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o3de/Gems/MotionMatching/Code/Source/FeatureTrajectory.h

147 lines
6.5 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
*
*/
#pragma once
#include <AzCore/Math/Vector3.h>
#include <AzCore/Memory/Memory.h>
#include <AzCore/RTTI/RTTI.h>
#include <AzCore/RTTI/TypeInfo.h>
#include <AzCore/std/containers/vector.h>
#include <EMotionFX/Source/EMotionFXConfig.h>
#include <EMotionFX/Source/Transform.h>
#include <MotionMatchingInstance.h>
#include <FeatureTrajectory.h>
#include <Feature.h>
namespace AZ
{
class ReflectContext;
}
namespace EMotionFX::MotionMatching
{
class FrameDatabase;
//! Matches the root joint past and future trajectory.
//! For each frame in the motion database, the position and facing direction relative to the current frame of the joint will be evaluated for a past and future time window.
//! The past and future samples together form the trajectory of the current frame within the time window. This basically describes where the character came from to reach the
//! current frame and where it will go when continuing to play the animation.
class EMFX_API FeatureTrajectory
: public Feature
{
public:
AZ_RTTI(FeatureTrajectory, "{0451E95B-A452-439A-81ED-3962A06A3992}", Feature)
AZ_CLASS_ALLOCATOR_DECL
enum class Axis
{
X = 0,
Y = 1,
X_NEGATIVE = 2,
Y_NEGATIVE = 3,
};
struct EMFX_API Sample
{
AZ::Vector2 m_position; //! Position in the space relative to the extracted frame.
AZ::Vector2 m_facingDirection; //! Facing direction in the space relative to the extracted frame.
static constexpr size_t s_componentsPerSample = 4;
};
FeatureTrajectory() = default;
~FeatureTrajectory() override = default;
bool Init(const InitSettings& settings) override;
void ExtractFeatureValues(const ExtractFeatureContext& context) override;
void DebugDraw(AzFramework::DebugDisplayRequests& debugDisplay,
MotionMatchingInstance* instance,
size_t frameIndex) override;
float CalculateFutureFrameCost(size_t frameIndex, const FrameCostContext& context) const;
float CalculatePastFrameCost(size_t frameIndex, const FrameCostContext& context) const;
void SetNumPastSamplesPerFrame(size_t numHistorySamples);
void SetNumFutureSamplesPerFrame(size_t numFutureSamples);
void SetPastTimeRange(float timeInSeconds);
void SetFutureTimeRange(float timeInSeconds);
void SetFacingAxis(const Axis axis);
void UpdateFacingAxis();
float GetPastTimeRange() const { return m_pastTimeRange; }
size_t GetNumPastSamples() const { return m_numPastSamples; }
float GetPastCostFactor() const { return m_pastCostFactor; }
float GetFutureTimeRange() const { return m_futureTimeRange; }
size_t GetNumFutureSamples() const { return m_numFutureSamples; }
float GetFutureCostFactor() const { return m_futureCostFactor; }
AZ::Vector2 CalculateFacingDirection(const Pose& pose, const Transform& invRootTransform) const;
AZ::Vector3 GetFacingAxisDir() const { return m_facingAxisDir; }
static void Reflect(AZ::ReflectContext* context);
size_t GetNumDimensions() const override;
AZStd::string GetDimensionName(size_t index) const override;
// Shared helper function to draw a facing direction.
static void DebugDrawFacingDirection(AzFramework::DebugDisplayRequests& debugDisplay,
const AZ::Vector3& positionWorldSpace,
const AZ::Vector3& facingDirectionWorldSpace);
private:
size_t CalcMidFrameIndex() const;
size_t CalcPastFrameIndex(size_t historyFrameIndex) const;
size_t CalcFutureFrameIndex(size_t futureFrameIndex) const;
size_t CalcNumSamplesPerFrame() const;
using SplineToFeatureMatrixIndex = AZStd::function<size_t(size_t)>;
float CalculateCost(const FeatureMatrix& featureMatrix,
size_t frameIndex,
const Transform& invRootTransform,
const AZStd::vector<TrajectoryQuery::ControlPoint>& controlPoints,
const SplineToFeatureMatrixIndex& splineToFeatureMatrixIndex) const;
//! Called for every sample in the past or future range to extract its information.
//! @param[in] pose The sampled pose within the trajectory range [m_pastTimeRange, m_futureTimeRange].
//! @param[in] invRootTransform The inverse of the world space transform of the joint at frame time that the feature is extracted for.
Sample GetSampleFromPose(const Pose& pose, const Transform& invRootTransform) const;
Sample GetFeatureData(const FeatureMatrix& featureMatrix, size_t frameIndex, size_t sampleIndex) const;
void SetFeatureData(FeatureMatrix& featureMatrix, size_t frameIndex, size_t sampleIndex, const Sample& sample);
void DebugDrawTrajectory(AzFramework::DebugDisplayRequests& debugDisplay,
MotionMatchingInstance* instance,
size_t frameIndex,
const Transform& transform,
const AZ::Color& color,
size_t numSamples,
const SplineToFeatureMatrixIndex& splineToFeatureMatrixIndex) const;
void DebugDrawFacingDirection(AzFramework::DebugDisplayRequests& debugDisplay,
const Transform& worldSpaceTransform,
const Sample& sample,
const AZ::Vector3& samplePosWorldSpace) const;
AZ::Crc32 GetCostFactorVisibility() const override;
float m_pastTimeRange = 0.7f; //< The time window the samples are distributed along for the past trajectory.
size_t m_numPastSamples = 4; //< The number of samples stored per frame for the past (history) trajectory.
float m_pastCostFactor = 0.5f; //< Normalized value to weight or scale the future trajectory cost.
float m_futureTimeRange = 1.2f; //< The time window the samples are distributed along for the future trajectory.
size_t m_numFutureSamples = 6; //< The number of samples stored per frame for the future trajectory.
float m_futureCostFactor = 0.75f; //< Normalized value to weight or scale the future trajectory cost.
Axis m_facingAxis = Axis::Y; //< Which axis of the joint transform is facing forward?
AZ::Vector3 m_facingAxisDir = AZ::Vector3::CreateAxisY();
};
} // namespace EMotionFX::MotionMatching