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