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o3de/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorDebugDraw.cpp

416 lines
16 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AtomActorDebugDraw.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
#include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
#include <Integration/Rendering/RenderActorInstance.h>
#include <EMotionFX/Source/ActorInstance.h>
#include <EMotionFX/Source/DebugDraw.h>
#include <EMotionFX/Source/EMotionFXManager.h>
#include <EMotionFX/Source/SubMesh.h>
#include <EMotionFX/Source/TransformData.h>
#include <EMotionFX/Source/Mesh.h>
#include <EMotionFX/Source/Node.h>
namespace AZ::Render
{
AtomActorDebugDraw::AtomActorDebugDraw(AZ::EntityId entityId)
{
m_auxGeomFeatureProcessor = RPI::Scene::GetFeatureProcessorForEntity<RPI::AuxGeomFeatureProcessorInterface>(entityId);
}
void AtomActorDebugDraw::DebugDraw(const EMotionFX::ActorRenderFlagBitset& renderFlags, EMotionFX::ActorInstance* instance)
{
if (!m_auxGeomFeatureProcessor || !instance)
{
return;
}
RPI::AuxGeomDrawPtr auxGeom = m_auxGeomFeatureProcessor->GetDrawQueue();
if (!auxGeom)
{
return;
}
// Render aabb
if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_AABB])
{
RenderAABB(instance);
}
// Render skeleton
if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_LINESKELETON])
{
RenderSkeleton(instance);
}
// Render internal EMFX debug lines.
if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_EMFX_DEBUG])
{
RenderEMFXDebugDraw(instance);
}
// Render vertex normal, face normal, tagent and wireframe.
const bool renderVertexNormals = renderFlags[EMotionFX::ActorRenderFlag::RENDER_VERTEXNORMALS];
const bool renderFaceNormals = renderFlags[EMotionFX::ActorRenderFlag::RENDER_FACENORMALS];
const bool renderTangents = renderFlags[EMotionFX::ActorRenderFlag::RENDER_TANGENTS];
const bool renderWireframe = renderFlags[EMotionFX::ActorRenderFlag::RENDER_WIREFRAME];
if (renderVertexNormals || renderFaceNormals || renderTangents || renderWireframe)
{
// Iterate through all enabled nodes
const EMotionFX::Pose* pose = instance->GetTransformData()->GetCurrentPose();
const size_t geomLODLevel = instance->GetLODLevel();
const size_t numEnabled = instance->GetNumEnabledNodes();
for (size_t i = 0; i < numEnabled; ++i)
{
EMotionFX::Node* node = instance->GetActor()->GetSkeleton()->GetNode(instance->GetEnabledNode(i));
EMotionFX::Mesh* mesh = instance->GetActor()->GetMesh(geomLODLevel, node->GetNodeIndex());
const AZ::Transform globalTM = pose->GetWorldSpaceTransform(node->GetNodeIndex()).ToAZTransform();
m_currentMesh = nullptr;
if (!mesh)
{
continue;
}
RenderNormals(mesh, globalTM, renderVertexNormals, renderFaceNormals);
if (renderTangents)
{
RenderTangents(mesh, globalTM);
}
}
}
}
void AtomActorDebugDraw::PrepareForMesh(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM)
{
// Check if we have already prepared for the given mesh
if (m_currentMesh == mesh)
{
return;
}
// Set our new current mesh
m_currentMesh = mesh;
// Get the number of vertices and the data
const uint32 numVertices = m_currentMesh->GetNumVertices();
AZ::Vector3* positions = (AZ::Vector3*)m_currentMesh->FindVertexData(EMotionFX::Mesh::ATTRIB_POSITIONS);
// Check if the vertices fits in our buffer
if (m_worldSpacePositions.size() < numVertices)
{
m_worldSpacePositions.resize(numVertices);
}
// Pre-calculate the world space positions
for (uint32 i = 0; i < numVertices; ++i)
{
m_worldSpacePositions[i] = worldTM.TransformPoint(positions[i]);
}
}
void AtomActorDebugDraw::RenderAABB(EMotionFX::ActorInstance* instance)
{
RPI::AuxGeomDrawPtr auxGeom = m_auxGeomFeatureProcessor->GetDrawQueue();
const AZ::Aabb& aabb = instance->GetAabb();
auxGeom->DrawAabb(aabb, AZ::Color(0.0f, 1.0f, 1.0f, 1.0f), RPI::AuxGeomDraw::DrawStyle::Line);
}
void AtomActorDebugDraw::RenderSkeleton(EMotionFX::ActorInstance* instance)
{
RPI::AuxGeomDrawPtr auxGeom = m_auxGeomFeatureProcessor->GetDrawQueue();
const EMotionFX::TransformData* transformData = instance->GetTransformData();
const EMotionFX::Skeleton* skeleton = instance->GetActor()->GetSkeleton();
