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- /*
- * 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 <AtomActorInstance.h>
- #include <AtomActor.h>
- #include <AtomActorDebugDraw.h>
- #include <ActorAsset.h>
- #include <Atom/Feature/SkinnedMesh/SkinnedMeshInputBuffers.h>
- #include <AtomLyIntegration/CommonFeatures/SkinnedMesh/SkinnedMeshOverrideBus.h>
- #include <Integration/System/SystemCommon.h>
- #include <Integration/System/SystemComponent.h>
- #include <EMotionFX/Source/ActorInstance.h>
- #include <EMotionFX/Source/DebugDraw.h>
- #include <EMotionFX/Source/MorphSetup.h>
- #include <EMotionFX/Source/MorphSetupInstance.h>
- #include <EMotionFX/Source/MorphTargetStandard.h>
- #include <EMotionFX/Source/TransformData.h>
- #include <EMotionFX/Source/Skeleton.h>
- #include <EMotionFX/Source/Mesh.h>
- #include <EMotionFX/Source/Node.h>
- #include <MCore/Source/AzCoreConversions.h>
- #include <Atom/RHI/RHIUtils.h>
- #include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
- #include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
- #include <Atom/RPI.Public/Scene.h>
- #include <Atom/RPI.Public/Image/StreamingImage.h>
- #include <AzCore/Casting/numeric_cast.h>
- #include <AzCore/Component/EntityId.h>
- #include <AzCore/Component/TickBus.h>
- #include <AzCore/Math/Transform.h>
- #include <AzCore/base.h>
- #include <numeric>
- namespace AZ::Render
- {
- static constexpr uint32_t s_maxActiveWrinkleMasks = 16;
- AZ_CLASS_ALLOCATOR_IMPL(AtomActorInstance, EMotionFX::Integration::EMotionFXAllocator)
- AtomActorInstance::AtomActorInstance(AZ::EntityId entityId,
- const EMotionFX::Integration::EMotionFXPtr<EMotionFX::ActorInstance>& actorInstance,
- const AZ::Data::Asset<EMotionFX::Integration::ActorAsset>& asset,
- [[maybe_unused]] const AZ::Transform& worldTransform,
- EMotionFX::Integration::SkinningMethod skinningMethod,
- bool rayTracingEnabled)
- : m_rayTracingEnabled(rayTracingEnabled), RenderActorInstance(asset, actorInstance.get(), entityId)
- {
- RenderActorInstance::SetSkinningMethod(skinningMethod);
- if (m_entityId.IsValid())
- {
- Activate();
- AzFramework::BoundsRequestBus::Handler::BusConnect(m_entityId);
- }
- m_atomActorDebugDraw = AZStd::make_unique<AtomActorDebugDraw>(entityId);
- }
- AtomActorInstance::~AtomActorInstance()
- {
- if (m_entityId.IsValid())
- {
- AzFramework::BoundsRequestBus::Handler::BusDisconnect();
- Deactivate();
- }
- Data::AssetBus::MultiHandler::BusDisconnect();
- }
- void AtomActorInstance::OnTick([[maybe_unused]] float timeDelta)
- {
- UpdateBounds();
- m_atomActorDebugDraw->UpdateActorInstance(m_actorInstance, timeDelta);
- }
- void AtomActorInstance::DebugDraw(const EMotionFX::ActorRenderFlags& renderFlags)
- {
- m_atomActorDebugDraw->DebugDraw(renderFlags, m_actorInstance);
- }
- void AtomActorInstance::UpdateBounds()
- {
- // Update RenderActorInstance world bounding box
- // The bounding box is moving with the actor instance.
- // The entity and actor transforms are kept in sync already.
