
AzFramework::DebugDisplayRequests* debugDisplay,
AZ::Transform worldTM,
float size,
bool selected,
bool renderAxisName)
{
const float axisHeight = size * 0.7f;
const float frontSize = size * 5.0f + 0.2f;
const AZ::Vector3 position = worldTM.GetTranslation();
// Render x axis
{
AZ::Color xSelectedColor = selected ? AZ::Colors::Orange : AZ::Colors::Red;
const AZ::Vector3 xAxisDir = (worldTM.TransformPoint(AZ::Vector3(size, 0.0f, 0.0f)) - position).GetNormalized();
const AZ::Vector3 xAxisArrowStart = position + xAxisDir * axisHeight;
debugDisplay->SetColor(xSelectedColor);
debugDisplay->DrawArrow(position, xAxisArrowStart, size);
if (renderAxisName)
{
const AZ::Vector3 xNamePos = position + xAxisDir * (size * 1.15f);
debugDisplay->DrawTextLabel(xNamePos, frontSize, "X");
}
}
// Render y axis
{
AZ::Color ySelectedColor = selected ? AZ::Colors::Orange : AZ::Colors::Blue;
const AZ::Vector3 yAxisDir = (worldTM.TransformPoint(AZ::Vector3(0.0f, size, 0.0f)) - position).GetNormalized();
const AZ::Vector3 yAxisArrowStart = position + yAxisDir * axisHeight;
debugDisplay->SetColor(ySelectedColor);
debugDisplay->DrawArrow(position, yAxisArrowStart, size);
if (renderAxisName)
{
const AZ::Vector3 yNamePos = position + yAxisDir * (size * 1.15f);
debugDisplay->DrawTextLabel(yNamePos, frontSize, "Y");
}
}
// Render z axis
{
AZ::Color zSelectedColor = selected ? AZ::Colors::Orange : AZ::Colors::Green;
const AZ::Vector3 zAxisDir = (worldTM.TransformPoint(AZ::Vector3(0.0f, 0.0f, size)) - position).GetNormalized();
const AZ::Vector3 zAxisArrowStart = position + zAxisDir * axisHeight;
debugDisplay->SetColor(zSelectedColor);
debugDisplay->DrawArrow(position, zAxisArrowStart, size);
if (renderAxisName)
{
const AZ::Vector3 zNamePos = position + zAxisDir * (size * 1.15f);
debugDisplay->DrawTextLabel(zNamePos, frontSize, "Z");
}
}
}
} // namespace AZ::Render

@ -15,6 +15,11 @@
#include <Integration/Rendering/RenderActorInstance.h>
#include <Atom/RPI.Public/ViewportContext.h>
namespace AzFramework
{
class DebugDisplayRequests;
}
namespace EMotionFX
{
class Mesh;
@ -42,6 +47,7 @@ namespace AZ::Render
float CalculateBoneScale(EMotionFX::ActorInstance* actorInstance, EMotionFX::Node* node);
float CalculateScaleMultiplier(EMotionFX::ActorInstance* instance) const;
void PrepareForMesh(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM);
AzFramework::DebugDisplayRequests* GetDebugDisplay(AzFramework::ViewportId viewportId);
void RenderAABB(EMotionFX::ActorInstance* instance, const AZ::Color& aabbColor);
void RenderLineSkeleton(EMotionFX::ActorInstance* instance, const AZ::Color& skeletonColor);
@ -63,11 +69,18 @@ namespace AZ::Render
void RenderWireframe(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float wireframeScale, float scaleMultiplier,
const AZ::Color& wireframeColor);
void RenderJointNames(EMotionFX::ActorInstance* actorInstance, RPI::ViewportContextPtr viewportContext, const AZ::Color& jointNameColor);
void RenderNodeOrientations(EMotionFX::ActorInstance* actorInstance, AzFramework::DebugDisplayRequests* debugDisplay, float scale = 1.0f);
void RenderLineAxis(
AzFramework::DebugDisplayRequests* debugDisplay,
AZ::Transform worldTM, //!< The world space transformation matrix to visualize. */
float size, //!< The size value in units is used to control the scaling of the axis. */
bool selected, //!< Set to true if you want to render the axis using the selection color. */
bool renderAxisName = false);
EMotionFX::Mesh* m_currentMesh = nullptr; /**< A pointer to the mesh whose world space positions are in the pre-calculated positions buffer.
NULL in case we haven't pre-calculated any positions yet. */
AZStd::vector<AZ::Vector3> m_worldSpacePositions; /**< The buffer used to store world space positions for rendering normals
tangents and the wireframe. */
EMotionFX::Mesh* m_currentMesh = nullptr; //!< A pointer to the mesh whose world space positions are in the pre-calculated positions buffer.
//!< NULL in case we haven't pre-calculated any positions yet.
AZStd::vector<AZ::Vector3> m_worldSpacePositions; //!< The buffer used to store world space positions for rendering normals
//!< tangents and the wireframe.
static constexpr float BaseFontSize = 0.7f;
const Vector3 TopRightBorderPadding = AZ::Vector3(-40.0f, 22.0f, 0.0f);
@ -75,6 +88,7 @@ namespace AZ::Render
RPI::AuxGeomFeatureProcessorInterface* m_auxGeomFeatureProcessor = nullptr;
AZStd::vector<AZ::Vector3> m_auxVertices;
AZStd::vector<AZ::Color> m_auxColors;
EntityId m_entityId;
AzFramework::TextDrawParameters m_drawParams;
AzFramework::FontDrawInterface* m_fontDrawInterface = nullptr;