const EMotionFX::Pose* pose = transformData->GetCurrentPose();
const size_t lodLevel = instance->GetLODLevel();
const size_t numJoints = skeleton->GetNumNodes();
m_auxVertices.clear();
m_auxVertices.reserve(numJoints * 2);
for (size_t jointIndex = 0; jointIndex < numJoints; ++jointIndex)
{
const EMotionFX::Node* joint = skeleton->GetNode(jointIndex);
if (!joint->GetSkeletalLODStatus(lodLevel))
{
continue;
}
const size_t parentIndex = joint->GetParentIndex();
if (parentIndex == InvalidIndex)
{
continue;
}
const AZ::Vector3 parentPos = pose->GetWorldSpaceTransform(parentIndex).m_position;
m_auxVertices.emplace_back(parentPos);
const AZ::Vector3 bonePos = pose->GetWorldSpaceTransform(jointIndex).m_position;
m_auxVertices.emplace_back(bonePos);
}
const AZ::Color skeletonColor(0.604f, 0.804f, 0.196f, 1.0f);
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = &skeletonColor;
lineArgs.m_colorCount = 1;
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);
}
void AtomActorDebugDraw::RenderEMFXDebugDraw(EMotionFX::ActorInstance* instance)
{
RPI::AuxGeomDrawPtr auxGeom = m_auxGeomFeatureProcessor->GetDrawQueue();
EMotionFX::DebugDraw& debugDraw = EMotionFX::GetDebugDraw();
debugDraw.Lock();
EMotionFX::DebugDraw::ActorInstanceData* actorInstanceData = debugDraw.GetActorInstanceData(instance);
actorInstanceData->Lock();
const AZStd::vector<EMotionFX::DebugDraw::Line>& lines = actorInstanceData->GetLines();
if (lines.empty())
{
actorInstanceData->Unlock();
debugDraw.Unlock();
return;
}
m_auxVertices.clear();
m_auxVertices.reserve(lines.size() * 2);
m_auxColors.clear();
m_auxColors.reserve(m_auxVertices.size());
for (const EMotionFX::DebugDraw::Line& line : actorInstanceData->GetLines())
{
m_auxVertices.emplace_back(line.m_start);
m_auxColors.emplace_back(line.m_startColor);
m_auxVertices.emplace_back(line.m_end);
m_auxColors.emplace_back(line.m_endColor);
}
AZ_Assert(m_auxVertices.size() == m_auxColors.size(), "Number of vertices and number of colors need to match.");
actorInstanceData->Unlock();
debugDraw.Unlock();
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = m_auxColors.data();
lineArgs.m_colorCount = static_cast<uint32_t>(m_auxColors.size());
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);
}
void AtomActorDebugDraw::RenderNormals(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, bool vertexNormals, bool faceNormals)
{
if (!mesh)
{
return;
}
if (!vertexNormals && !faceNormals)
{
return;
}
RPI::AuxGeomDrawPtr auxGeom = m_auxGeomFeatureProcessor->GetDrawQueue();
if (!auxGeom)
{
return;
}
// TODO: Move line color to a render setting.
const float faceNormalsScale = 0.01f;
const AZ::Color colorFaceNormals = AZ::Colors::Lime;
const float vertexNormalsScale = 0.01f;
const AZ::Color colorVertexNormals = AZ::Colors::Orange;
PrepareForMesh(mesh, worldTM);
AZ::Vector3* normals = (AZ::Vector3*)mesh->FindVertexData(EMotionFX::Mesh::ATTRIB_NORMALS);
// Render face normals
if (faceNormals)
{
const size_t numSubMeshes = mesh->GetNumSubMeshes();
for (uint32 subMeshIndex = 0; subMeshIndex < numSubMeshes; ++subMeshIndex)
{
EMotionFX::SubMesh* subMesh = mesh->GetSubMesh(subMeshIndex);
const uint32 numTriangles = subMesh->GetNumPolygons();
const uint32 startVertex = subMesh->GetStartVertex();
const uint32* indices = subMesh->GetIndices();
m_auxVertices.clear();
m_auxVertices.reserve(numTriangles * 2);
m_auxColors.clear();
m_auxColors.reserve(m_auxVertices.size());
for (uint32 triangleIndex = 0; triangleIndex < numTriangles; ++triangleIndex)
{
const uint32 triangleStartIndex = triangleIndex * 3;
const uint32 indexA = indices[triangleStartIndex + 0] + startVertex;
const uint32 indexB = indices[triangleStartIndex + 1] + startVertex;
const uint32 indexC = indices[triangleStartIndex + 2] + startVertex;
const AZ::Vector3& posA = m_worldSpacePositions[indexA];
const AZ::Vector3& posB = m_worldSpacePositions[indexB];
const AZ::Vector3& posC = m_worldSpacePositions[indexC];
const AZ::Vector3 normalDir = (posB - posA).Cross(posC - posA).GetNormalized();
// Calculate the center pos
const AZ::Vector3 normalPos = (posA + posB + posC) * (1.0f / 3.0f);
