Files
o3de/Gems/MotionMatching/Code/Source/MotionMatchingSystemComponent.cpp
T
Benjamin Jillich 1a23dc7b93 Motion Matching: Debug visualization improvements
* Moved reposibility from the instance to the system component to render debug visualizations. Why? To make sure all motion extraction deltas got applied to the character already and avoid any mismatches between last and current frame (resulting in visual jittering).
* Added frame database stats to the ImGui monitor.
* Switched ImGuiMonitor from internal histogram group to the now shared version in LYImGuiUtils.
* Added a new debug draw bus that the motion matching instance hooks to, so that the system component can control when to render debug visualizations.
* Added class description for the motion matching instance.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2022-02-04 16:29:27 +01:00

157 lines
6.0 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 <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/EditContextConstants.inl>
#include <EMotionFX/Source/AnimGraphObjectFactory.h>
#include <EMotionFX/Source/EMotionFXManager.h>
#include <EMotionFX/Source/PoseDataFactory.h>
#include <Integration/EMotionFXBus.h>
#include <EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/ViewportPluginBus.h>
#include <BlendTreeMotionMatchNode.h>
#include <Feature.h>
#include <FeaturePosition.h>
#include <FeatureTrajectory.h>
#include <FeatureVelocity.h>
#include <EventData.h>
#include <MotionMatchingSystemComponent.h>
#include <PoseDataJointVelocities.h>
namespace EMotionFX::MotionMatching
{
void MotionMatchingSystemComponent::Reflect(AZ::ReflectContext* context)
{
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<MotionMatchingSystemComponent, AZ::Component>()
->Version(0)
;
if (AZ::EditContext* ec = serialize->GetEditContext())
{
ec->Class<MotionMatchingSystemComponent>("MotionMatching", "[Description of functionality provided by this System Component]")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("System"))
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
;
}
}
EMotionFX::MotionMatching::DiscardFrameEventData::Reflect(context);
EMotionFX::MotionMatching::TagEventData::Reflect(context);
EMotionFX::MotionMatching::FeatureSchema::Reflect(context);
EMotionFX::MotionMatching::Feature::Reflect(context);
EMotionFX::MotionMatching::FeaturePosition::Reflect(context);
EMotionFX::MotionMatching::FeatureTrajectory::Reflect(context);
EMotionFX::MotionMatching::FeatureVelocity::Reflect(context);
EMotionFX::MotionMatching::PoseDataJointVelocities::Reflect(context);
EMotionFX::MotionMatching::BlendTreeMotionMatchNode::Reflect(context);
}
void MotionMatchingSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC_CE("MotionMatchingService"));
}
void MotionMatchingSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC_CE("MotionMatchingService"));
}
void MotionMatchingSystemComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC_CE("EMotionFXAnimationService"));
}
void MotionMatchingSystemComponent::GetDependentServices([[maybe_unused]] AZ::ComponentDescriptor::DependencyArrayType& dependent)
{
}
MotionMatchingSystemComponent::MotionMatchingSystemComponent()
{
if (MotionMatchingInterface::Get() == nullptr)
{
MotionMatchingInterface::Register(this);
}
}
MotionMatchingSystemComponent::~MotionMatchingSystemComponent()
{
if (MotionMatchingInterface::Get() == this)
{
MotionMatchingInterface::Unregister(this);
}
}
void MotionMatchingSystemComponent::Init()
{
}
void MotionMatchingSystemComponent::Activate()
{
MotionMatchingRequestBus::Handler::BusConnect();
AZ::TickBus::Handler::BusConnect();
// Register the motion matching anim graph node
EMotionFX::AnimGraphObject* motionMatchNodeObject = EMotionFX::AnimGraphObjectFactory::Create(azrtti_typeid<EMotionFX::MotionMatching::BlendTreeMotionMatchNode>());
auto motionMatchNode = azdynamic_cast<EMotionFX::MotionMatching::BlendTreeMotionMatchNode*>(motionMatchNodeObject);
if (motionMatchNode)
{
EMotionFX::Integration::EMotionFXRequestBus::Broadcast(&EMotionFX::Integration::EMotionFXRequests::RegisterAnimGraphObjectType, motionMatchNode);
delete motionMatchNode;
}
// Register the joint velocities pose data.
EMotionFX::GetPoseDataFactory().AddPoseDataType(azrtti_typeid<EMotionFX::MotionMatching::PoseDataJointVelocities>());
}
void MotionMatchingSystemComponent::Deactivate()
{
AZ::TickBus::Handler::BusDisconnect();
MotionMatchingRequestBus::Handler::BusDisconnect();
}
void MotionMatchingSystemComponent::DebugDraw(AZ::s32 debugDisplayId)
{
AZ_PROFILE_SCOPE(Animation, "MotionMatchingSystemComponent::DebugDraw");
if (debugDisplayId == -1)
{
return;
}
AzFramework::DebugDisplayRequestBus::BusPtr debugDisplayBus;
AzFramework::DebugDisplayRequestBus::Bind(debugDisplayBus, debugDisplayId);
AzFramework::DebugDisplayRequests* debugDisplay = AzFramework::DebugDisplayRequestBus::FindFirstHandler(debugDisplayBus);
if (debugDisplay)
{
const AZ::u32 prevState = debugDisplay->GetState();
EMotionFX::MotionMatching::DebugDrawRequestBus::Broadcast(&EMotionFX::MotionMatching::DebugDrawRequests::DebugDraw, *debugDisplay);
debugDisplay->SetState(prevState);
}
}
void MotionMatchingSystemComponent::OnTick([[maybe_unused]] float deltaTime, [[maybe_unused]] AZ::ScriptTimePoint time)
{
// Draw the debug visualizations to the Animation Editor as well as the LY Editor viewport.
AZ::s32 animationEditorViewportId = -1;
EMStudio::ViewportPluginRequestBus::BroadcastResult(animationEditorViewportId, &EMStudio::ViewportPluginRequestBus::Events::GetViewportId);
DebugDraw(animationEditorViewportId);
DebugDraw(AzFramework::g_defaultSceneEntityDebugDisplayId);
}
} // namespace EMotionFX::MotionMatching