- m_worldAABB = m_actorInstance->GetAabb();
- // Update RenderActorInstance local bounding box
- // NB: computing the local bbox from the world bbox makes the local bbox artificially larger than it should be
- // instead EMFX should support getting the local bbox from the actor instance directly
- m_localAABB = m_worldAABB.GetTransformedAabb(m_transformInterface->GetWorldTM().GetInverse());
- // Update bbox on mesh instance if it exists
- if (m_meshFeatureProcessor && m_meshHandle && m_meshHandle->IsValid() && m_skinnedMeshInstance)
- {
- m_meshFeatureProcessor->SetLocalAabb(*m_meshHandle, m_localAABB);
- }
- AZ::Interface<AzFramework::IEntityBoundsUnion>::Get()->RefreshEntityLocalBoundsUnion(m_entityId);
- }
- AZ::Aabb AtomActorInstance::GetWorldBounds() const
- {
- return m_worldAABB;
- }
- AZ::Aabb AtomActorInstance::GetLocalBounds() const
- {
- return m_localAABB;
- }
- void AtomActorInstance::SetSkinningMethod(EMotionFX::Integration::SkinningMethod emfxSkinningMethod)
- {
- // Check if the actor has skinning, otherwise fall back to `NoSkinning` regardless of `emfxSkinningMethod`
- if (m_actorInstance->GetActor()->GetSkinMetaAsset().Get())
- {
- RenderActorInstance::SetSkinningMethod(emfxSkinningMethod);
- m_boneTransforms = CreateBoneTransformBufferFromActorInstance(m_actorInstance, emfxSkinningMethod);
- }
- else
- {
- RenderActorInstance::SetSkinningMethod(EMotionFX::Integration::SkinningMethod::None);
- }
- // Release the Atom skinned mesh and acquire a new one to apply the new skinning method
- UnregisterActor();
- RegisterActor();
- }
- SkinningMethod AtomActorInstance::GetAtomSkinningMethod() const
- {
- switch (GetSkinningMethod())
- {
- case EMotionFX::Integration::SkinningMethod::DualQuat:
- return SkinningMethod::DualQuaternion;
- case EMotionFX::Integration::SkinningMethod::Linear:
- return SkinningMethod::LinearSkinning;
- case EMotionFX::Integration::SkinningMethod::None:
- return SkinningMethod::NoSkinning;
- default:
- AZ_Error("AtomActorInstance", false, "Unsupported skinning method. Defaulting to linear");
- }
- return SkinningMethod::LinearSkinning;
- }
- void AtomActorInstance::SetIsVisible(bool isVisible)
- {
- if (IsVisible() != isVisible)
- {
- RenderActorInstance::SetIsVisible(isVisible);
- if (m_meshFeatureProcessor && m_meshHandle)
- {
- m_meshFeatureProcessor->SetVisible(*m_meshHandle, isVisible);
- }
- }
- }
- AtomActor* AtomActorInstance::GetRenderActor() const
- {
- EMotionFX::Integration::ActorAsset* actorAsset = m_actorAsset.Get();
- if (!actorAsset)
- {
- AZ_Assert(false, "Actor asset is not loaded.");
- return nullptr;
- }
- AtomActor* renderActor = azdynamic_cast<AtomActor*>(actorAsset->GetRenderActor());
- if (!renderActor)
- {
- AZ_Assert(false, "Expecting a Atom render backend actor.");
- return nullptr;
- }
- return renderActor;
- }
- void AtomActorInstance::Activate()
- {
- m_skinnedMeshFeatureProcessor = RPI::Scene::GetFeatureProcessorForEntity<SkinnedMeshFeatureProcessorInterface>(m_entityId);
- AZ_Assert(m_skinnedMeshFeatureProcessor, "AtomActorInstance was unable to find a SkinnedMeshFeatureProcessor on the EntityContext provided.");
- m_meshFeatureProcessor = RPI::Scene::GetFeatureProcessorForEntity<MeshFeatureProcessorInterface>(m_entityId);
- AZ_Assert(m_meshFeatureProcessor, "AtomActorInstance was unable to find a MeshFeatureProcessor on the EntityContext provided.");
- m_transformInterface = TransformBus::FindFirstHandler(m_entityId);
- AZ_Warning("AtomActorInstance", m_transformInterface, "Unable to attach to a TransformBus handler. This skinned mesh will always be rendered at the origin.");
- SkinnedMeshFeatureProcessorNotificationBus::Handler::BusConnect();
- MaterialConsumerRequestBus::Handler::BusConnect(m_entityId);
- LmbrCentral::SkeletalHierarchyRequestBus::Handler::BusConnect(m_entityId);
- Create();
- }
- void AtomActorInstance::Deactivate()
- {
- SkinnedMeshOutputStreamNotificationBus::Handler::BusDisconnect();
- LmbrCentral::SkeletalHierarchyRequestBus::Handler::BusDisconnect();
- MaterialConsumerRequestBus::Handler::BusDisconnect();
- SkinnedMeshFeatureProcessorNotificationBus::Handler::BusDisconnect();
- Destroy();
- m_meshFeatureProcessor = nullptr;
- m_skinnedMeshFeatureProcessor = nullptr;
- }
- MaterialAssignmentLabelMap AtomActorInstance::GetMaterialLabels() const
- {
- return GetMaterialSlotLabelsFromModelAsset(GetModelAsset());
- }
- MaterialAssignmentId AtomActorInstance::FindMaterialAssignmentId(
- const MaterialAssignmentLodIndex lod, const AZStd::string& label) const
- {
- return GetMaterialSlotIdFromModelAsset(GetModelAsset(), lod, label);
- }
- MaterialAssignmentMap AtomActorInstance::GetDefaultMaterialMap() const
- {
- return GetDefaultMaterialMapFromModelAsset(GetModelAsset());
- }
- AZStd::unordered_set<AZ::Name> AtomActorInstance::GetModelUvNames() const
- {
- if (m_skinnedMeshInstance && m_skinnedMeshInstance->m_model)
- {
- return m_skinnedMeshInstance->m_model->GetUvNames();
- }
- return AZStd::unordered_set<AZ::Name>();
- }
- void AtomActorInstance::OnTransformChanged(const AZ::Transform& /*local*/, const AZ::Transform& world)
- {
- // The mesh transform is used to determine where the actor instance is actually rendered
- m_meshFeatureProcessor->SetTransform(*m_meshHandle, world); // handle validity is checked internally.
