Render joint names (#5685)

* render solid skeleton option

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

* Fix broken build

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

* CR update

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

* Render joint names

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

* CR update

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

* CR update

Signed-off-by: rhhong <rhhong@amazon.com>
monroegm-disable-blank-issue-2
Roman 4 years ago committed by GitHub
parent e2772fca21
commit e52cbd2bb3
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -67,6 +67,9 @@ namespace AZ
virtual ViewportContextPtr GetViewportContextByName(const Name& contextName) const = 0;
//! Gets the registered ViewportContext with the corresponding ID, if any.
virtual ViewportContextPtr GetViewportContextById(AzFramework::ViewportId id) const = 0;
//! Gets the registered ViewportContext with matching RPI::Scene, if any.
//! This function will return the first result.
virtual ViewportContextPtr GetViewportContextByScene(const Scene* scene) const = 0;
//! Maps a ViewportContext to a new name, inheriting the View stack (if any) registered to that context name.
//! This can be used to switch "default" viewports by registering a viewport with the default ViewportContext name
//! but note that only one ViewportContext can be mapped to a context name at a time.

@ -41,6 +41,7 @@ namespace AZ
bool PopView(const Name& contextName, ViewPtr view) override;
ViewPtr GetCurrentView(const Name& contextName) const override;
ViewportContextPtr GetDefaultViewportContext() const override;
ViewportContextPtr GetViewportContextByScene(const Scene* scene) const override;
private:
void RegisterViewportContext(const Name& contextName, ViewportContextPtr viewportContext);

@ -176,6 +176,20 @@ namespace AZ
return {};
}
ViewportContextPtr ViewportContextManager::GetViewportContextByScene(const Scene* scene) const
{
AZStd::lock_guard lock(m_containerMutex);
for (const auto& viewportData : m_viewportContexts)
{
ViewportContextPtr viewportContext = viewportData.second.context.lock();
if (viewportContext && viewportContext->GetRenderScene().get() == scene)
{
return viewportContext;
}
}
return {};
}
void ViewportContextManager::RenameViewportContext(ViewportContextPtr viewportContext, const Name& newContextName)
{
auto currentAssignedViewportContext = GetViewportContextByName(newContextName);

@ -10,6 +10,7 @@
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
#include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
#include <Atom/RPI.Public/ViewportContextBus.h>
#include <Integration/Rendering/RenderActorInstance.h>
#include <Integration/Rendering/RenderActorSettings.h>
@ -41,6 +42,8 @@ namespace AZ::Render
return;
}
const RPI::Scene* scene = RPI::Scene::GetSceneForEntityId(instance->GetEntityId());
const RPI::ViewportContextPtr viewport = AZ::Interface<AZ::RPI::ViewportContextRequestsInterface>::Get()->GetViewportContextByScene(scene);
const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
// Render aabb
@ -55,12 +58,17 @@ namespace AZ::Render
RenderLineSkeleton(instance, renderActorSettings.m_lineSkeletonColor);
}
// Render advance skeleton
// Render advanced skeleton
if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_SKELETON])
{
RenderSkeleton(instance, renderActorSettings.m_skeletonColor);
}
if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_NODENAMES])
{
RenderJointNames(instance, viewport, renderActorSettings.m_jointNameColor);
}
// Render internal EMFX debug lines.
if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_EMFX_DEBUG])
{
@ -552,4 +560,54 @@ namespace AZ::Render
auxGeom->DrawLines(lineArgs);
}
}
void AtomActorDebugDraw::RenderJointNames(EMotionFX::ActorInstance* actorInstance,
RPI::ViewportContextPtr viewportContext, const AZ::Color& jointNameColor)
{
if (!m_fontDrawInterface)
{
auto fontQueryInterface = AZ::Interface<AzFramework::FontQueryInterface>::Get();
if (!fontQueryInterface)
{
return;
}
m_fontDrawInterface = fontQueryInterface->GetDefaultFontDrawInterface();
}
if (!m_fontDrawInterface || !viewportContext || !viewportContext->GetRenderScene() ||
!AZ::Interface<AzFramework::FontQueryInterface>::Get())
{
return;
}
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 size_t numEnabledNodes = actorInstance->GetNumEnabledNodes();
m_drawParams.m_drawViewportId = viewportContext->GetId();
AzFramework::WindowSize viewportSize = viewportContext->GetViewportSize();
m_drawParams.m_position = AZ::Vector3(static_cast<float>(viewportSize.m_width), 0.0f, 1.0f) +
TopRightBorderPadding * viewportContext->GetDpiScalingFactor();
m_drawParams.m_color = jointNameColor;
m_drawParams.m_scale = AZ::Vector2(BaseFontSize);
m_drawParams.m_hAlign = AzFramework::TextHorizontalAlignment::Right;
m_drawParams.m_monospace = false;
m_drawParams.m_depthTest = false;
m_drawParams.m_virtual800x600ScreenSize = false;
m_drawParams.m_scaleWithWindow = false;
m_drawParams.m_multiline = true;
m_drawParams.m_lineSpacing = 0.5f;
for (size_t i = 0; i < numEnabledNodes; ++i)
{
const EMotionFX::Node* joint = skeleton->GetNode(actorInstance->GetEnabledNode(i));
const size_t jointIndex = joint->GetNodeIndex();
const AZ::Vector3 worldPos = pose->GetWorldSpaceTransform(jointIndex).m_position;
m_drawParams.m_position = worldPos;
m_fontDrawInterface->DrawScreenAlignedText3d(m_drawParams, joint->GetName());
}
}
} // namespace AZ::Render