@ -46,8 +46,8 @@ namespace EMStudio
CreateViewOptionEntry(contextMenu, "Line Skeleton", EMotionFX::ActorRenderFlag::RENDER_LINESKELETON);
CreateViewOptionEntry(contextMenu, "Solid Skeleton", EMotionFX::ActorRenderFlag::RENDER_SKELETON);
CreateViewOptionEntry(contextMenu, "Joint Names", EMotionFX::ActorRenderFlag::RENDER_NODENAMES);
CreateViewOptionEntry(contextMenu, "Joint Orientations", EMotionFX::ActorRenderFlag::RENDER_NODEORIENTATION);
// [EMFX-TODO] Add those option once implemented.
// CreateViewOptionEntry(contextMenu, "Joint Orientations", EMotionFX::ActorRenderFlag::RENDER_NODEORIENTATION);
// CreateViewOptionEntry(contextMenu, "Actor Bind Pose", EMotionFX::ActorRenderFlag::RENDER_ACTORBINDPOSE);
contextMenu->addSeparator();
CreateViewOptionEntry(contextMenu, "Hit Detection Colliders", EMotionFX::ActorRenderFlag::RENDER_HITDETECTION_COLLIDERS);

@ -1063,6 +1063,7 @@ namespace EMStudio
settings.m_vertexNormalsScale = m_vertexNormalsScale;
settings.m_faceNormalsScale = m_faceNormalsScale;
settings.m_tangentsScale = m_tangentsScale;
settings.m_nodeOrientationScale = m_nodeOrientationScale;
settings.m_vertexNormalsColor = m_vertexNormalsColor;
settings.m_faceNormalsColor = m_faceNormalsColor;
@ -1112,6 +1113,7 @@ namespace EMStudio
void RenderOptions::OnNodeOrientationScaleChangedCallback() const
{
PluginOptionsNotificationsBus::Event(s_nodeOrientationScaleOptionName, &PluginOptionsNotificationsBus::Events::OnOptionChanged, s_nodeOrientationScaleOptionName);
CopyToRenderActorSettings(EMotionFX::GetRenderActorSettings());
}
void RenderOptions::OnScaleBonesOnLengthChangedCallback() const

@ -26,6 +26,7 @@ namespace AZ::Render
float m_faceNormalsScale = 1.0f;
float m_tangentsScale = 1.0f;
float m_wireframeScale = 1.0f;
float m_nodeOrientationScale = 1.0f;
AZ::Color m_hitDetectionColliderColor{0.44f, 0.44f, 0.44f, 1.0f};
AZ::Color m_selectedHitDetectionColliderColor{ 0.3f, 0.56f, 0.88f, 1.0f };

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