- }
- void AtomActorInstance::OnMaterialsUpdated(const MaterialAssignmentMap& materials)
- {
- if (m_meshFeatureProcessor)
- {
- m_meshFeatureProcessor->SetCustomMaterials(*m_meshHandle, ConvertToCustomMaterialMap(materials));
- }
- }
- void AtomActorInstance::OnMaterialPropertiesUpdated([[maybe_unused]] const MaterialAssignmentMap& materials)
- {
- if (m_meshFeatureProcessor)
- {
- m_meshFeatureProcessor->SetRayTracingDirty(*m_meshHandle);
- }
- }
- void AtomActorInstance::SetModelAsset([[maybe_unused]] Data::Asset<RPI::ModelAsset> modelAsset)
- {
- // Changing model asset is not supported by Atom Actor Instance.
- // The model asset is obtained from the Actor inside the ActorAsset,
- // which is passed to the constructor. To set a different model asset
- // this instance should use a different Actor.
- AZ_Assert(false, "AtomActorInstance::SetModelAsset not supported");
- }
- Data::Asset<const RPI::ModelAsset> AtomActorInstance::GetModelAsset() const
- {
- AZ_Assert(GetActor(), "Expecting a Atom Actor Instance having a valid Actor.");
- return GetActor()->GetMeshAsset();
- }
- void AtomActorInstance::SetModelAssetId([[maybe_unused]] Data::AssetId modelAssetId)
- {
- // Changing model asset is not supported by Atom Actor Instance.
- // The model asset is obtained from the Actor inside the ActorAsset,
- // which is passed to the constructor. To set a different model asset
- // this instance should use a different Actor.
- AZ_Assert(false, "AtomActorInstance::SetModelAssetId not supported");
- }
- Data::AssetId AtomActorInstance::GetModelAssetId() const
- {
- return GetModelAsset().GetId();
- }
- void AtomActorInstance::SetModelAssetPath([[maybe_unused]] const AZStd::string& modelAssetPath)
- {
- // Changing model asset is not supported by Atom Actor Instance.
- // The model asset is obtained from the Actor inside the ActorAsset,
- // which is passed to the constructor. To set a different model asset
- // this instance should use a different Actor.
- AZ_Assert(false, "AtomActorInstance::SetModelAssetPath not supported");
- }
- AZStd::string AtomActorInstance::GetModelAssetPath() const
- {
- return GetModelAsset().GetHint();
- }
- AZ::Data::Instance<RPI::Model> AtomActorInstance::GetModel() const
- {
- return m_skinnedMeshInstance->m_model;
- }
- void AtomActorInstance::SetSortKey(RHI::DrawItemSortKey sortKey)
- {
- m_meshFeatureProcessor->SetSortKey(*m_meshHandle, sortKey);
- }
- RHI::DrawItemSortKey AtomActorInstance::GetSortKey() const
- {
- return m_meshFeatureProcessor->GetSortKey(*m_meshHandle);
- }
- void AtomActorInstance::SetLodType(RPI::Cullable::LodType lodType)
- {
- RPI::Cullable::LodConfiguration config = m_meshFeatureProcessor->GetMeshLodConfiguration(*m_meshHandle);
- config.m_lodType = lodType;
- m_meshFeatureProcessor->SetMeshLodConfiguration(*m_meshHandle, config);
- }
- RPI::Cullable::LodType AtomActorInstance::GetLodType() const
- {
- return m_meshFeatureProcessor->GetMeshLodConfiguration(*m_meshHandle).m_lodType;
- }
- void AtomActorInstance::SetLodOverride(RPI::Cullable::LodOverride lodOverride)
- {
- RPI::Cullable::LodConfiguration config = m_meshFeatureProcessor->GetMeshLodConfiguration(*m_meshHandle);
- config.m_lodOverride = lodOverride;
- m_meshFeatureProcessor->SetMeshLodConfiguration(*m_meshHandle, config);
- }
- RPI::Cullable::LodOverride AtomActorInstance::GetLodOverride() const
- {
- return m_meshFeatureProcessor->GetMeshLodConfiguration(*m_meshHandle).m_lodOverride;
- }
- void AtomActorInstance::SetMinimumScreenCoverage(float minimumScreenCoverage)
- {
- RPI::Cullable::LodConfiguration config = m_meshFeatureProcessor->GetMeshLodConfiguration(*m_meshHandle);
- config.m_minimumScreenCoverage = minimumScreenCoverage;
- m_meshFeatureProcessor->SetMeshLodConfiguration(*m_meshHandle, config);
- }
- float AtomActorInstance::GetMinimumScreenCoverage() const
- {
- return m_meshFeatureProcessor->GetMeshLodConfiguration(*m_meshHandle).m_minimumScreenCoverage;
- }
- void AtomActorInstance::SetQualityDecayRate(float qualityDecayRate)