@ -10,8 +10,10 @@
#include <AzCore/std/containers/vector.h>
#include <AzCore/Math/Color.h>
#include <AzFramework/Font/FontInterface.h>
#include <Integration/Rendering/RenderFlag.h>
#include <Integration/Rendering/RenderActorInstance.h>
#include <Atom/RPI.Public/ViewportContext.h>
namespace EMotionFX
{
@ -60,14 +62,21 @@ namespace AZ::Render
const AZ::Color& tangentsColor, const AZ::Color& mirroredBitangentsColor, const AZ::Color& bitangentsColor);
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);
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);
RPI::AuxGeomFeatureProcessorInterface* m_auxGeomFeatureProcessor = nullptr;
AZStd::vector<AZ::Vector3> m_auxVertices;
AZStd::vector<AZ::Color> m_auxColors;
AzFramework::TextDrawParameters m_drawParams;
AzFramework::FontDrawInterface* m_fontDrawInterface = nullptr;
};
}

@ -1083,6 +1083,7 @@ namespace EMStudio
settings.m_selectedClothColliderColor = m_selectedClothColliderColor;
settings.m_simulatedObjectColliderColor = m_simulatedObjectColliderColor;
settings.m_selectedSimulatedObjectColliderColor = m_selectedSimulatedObjectColliderColor;
settings.m_jointNameColor = m_nodeNameColor;
}
void RenderOptions::OnGridUnitSizeChangedCallback() const
@ -1285,6 +1286,7 @@ namespace EMStudio
void RenderOptions::OnNodeNameColorChangedCallback() const
{
PluginOptionsNotificationsBus::Event(s_nodeNameColorOptionName, &PluginOptionsNotificationsBus::Events::OnOptionChanged, s_nodeNameColorOptionName);
CopyToRenderActorSettings(EMotionFX::GetRenderActorSettings());
}
void RenderOptions::OnGridColorChangedCallback() const

@ -46,5 +46,6 @@ namespace AZ::Render
AZ::Color m_staticAABBColor{ 0.0f, 0.7f, 0.7f, 1.0f };
AZ::Color m_lineSkeletonColor{ 0.33333f, 1.0f, 0.0f, 1.0f };
AZ::Color m_skeletonColor{ 0.19f, 0.58f, 0.19f, 1.0f };
AZ::Color m_jointNameColor{ 1.0f, 1.0f, 1.0f, 1.0f };
};
} // namespace AZ::Render

Loading…
Cancel
Save