m_auxVertices.emplace_back(normalPos);
m_auxColors.emplace_back(colorFaceNormals);
m_auxVertices.emplace_back(normalPos + (normalDir * faceNormalsScale));
m_auxColors.emplace_back(colorFaceNormals);
}
}
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = m_auxColors.data();
lineArgs.m_colorCount = static_cast<uint32_t>(m_auxColors.size());
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);
}
// render vertex normals
if (vertexNormals)
{
const size_t numSubMeshes = mesh->GetNumSubMeshes();
for (uint32 subMeshIndex = 0; subMeshIndex < numSubMeshes; ++subMeshIndex)
{
EMotionFX::SubMesh* subMesh = mesh->GetSubMesh(subMeshIndex);
const uint32 numVertices = subMesh->GetNumVertices();
const uint32 startVertex = subMesh->GetStartVertex();
m_auxVertices.clear();
m_auxVertices.reserve(numVertices * 2);
m_auxColors.clear();
m_auxColors.reserve(m_auxVertices.size());
for (uint32 j = 0; j < numVertices; ++j)
{
const uint32 vertexIndex = j + startVertex;
const AZ::Vector3& position = m_worldSpacePositions[vertexIndex];
const AZ::Vector3 normal = worldTM.TransformVector(normals[vertexIndex]).GetNormalizedSafe() * vertexNormalsScale;
m_auxVertices.emplace_back(position);
m_auxColors.emplace_back(colorFaceNormals);
m_auxVertices.emplace_back(position + normal);
m_auxColors.emplace_back(colorFaceNormals);
}
}
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = m_auxColors.data();
lineArgs.m_colorCount = static_cast<uint32_t>(m_auxColors.size());
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);
}
}
void AtomActorDebugDraw::RenderTangents(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM)
{
if (!mesh)
{
return;
}
RPI::AuxGeomDrawPtr auxGeom = m_auxGeomFeatureProcessor->GetDrawQueue();
if (!auxGeom)
{
return;
}
// TODO: Move line color to a render setting.
const AZ::Color colorTangents = AZ::Colors::Red;
const AZ::Color mirroredBitangentColor = AZ::Colors::Yellow;
const AZ::Color colorBitangents = AZ::Colors::White;
const float scale = 0.01f;
// Get the tangents and check if this mesh actually has tangents
AZ::Vector4* tangents = static_cast<AZ::Vector4*>(mesh->FindVertexData(EMotionFX::Mesh::ATTRIB_TANGENTS));
if (!tangents)
{
return;
}
AZ::Vector3* bitangents = static_cast<AZ::Vector3*>(mesh->FindVertexData(EMotionFX::Mesh::ATTRIB_BITANGENTS));
PrepareForMesh(mesh, worldTM);
AZ::Vector3* normals = (AZ::Vector3*)mesh->FindVertexData(EMotionFX::Mesh::ATTRIB_NORMALS);
const uint32 numVertices = mesh->GetNumVertices();
m_auxVertices.clear();
m_auxVertices.reserve(numVertices * 2);
m_auxColors.clear();
m_auxColors.reserve(m_auxVertices.size());
// Render the tangents and bitangents
AZ::Vector3 orgTangent, tangent, bitangent;
for (uint32 i = 0; i < numVertices; ++i)
{
orgTangent.Set(tangents[i].GetX(), tangents[i].GetY(), tangents[i].GetZ());
tangent = (worldTM.TransformVector(orgTangent)).GetNormalized();
if (bitangents)
{
bitangent = bitangents[i];
}
else
{
bitangent = tangents[i].GetW() * normals[i].Cross(orgTangent);
}
bitangent = (worldTM.TransformVector(bitangent)).GetNormalizedSafe();
m_auxVertices.emplace_back(m_worldSpacePositions[i]);
m_auxColors.emplace_back(colorTangents);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (tangent * scale));
m_auxColors.emplace_back(colorTangents);
if (tangents[i].GetW() < 0.0f)
{
m_auxVertices.emplace_back(m_worldSpacePositions[i]);
m_auxColors.emplace_back(mirroredBitangentColor);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * scale));
m_auxColors.emplace_back(mirroredBitangentColor);
}
else
{
m_auxVertices.emplace_back(m_worldSpacePositions[i]);
m_auxColors.emplace_back(colorBitangents);
m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * scale));
m_auxColors.emplace_back(colorBitangents);
}
}
RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
lineArgs.m_verts = m_auxVertices.data();
lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
lineArgs.m_colors = m_auxColors.data();
lineArgs.m_colorCount = static_cast<uint32_t>(m_auxColors.size());
lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
auxGeom->DrawLines(lineArgs);
}
} // namespace AZ::Render