- {
- RPI::Cullable::LodConfiguration config = m_meshFeatureProcessor->GetMeshLodConfiguration(*m_meshHandle);
- config.m_qualityDecayRate = qualityDecayRate;
- m_meshFeatureProcessor->SetMeshLodConfiguration(*m_meshHandle, config);
- }
- float AtomActorInstance::GetQualityDecayRate() const
- {
- return m_meshFeatureProcessor->GetMeshLodConfiguration(*m_meshHandle).m_qualityDecayRate;
- }
- void AtomActorInstance::SetVisibility(bool visible)
- {
- SetIsVisible(visible);
- }
- bool AtomActorInstance::GetVisibility() const
- {
- return IsVisible();
- }
- void AtomActorInstance::SetRayTracingEnabled(bool enabled)
- {
- if (m_meshHandle->IsValid() && m_meshFeatureProcessor)
- {
- m_rayTracingEnabled = enabled;
- m_meshFeatureProcessor->SetRayTracingEnabled(*m_meshHandle, m_rayTracingEnabled);
- }
- }
- bool AtomActorInstance::GetRayTracingEnabled() const
- {
- if (m_meshHandle->IsValid() && m_meshFeatureProcessor)
- {
- return m_meshFeatureProcessor->GetRayTracingEnabled(*m_meshHandle);
- }
- return false;
- }
- void AtomActorInstance::SetExcludeFromReflectionCubeMaps(bool enabled)
- {
- if (m_meshHandle->IsValid() && m_meshFeatureProcessor)
- {
- m_meshFeatureProcessor->SetExcludeFromReflectionCubeMaps(*m_meshHandle, enabled);
- }
- }
- bool AtomActorInstance::GetExcludeFromReflectionCubeMaps() const
- {
- if (m_meshHandle->IsValid() && m_meshFeatureProcessor)
- {
- return m_meshFeatureProcessor->GetExcludeFromReflectionCubeMaps(*m_meshHandle);
- }
- return false;
- }
- AZ::u32 AtomActorInstance::GetJointCount()
- {
- return aznumeric_caster(m_actorInstance->GetActor()->GetSkeleton()->GetNumNodes());
- }
- const char* AtomActorInstance::GetJointNameByIndex(AZ::u32 jointIndex)
- {
- EMotionFX::Skeleton* skeleton = m_actorInstance->GetActor()->GetSkeleton();
- const size_t numNodes = skeleton->GetNumNodes();
- if (jointIndex < numNodes)
- {
- return skeleton->GetNode(jointIndex)->GetName();
- }
- return nullptr;
- }
- AZ::s32 AtomActorInstance::GetJointIndexByName(const char* jointName)
- {
- if (jointName)
- {
- EMotionFX::Skeleton* skeleton = m_actorInstance->GetActor()->GetSkeleton();
- const size_t numNodes = skeleton->GetNumNodes();
- for (size_t nodeIndex = 0; nodeIndex < numNodes; ++nodeIndex)
- {
- if (0 == azstricmp(jointName, skeleton->GetNode(nodeIndex)->GetName()))
- {
- return aznumeric_caster(nodeIndex);
- }
- }
- }
- return -1;
- }
- AZ::Transform AtomActorInstance::GetJointTransformCharacterRelative(AZ::u32 jointIndex)
- {
- const EMotionFX::TransformData* transforms = m_actorInstance->GetTransformData();
- if (transforms && jointIndex < transforms->GetNumTransforms())
- {
- return MCore::EmfxTransformToAzTransform(transforms->GetCurrentPose()->GetModelSpaceTransform(jointIndex));
- }
- return AZ::Transform::CreateIdentity();
- }
- void AtomActorInstance::Create()
- {
- Destroy();
- m_skinnedMeshInputBuffers = GetRenderActor()->FindOrCreateSkinnedMeshInputBuffers();
- AZ_Warning("AtomActorInstance", m_skinnedMeshInputBuffers, "Failed to create SkinnedMeshInputBuffers from Actor. It is likely that this actor doesn't have any meshes");
- if (m_skinnedMeshInputBuffers)
- {
- EMotionFX::Integration::SkinningMethod skinningMethod = GetSkinningMethod();
-
- // When skinning mode is none or there's no skin asset, skip creating bone transform buffer
- if (skinningMethod != EMotionFX::Integration::SkinningMethod::None && m_actorAsset->GetActor()->GetSkinMetaAsset().Get())
- {
- m_boneTransforms = CreateBoneTransformBufferFromActorInstance(m_actorInstance, skinningMethod);
- AZ_Error("AtomActorInstance", m_boneTransforms || AZ::RHI::IsNullRHI(), "Failed to create bone transform buffer.");
- }
- else if (!m_actorAsset->GetActor()->GetSkinMetaAsset().Get())
- {
- // Fallback to no skinning if skinning metaasset doesn't exist
- RenderActorInstance::SetSkinningMethod(EMotionFX::Integration::SkinningMethod::None);
- }
- // If the instance is created before the default materials on the model have finished loading, the mesh feature processor will ignore it.
