diff --git a/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.cpp b/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.cpp index 706ed27a4d..f9c0242b77 100644 --- a/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.cpp +++ b/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.cpp @@ -83,10 +83,10 @@ namespace AZ // Update RenderActorInstance world bounding box // The bounding box is moving with the actor instance. // The entity and actor transforms are kept in sync already. - m_worldAABB = AZ::Aabb::CreateFromMinMax(m_actorInstance->GetAABB().GetMin(), m_actorInstance->GetAABB().GetMax()); + m_worldAABB = m_actorInstance->GetAabb(); // Update RenderActorInstance local bounding box - // NB: computing the local bbox from the world bbox makes the local bbox artifically larger than it should be + // NB: computing the local bbox from the world bbox makes the local bbox artificially larger than it should be // instead EMFX should support getting the local bbox from the actor instance directly m_localAABB = m_worldAABB.GetTransformedAabb(m_transformInterface->GetWorldTM().GetInverse()); @@ -107,9 +107,8 @@ namespace AZ { if (debugOptions.m_drawAABB) { - const MCore::AABB emfxAabb = m_actorInstance->GetAABB(); - const AZ::Aabb azAabb = AZ::Aabb::CreateFromMinMax(emfxAabb.GetMin(), emfxAabb.GetMax()); - auxGeom->DrawAabb(azAabb, AZ::Color(0.0f, 1.0f, 1.0f, 1.0f), RPI::AuxGeomDraw::DrawStyle::Line); + const AZ::Aabb& aabb = m_actorInstance->GetAabb(); + auxGeom->DrawAabb(aabb, AZ::Color(0.0f, 1.0f, 1.0f, 1.0f), RPI::AuxGeomDraw::DrawStyle::Line); } if (debugOptions.m_drawSkeleton) diff --git a/Gems/EMotionFX/Code/EMotionFX/CommandSystem/Source/ActorCommands.cpp b/Gems/EMotionFX/Code/EMotionFX/CommandSystem/Source/ActorCommands.cpp index a21b618b91..52a4ec6a0b 100644 --- a/Gems/EMotionFX/Code/EMotionFX/CommandSystem/Source/ActorCommands.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/CommandSystem/Source/ActorCommands.cpp @@ -1063,11 +1063,10 @@ namespace CommandSystem continue; } - MCore::AABB newAABB; - actorInstance->SetStaticBasedAABB(actor->GetStaticAABB()); // this is needed as the CalcStaticBasedAABB uses the current AABB as starting point - actorInstance->CalcStaticBasedAABB(&newAABB); - actorInstance->SetStaticBasedAABB(newAABB); - //actorInstance->UpdateVisualizeScale(); + actorInstance->SetStaticBasedAabb(actor->GetStaticAabb()); // this is needed as the CalcStaticBasedAabb uses the current AABB as starting point + AZ::Aabb newAabb; + actorInstance->CalcStaticBasedAabb(&newAabb); + actorInstance->SetStaticBasedAabb(newAabb); const float factor = (float)MCore::Distance::GetConversionFactor(beforeUnitType, targetUnitType); actorInstance->SetVisualizeScale(actorInstance->GetVisualizeScale() * factor); diff --git a/Gems/EMotionFX/Code/EMotionFX/Exporters/ExporterLib/Exporter/NodeExport.cpp b/Gems/EMotionFX/Code/EMotionFX/Exporters/ExporterLib/Exporter/NodeExport.cpp index a9010fb524..c66c3ca8ef 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Exporters/ExporterLib/Exporter/NodeExport.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Exporters/ExporterLib/Exporter/NodeExport.cpp @@ -184,12 +184,12 @@ namespace ExporterLib EMotionFX::FileFormat::Actor_Nodes nodesChunk; nodesChunk.mNumNodes = numNodes; nodesChunk.mNumRootNodes = actor->GetSkeleton()->GetNumRootNodes(); - nodesChunk.mStaticBoxMin.mX = actor->GetStaticAABB().GetMin().GetX(); - nodesChunk.mStaticBoxMin.mY = actor->GetStaticAABB().GetMin().GetY(); - nodesChunk.mStaticBoxMin.mZ = actor->GetStaticAABB().GetMin().GetZ(); - nodesChunk.mStaticBoxMax.mX = actor->GetStaticAABB().GetMax().GetX(); - nodesChunk.mStaticBoxMax.mY = actor->GetStaticAABB().GetMax().GetY(); - nodesChunk.mStaticBoxMax.mZ = actor->GetStaticAABB().GetMax().GetZ(); + nodesChunk.mStaticBoxMin.mX = actor->GetStaticAabb().GetMin().GetX(); + nodesChunk.mStaticBoxMin.mY = actor->GetStaticAabb().GetMin().GetY(); + nodesChunk.mStaticBoxMin.mZ = actor->GetStaticAabb().GetMin().GetZ(); + nodesChunk.mStaticBoxMax.mX = actor->GetStaticAabb().GetMax().GetX(); + nodesChunk.mStaticBoxMax.mY = actor->GetStaticAabb().GetMax().GetY(); + nodesChunk.mStaticBoxMax.mZ = actor->GetStaticAabb().GetMax().GetZ(); // endian conversion and write it ConvertUnsignedInt(&nodesChunk.mNumNodes, targetEndianType); diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp index 973d8eb460..c55509e817 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp @@ -97,6 +97,7 @@ namespace EMotionFX mID = MCore::GetIDGenerator().GenerateID(); mUnitType = GetEMotionFX().GetUnitType(); mFileUnitType = mUnitType; + m_staticAabb = AZ::Aabb::CreateNull(); mUsedForVisualization = false; mDirtyFlag = false; @@ -148,7 +149,7 @@ namespace EMotionFX result->mMotionExtractionNode = mMotionExtractionNode; result->mUnitType = mUnitType; result->mFileUnitType = mFileUnitType; - result->mStaticAABB = mStaticAABB; + result->m_staticAabb = m_staticAabb; result->mRetargetRootNode = mRetargetRootNode; result->mInvBindPoseTransforms = mInvBindPoseTransforms; result->m_optimizeSkeleton = m_optimizeSkeleton; @@ -1405,10 +1406,6 @@ namespace EMotionFX m_simulatedObjectSetup->InitAfterLoad(this); - // build the static axis aligned bounding box by creating an actor instance (needed to perform cpu skinning mesh deforms and mesh scaling etc) - // then copy it over to the actor - UpdateStaticAABB(); - // rescale all content if needed if (convertUnitType) { @@ -1526,6 +1523,10 @@ namespace EMotionFX mMorphSetups[i] = nullptr; } } + + // build the static axis aligned bounding box by creating an actor instance (needed to perform cpu skinning mesh deforms and mesh scaling etc) + // then copy it over to the actor + UpdateStaticAabb(); } m_isReady = true; @@ -1534,16 +1535,13 @@ namespace EMotionFX } // update the static AABB (very heavy as it has to create an actor instance, update mesh deformers, calculate the mesh based bounds etc) - void Actor::UpdateStaticAABB() + void Actor::UpdateStaticAabb() { - if (!mStaticAABB.CheckIfIsValid()) - { - ActorInstance* actorInstance = ActorInstance::Create(this, nullptr, mThreadIndex); - //actorInstance->UpdateMeshDeformers(0.0f); - //actorInstance->UpdateStaticBasedAABBDimensions(); - actorInstance->GetStaticBasedAABB(&mStaticAABB); - actorInstance->Destroy(); - } + ActorInstance* actorInstance = ActorInstance::Create(this, nullptr, mThreadIndex); + actorInstance->UpdateMeshDeformers(0.0f); + actorInstance->UpdateStaticBasedAabbDimensions(); + actorInstance->GetStaticBasedAabb(&m_staticAabb); + actorInstance->Destroy(); } @@ -2206,14 +2204,14 @@ namespace EMotionFX #endif } - const MCore::AABB& Actor::GetStaticAABB() const + const AZ::Aabb& Actor::GetStaticAabb() const { - return mStaticAABB; + return m_staticAabb; } - void Actor::SetStaticAABB(const MCore::AABB& box) + void Actor::SetStaticAabb(const AZ::Aabb& aabb) { - mStaticAABB = box; + m_staticAabb = aabb; } //--------------------------------- @@ -2422,8 +2420,8 @@ namespace EMotionFX } // update static aabb - mStaticAABB.SetMin(mStaticAABB.GetMin() * scaleFactor); - mStaticAABB.SetMax(mStaticAABB.GetMax() * scaleFactor); + m_staticAabb.SetMin(m_staticAabb.GetMin() * scaleFactor); + m_staticAabb.SetMax(m_staticAabb.GetMax() * scaleFactor); // update mesh data for all LOD levels const uint32 numLODs = GetNumLODLevels(); diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/Actor.h b/Gems/EMotionFX/Code/EMotionFX/Source/Actor.h index 6c3ab6bf29..53cbe7e05a 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/Actor.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/Actor.h @@ -16,11 +16,11 @@ #include #include #include +#include #include #include // include MCore related files -#include #include #include #include @@ -781,9 +781,9 @@ namespace EMotionFX void ResizeTransformData(); void CopyTransformsFrom(const Actor* other); - const MCore::AABB& GetStaticAABB() const; - void SetStaticAABB(const MCore::AABB& box); - void UpdateStaticAABB(); // VERY heavy operation, you shouldn't call this ever (internally creates an actor instance, updates mesh deformers, calcs a mesh based aabb, destroys the actor instance again) + const AZ::Aabb& GetStaticAabb() const; + void SetStaticAabb(const AZ::Aabb& aabb); + void UpdateStaticAabb(); // VERY heavy operation, you shouldn't call this ever (internally creates an actor instance, updates mesh deformers, calcs a mesh based aabb, destroys the actor instance again) void SetThreadIndex(uint32 index) { mThreadIndex = index; } uint32 GetThreadIndex() const { return mThreadIndex; } @@ -985,7 +985,7 @@ namespace EMotionFX uint32 mRetargetRootNode; /**< The retarget root node, which controls the height displacement of the character. This is most likely the hip or pelvis node. */ uint32 mID; /**< The unique identification number for the actor. */ uint32 mThreadIndex; /**< The thread number we are running on, which is a value starting at 0, up to the number of threads in the job system. */ - MCore::AABB mStaticAABB; /**< The static AABB. */ + AZ::Aabb m_staticAabb; /**< The static AABB. */ bool mDirtyFlag; /**< The dirty flag which indicates whether the user has made changes to the actor since the last file save operation. */ bool mUsedForVisualization; /**< Indicates if the actor is used for visualization specific things and is not used as a normal in-game actor. */ bool m_optimizeSkeleton; /**< Indicates if we should perform/ */