- // Wait for them all to be ready before creating the instance
- uint32_t lodCount = m_skinnedMeshInputBuffers->GetLodCount();
- for (uint32_t lodIndex = 0; lodIndex < lodCount; ++lodIndex)
- {
- const SkinnedMeshInputLod& inputLod = m_skinnedMeshInputBuffers->GetLod(lodIndex);
- Data::Asset<RPI::ModelLodAsset> modelLodAsset = inputLod.GetModelLodAsset();
- for (const RPI::ModelLodAsset::Mesh& submesh : modelLodAsset->GetMeshes())
- {
- Data::Asset<RPI::MaterialAsset> defaultSubmeshMaterial = m_skinnedMeshInputBuffers->GetModelAsset()->FindMaterialSlot(submesh.GetMaterialSlotId()).m_defaultMaterialAsset;
- if (defaultSubmeshMaterial && !defaultSubmeshMaterial.IsReady())
- {
- // Start listening for the material's OnAssetReady event.
- // AtomActorInstance::Create is called on the main thread, so there should be no need to synchronize with the OnAssetReady event handler
- // since those events will also come from the main thread
- m_waitForMaterialLoadIds.insert(defaultSubmeshMaterial.GetId());
- Data::AssetBus::MultiHandler::BusConnect(defaultSubmeshMaterial.GetId());
- }
- }
- }
- // If all the default materials are ready, create the skinned mesh instance
- if (m_waitForMaterialLoadIds.empty())
- {
- CreateSkinnedMeshInstance();
- }
- }
- }
- void AtomActorInstance::OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset)
- {
- Data::AssetBus::MultiHandler::BusDisconnect(asset->GetId());
- m_waitForMaterialLoadIds.erase(asset->GetId());
- // If all the default materials are ready, create the skinned mesh instance
- if (m_waitForMaterialLoadIds.empty())
- {
- CreateSkinnedMeshInstance();
- }
- }
- void AtomActorInstance::Destroy()
- {
- if (m_skinnedMeshInstance)
- {
- UnregisterActor();
- m_skinnedMeshInputBuffers.reset();
- m_skinnedMeshInstance.reset();
- if (m_boneTransforms)
- {
- m_boneTransforms.reset();
- }
- }
- }
- template<class X>
- void swizzle_unique(AZStd::vector<X>& values, const AZStd::vector<size_t>& indices)
- {
- AZStd::vector<X> out;
- out.reserve(indices.size());
- for (size_t i : indices)
- {
- out.push_back(AZStd::move(values[i]));
- }
- values = AZStd::move(out);
- }
- void AtomActorInstance::OnUpdateSkinningMatrices()
- {
- if (m_skinnedMeshHandle.IsValid())
- {
- AZStd::vector<float> boneTransforms;
- GetBoneTransformsFromActorInstance(m_actorInstance, boneTransforms, GetSkinningMethod());
- m_skinnedMeshFeatureProcessor->SetSkinningMatrices(m_skinnedMeshHandle, boneTransforms);
- // Update the morph weights for every lod. This does not mean they will all be dispatched, but they will all have up to date weights
- // TODO: once culling is hooked up such that EMotionFX and Atom are always in sync about which lod to update, only update the currently visible lods [ATOM-13564]
- const auto lodCount = aznumeric_cast<uint32_t>(m_actorInstance->GetActor()->GetNumLODLevels());
- for (uint32_t lodIndex = 0; lodIndex < lodCount; ++lodIndex)
- {
- EMotionFX::MorphSetup* morphSetup = m_actorInstance->GetActor()->GetMorphSetup(lodIndex);
- if (morphSetup)
- {
- // Track all the masks/weights that are currently active
- m_wrinkleMasks.clear();
- m_wrinkleMaskWeights.clear();
- size_t morphTargetCount = morphSetup->GetNumMorphTargets();
- m_morphTargetWeights.clear();
- for (size_t morphTargetIndex = 0; morphTargetIndex < morphTargetCount; ++morphTargetIndex)
- {
- EMotionFX::MorphTarget* morphTarget = morphSetup->GetMorphTarget(morphTargetIndex);
- // check if we are dealing with a standard morph target
- if (morphTarget->GetType() != EMotionFX::MorphTargetStandard::TYPE_ID)
- {
- continue;
- }
- // down cast the morph target
- EMotionFX::MorphTargetStandard* morphTargetStandard = static_cast<EMotionFX::MorphTargetStandard*>(morphTarget);
- EMotionFX::MorphSetupInstance::MorphTarget* morphTargetSetupInstance = m_actorInstance->GetMorphSetupInstance()->FindMorphTargetByID(morphTargetStandard->GetID());
- // Each morph target is split into several deform datas, all of which share the same weight but have unique min/max delta values
- // and impact a unique mesh and thus correspond with unique dispatches in the morph target pass
- for (size_t deformDataIndex = 0; deformDataIndex < morphTargetStandard->GetNumDeformDatas(); ++deformDataIndex)
- {
- // Morph targets that don't deform any vertices (e.g. joint-based morph targets) are not registered in the render proxy. Skip adding their weights.
- const EMotionFX::MorphTargetStandard::DeformData* deformData = morphTargetStandard->GetDeformData(deformDataIndex);
- if (deformData->m_numVerts > 0)
- {
- float weight = morphTargetSetupInstance->GetWeight();
- m_morphTargetWeights.push_back(weight);
- // If the morph target is active and it has a wrinkle mask
- auto wrinkleMaskIter = m_morphTargetWrinkleMaskMapsByLod[lodIndex].find(morphTargetStandard);
- if (weight > 0 && wrinkleMaskIter != m_morphTargetWrinkleMaskMapsByLod[lodIndex].end())
- {
- // Add the wrinkle mask and weight, to be set on the material
- m_wrinkleMasks.push_back(wrinkleMaskIter->second);
- m_wrinkleMaskWeights.push_back(weight);
- }
- }
- }
- }
- AZ_Assert(m_wrinkleMasks.size() == m_wrinkleMaskWeights.size(), "Must have equal # of masks and weights");
- // If there's too many masks, truncate
- if (m_wrinkleMasks.size() > s_maxActiveWrinkleMasks)
- {
- // Build a remapping of indices (because we want to sort two vectors)
- AZStd::vector<size_t> remapped;
- remapped.resize_no_construct(m_wrinkleMasks.size());
- std::iota(remapped.begin(), remapped.end(), 0);
- // Sort index remapping by weight (highest first)
- std::sort(remapped.begin(), remapped.end(), [&](size_t ia, size_t ib) {
- return m_wrinkleMaskWeights[ia] > m_wrinkleMaskWeights[ib];
- });
- // Truncate indices list
- remapped.resize(s_maxActiveWrinkleMasks);
- // Remap wrinkle masks list and weights list
- swizzle_unique(m_wrinkleMasks, remapped);
- swizzle_unique(m_wrinkleMaskWeights, remapped);
- }
- m_skinnedMeshFeatureProcessor->SetMorphTargetWeights(m_skinnedMeshHandle, lodIndex, m_morphTargetWeights);
- // Until EMotionFX and Atom lods are synchronized [ATOM-13564] we don't know which EMotionFX lod to pull the weights from
- // Until that is fixed, just use lod 0 [ATOM-15251]
- if (lodIndex == 0)
- {
- UpdateWrinkleMasks();
- }
- }
- }
- UpdateLightingChannelMask();
- }
- }
- void AtomActorInstance::RegisterActor()
- {
- if (!m_skinnedMeshInstance)
- {
- AZ_Error("AtomActorInstance", m_skinnedMeshInstance, "SkinnedMeshInstance must be created before register this actor.");
- return;
- }
- MaterialAssignmentMap materials;
- MaterialComponentRequestBus::EventResult(materials, m_entityId, &MaterialComponentRequests::GetMaterialMap);
- CreateRenderProxy(materials);
- InitWrinkleMasks();
- TransformNotificationBus::Handler::BusConnect(m_entityId);
- MaterialComponentNotificationBus::Handler::BusConnect(m_entityId);
- MeshComponentRequestBus::Handler::BusConnect(m_entityId);
- SkinnedMeshOverrideRequestBus::Handler::BusConnect(m_entityId);
- MeshHandleStateRequestBus::Handler::BusConnect(m_entityId);
- m_meshFeatureProcessor->SetVisible(*m_meshHandle, IsVisible());
- }
- void AtomActorInstance::UnregisterActor()
- {
- MeshComponentNotificationBus::Event(m_entityId, &MeshComponentNotificationBus::Events::OnModelPreDestroy);
- MeshHandleStateRequestBus::Handler::BusDisconnect();
- SkinnedMeshOverrideRequestBus::Handler::BusDisconnect(m_entityId);
- MeshComponentRequestBus::Handler::BusDisconnect();
- MaterialComponentNotificationBus::Handler::BusDisconnect();
- TransformNotificationBus::Handler::BusDisconnect();
- m_skinnedMeshFeatureProcessor->ReleaseSkinnedMesh(m_skinnedMeshHandle);
- if (m_meshHandle)
- {
- m_meshFeatureProcessor->ReleaseMesh(*m_meshHandle);
- MeshHandleStateNotificationBus::Event(m_entityId, &MeshHandleStateNotificationBus::Events::OnMeshHandleSet, &(*m_meshHandle));
- m_meshHandle = nullptr;
- }
- }
- void AtomActorInstance::CreateRenderProxy(const MaterialAssignmentMap& materials)
- {
- auto meshFeatureProcessor = RPI::Scene::GetFeatureProcessorForEntity<MeshFeatureProcessorInterface>(m_entityId);
- AZ_Error("ActorComponentController", meshFeatureProcessor, "Unable to find a MeshFeatureProcessorInterface on the entityId.");
- if (meshFeatureProcessor)
- {
- MeshHandleDescriptor meshDescriptor;
- meshDescriptor.m_entityId = m_entityId;
- meshDescriptor.m_modelAsset = m_skinnedMeshInstance->m_model->GetModelAsset();
- meshDescriptor.m_customMaterials = ConvertToCustomMaterialMap(materials);
- meshDescriptor.m_isRayTracingEnabled = m_rayTracingEnabled;
- meshDescriptor.m_isAlwaysDynamic = true;
- meshDescriptor.m_excludeFromReflectionCubeMaps = true;
- meshDescriptor.m_isSkinnedMesh = true;
- meshDescriptor.m_supportRayIntersection = true; // we need to keep the buffer data in order to initialize the actor.
- meshDescriptor.m_modelChangedEventHandler = m_modelChangedEventHandler;
- meshDescriptor.m_objectSrgCreatedHandler = m_objectSrgCreatedHandler;
- m_meshHandle = AZStd::make_shared<MeshFeatureProcessorInterface::MeshHandle>(m_meshFeatureProcessor->AcquireMesh(meshDescriptor));
- }
- // If render proxies already exist, they will be auto-freed
- SkinnedMeshFeatureProcessorInterface::SkinnedMeshHandleDescriptor desc{ m_skinnedMeshInputBuffers, m_skinnedMeshInstance, m_meshHandle, m_boneTransforms, {GetAtomSkinningMethod()} };
- m_skinnedMeshHandle = m_skinnedMeshFeatureProcessor->AcquireSkinnedMesh(desc);
- if (m_transformInterface)
- {
- OnTransformChanged(Transform::Identity(), m_transformInterface->GetWorldTM());
- }
- else
- {
- OnTransformChanged(Transform::Identity(), Transform::Identity());
- }
- }
- void AtomActorInstance::CreateSkinnedMeshInstance()
- {
- SkinnedMeshOutputStreamNotificationBus::Handler::BusDisconnect();
- m_skinnedMeshInstance = m_skinnedMeshInputBuffers->CreateSkinnedMeshInstance();
- if (m_skinnedMeshInstance && m_skinnedMeshInstance->m_model)
- {
- MaterialConsumerNotificationBus::Event(m_entityId, &MaterialConsumerNotificationBus::Events::OnMaterialAssignmentSlotsChanged);
- RegisterActor();
- }
- else
- {
- AZ_Warning("AtomActorInstance", m_skinnedMeshInstance, "Failed to create target skinned model. Will automatically attempt to re-create when skinned mesh memory is freed up.");
- SkinnedMeshOutputStreamNotificationBus::Handler::BusConnect();
- }
- }
- void AtomActorInstance::EnableSkinning(uint32_t lodIndex, uint32_t meshIndex)
- {
- if (m_skinnedMeshHandle.IsValid())
- {
- m_skinnedMeshFeatureProcessor->EnableSkinning(m_skinnedMeshHandle, lodIndex, meshIndex);
- }
- }
- void AtomActorInstance::DisableSkinning(uint32_t lodIndex, uint32_t meshIndex)
- {
- if (m_skinnedMeshHandle.IsValid())
- {
- m_skinnedMeshFeatureProcessor->DisableSkinning(m_skinnedMeshHandle, lodIndex, meshIndex);
- }
- }
- void AtomActorInstance::OnSkinnedMeshOutputStreamMemoryAvailable()
- {
- CreateSkinnedMeshInstance();
- }
- void AtomActorInstance::InitWrinkleMasks()
- {
- EMotionFX::Actor* actor = m_actorAsset->GetActor();
- m_morphTargetWrinkleMaskMapsByLod.resize(m_skinnedMeshInputBuffers->GetLodCount());
- m_wrinkleMasks.reserve(s_maxActiveWrinkleMasks);
- m_wrinkleMaskWeights.reserve(s_maxActiveWrinkleMasks);
- for (size_t lodIndex = 0; lodIndex < m_skinnedMeshInputBuffers->GetLodCount(); ++lodIndex)
- {
- EMotionFX::MorphSetup* morphSetup = actor->GetMorphSetup(static_cast<uint32>(lodIndex));
- if (morphSetup)
- {
- const AZStd::vector<AZ::RPI::MorphTargetMetaAsset::MorphTarget>& metaDatas = actor->GetMorphTargetMetaAsset()->GetMorphTargets();
- // Loop over all the EMotionFX morph targets
- size_t numMorphTargets = morphSetup->GetNumMorphTargets();
- for (size_t morphTargetIndex = 0; morphTargetIndex < numMorphTargets; ++morphTargetIndex)
- {
- EMotionFX::MorphTargetStandard* morphTarget = static_cast<EMotionFX::MorphTargetStandard*>(morphSetup->GetMorphTarget(morphTargetIndex));
- for (const RPI::MorphTargetMetaAsset::MorphTarget& metaData : metaDatas)
- {
- // Find the metaData associated with this morph target
- if (metaData.m_morphTargetName == morphTarget->GetNameString() && metaData.m_wrinkleMask && metaData.m_numVertices > 0)
- {
- // If the metaData has a wrinkle mask, add it to the map
- Data::Instance<RPI::StreamingImage> streamingImage = RPI::StreamingImage::FindOrCreate(metaData.m_wrinkleMask);
- if (streamingImage)
- {
- m_morphTargetWrinkleMaskMapsByLod[lodIndex][morphTarget] = streamingImage;
- }
- }
- }
- }
- }
- }
- }
- void AtomActorInstance::UpdateWrinkleMasks()
- {
- if (m_meshHandle)
- {
- const AZStd::vector<Data::Instance<RPI::ShaderResourceGroup>>& wrinkleMaskObjectSrgs = m_meshFeatureProcessor->GetObjectSrgs(*m_meshHandle);
- for (auto& wrinkleMaskObjectSrg : wrinkleMaskObjectSrgs)
- {
- RHI::ShaderInputImageIndex wrinkleMasksIndex = wrinkleMaskObjectSrg->FindShaderInputImageIndex(Name{ "m_wrinkle_masks" });
- RHI::ShaderInputConstantIndex wrinkleMaskWeightsIndex = wrinkleMaskObjectSrg->FindShaderInputConstantIndex(Name{ "m_wrinkle_mask_weights" });
- RHI::ShaderInputConstantIndex wrinkleMaskCountIndex = wrinkleMaskObjectSrg->FindShaderInputConstantIndex(Name{ "m_wrinkle_mask_count" });
- if (wrinkleMasksIndex.IsValid() || wrinkleMaskWeightsIndex.IsValid() || wrinkleMaskCountIndex.IsValid())
- {
- AZ_Error("AtomActorInstance", wrinkleMasksIndex.IsValid(), "m_wrinkle_masks not found on the ObjectSrg, but m_wrinkle_mask_weights and/or m_wrinkle_mask_count are being used.");
- AZ_Error("AtomActorInstance", wrinkleMaskWeightsIndex.IsValid(), "m_wrinkle_mask_weights not found on the ObjectSrg, but m_wrinkle_masks and/or m_wrinkle_mask_count are being used.");
- AZ_Error("AtomActorInstance", wrinkleMaskCountIndex.IsValid(), "m_wrinkle_mask_count not found on the ObjectSrg, but m_wrinkle_mask_weights and/or m_wrinkle_masks are being used.");
- if (m_wrinkleMasks.size())
- {
- wrinkleMaskObjectSrg->SetImageArray(wrinkleMasksIndex, AZStd::span<const Data::Instance<RPI::Image>>(m_wrinkleMasks.data(), m_wrinkleMasks.size()));
- // Set the weights for any active masks
- for (size_t i = 0; i < m_wrinkleMaskWeights.size(); ++i)
- {
- wrinkleMaskObjectSrg->SetConstant(wrinkleMaskWeightsIndex, m_wrinkleMaskWeights[i], static_cast<uint32_t>(i));
- }
- AZ_Error("AtomActorInstance", m_wrinkleMaskWeights.size() <= s_maxActiveWrinkleMasks, "The skinning shader supports no more than %d active morph targets with wrinkle masks.", s_maxActiveWrinkleMasks);
- }
- wrinkleMaskObjectSrg->SetConstant(wrinkleMaskCountIndex, aznumeric_cast<uint32_t>(m_wrinkleMasks.size()));
- m_meshFeatureProcessor->QueueObjectSrgForCompile(*m_meshHandle);
- }
- }
- }
- }
- void AtomActorInstance::HandleObjectSrgCreate(const Data::Instance<RPI::ShaderResourceGroup>& objectSrg)
- {
- MeshComponentNotificationBus::Event(m_entityId, &MeshComponentNotificationBus::Events::OnObjectSrgCreated, objectSrg);
- }
- void AtomActorInstance::HandleModelChange(const Data::Instance<RPI::Model>& model)
- {
- Data::Asset<RPI::ModelAsset> modelAsset = m_meshFeatureProcessor->GetModelAsset(*m_meshHandle);
- if (model && modelAsset.IsReady())
- {
- MeshComponentNotificationBus::Event(m_entityId, &MeshComponentNotificationBus::Events::OnModelReady, modelAsset, model);
- MaterialConsumerNotificationBus::Event(m_entityId, &MaterialConsumerNotificationBus::Events::OnMaterialAssignmentSlotsChanged);
- AZ::Interface<AzFramework::IEntityBoundsUnion>::Get()->RefreshEntityLocalBoundsUnion(m_entityId);
- MeshHandleStateNotificationBus::Event(m_entityId, &MeshHandleStateNotificationBus::Events::OnMeshHandleSet, &(*m_meshHandle));
- }
- }
- void AtomActorInstance::UpdateLightingChannelMask()
- {
- if (m_meshHandle)
- {
- const AZStd::vector<Data::Instance<RPI::ShaderResourceGroup>>& objectSrgs =
- m_meshFeatureProcessor->GetObjectSrgs(*m_meshHandle);
- for (auto& objectSrg : objectSrgs)
- {
- RHI::ShaderInputConstantIndex lightingChannelMaskIndex =
- objectSrg->FindShaderInputConstantIndex(AZ::Name("m_lightingChannelMask"));
- if (lightingChannelMaskIndex.IsValid())
- {
- objectSrg->SetConstant(lightingChannelMaskIndex, m_actorInstance->GetLightingChannelMask());
- }
- }
- m_meshFeatureProcessor->SetLightingChannelMask(*m_meshHandle, m_actorInstance->GetLightingChannelMask());
- m_meshFeatureProcessor->QueueObjectSrgForCompile(*m_meshHandle);
- }
- }
- const MeshFeatureProcessorInterface::MeshHandle* AtomActorInstance::GetMeshHandle() const
- {
- return m_meshHandle.get();
- }
- } // namespace AZ::Render
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