Character hair physics implementation
This commit is contained in:
@@ -459,41 +459,24 @@ function(add_shape_key_propagation INPUT_BLEND OUTPUT_BLEND)
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)
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endfunction()
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add_shape_key_propagation(
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${CMAKE_CURRENT_SOURCE_DIR}/edited-normal-male.blend
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${CMAKE_CURRENT_BINARY_DIR}/edited-normal-male-shapes.blend
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)
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add_shape_key_propagation(
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${CMAKE_CURRENT_SOURCE_DIR}/edited-normal-female.blend
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${CMAKE_CURRENT_BINARY_DIR}/edited-normal-female-shapes.blend
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)
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# male
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set(SLOT_LIST "bottom" "top" "feet" "hair")
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set(SLOT_INPUT "edited-normal-male-shapes.blend")
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list(GET SLOT_LIST -1 LAST_SLOT)
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foreach (SLOT ${SLOT_LIST})
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set(SLOT_OUTPUT "edited-normal-male-consolidated-${SLOT}.blend")
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if (SLOT STREQUAL LAST_SLOT)
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set(SLOT_OUTPUT "edited-normal-male-consolidated.blend")
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endif()
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add_clothes_pipeline("${CMAKE_CURRENT_BINARY_DIR}/${SLOT_INPUT}"
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"${CMAKE_CURRENT_BINARY_DIR}/clothes/clothes-male-${SLOT}_weighted.blend"
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"${CMAKE_CURRENT_BINARY_DIR}/${SLOT_OUTPUT}"
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# male and female clothes pipeline
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foreach (SEX ${SEX_LIST})
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add_shape_key_propagation(
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${CMAKE_CURRENT_SOURCE_DIR}/edited-normal-${SEX}.blend
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${CMAKE_CURRENT_BINARY_DIR}/edited-normal-${SEX}-shapes.blend
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)
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set(SLOT_INPUT ${SLOT_OUTPUT})
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endforeach()
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# female
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set(SLOT_INPUT "edited-normal-female-shapes.blend")
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foreach (SLOT ${SLOT_LIST})
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set(SLOT_OUTPUT "edited-normal-female-consolidated-${SLOT}.blend")
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if (SLOT STREQUAL LAST_SLOT)
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set(SLOT_OUTPUT "edited-normal-female-consolidated.blend")
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endif()
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add_clothes_pipeline("${CMAKE_CURRENT_BINARY_DIR}/${SLOT_INPUT}"
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"${CMAKE_CURRENT_BINARY_DIR}/clothes/clothes-female-${SLOT}_weighted.blend"
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"${CMAKE_CURRENT_BINARY_DIR}/${SLOT_OUTPUT}"
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)
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set(SLOT_INPUT ${SLOT_OUTPUT})
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set(SLOT_INPUT "edited-normal-${SEX}-shapes.blend")
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foreach (SLOT ${SLOT_LIST})
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set(SLOT_OUTPUT "edited-normal-${SEX}-consolidated-${SLOT}.blend")
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if (SLOT STREQUAL LAST_SLOT)
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set(SLOT_OUTPUT "edited-normal-${SEX}-consolidated.blend")
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endif()
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add_clothes_pipeline("${CMAKE_CURRENT_BINARY_DIR}/${SLOT_INPUT}"
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"${CMAKE_CURRENT_BINARY_DIR}/clothes/clothes-${SEX}-${SLOT}_weighted.blend"
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"${CMAKE_CURRENT_BINARY_DIR}/${SLOT_OUTPUT}"
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)
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set(SLOT_INPUT ${SLOT_OUTPUT})
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endforeach()
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endforeach()
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Binary file not shown.
@@ -151,16 +151,19 @@ def process_clothing_pair(clothing_obj, target_obj, whitelist, is_clothing_copy=
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print(f"Processing: {clothing_name_for_final} -> {target_name} (using copy)")
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# NEW CODE: Store custom properties from clothing before they might be lost
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# Store custom properties from clothing before they might be lost
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clothing_props = {}
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for prop_name in ["ref_shapes", "ref_ray_length"]:
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for prop_name in ["ref_shapes", "ref_ray_length",
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"has_own_armature", "own_armature_name"]:
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if prop_name in clothing_obj:
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clothing_props[prop_name] = clothing_obj[prop_name]
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print(f" Stored property '{prop_name}' = {clothing_obj[prop_name]} from clothing")
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# Also store metadata tags for export pipeline
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clothing_meta = {}
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for prop_name in ["ref_layer", "ref_part", "garment_id", "tags", "age", "sex", "slot"]:
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for prop_name in ["ref_layer", "ref_part", "garment_id", "tags",
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"age", "sex", "slot",
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"has_own_armature", "own_armature_name"]:
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if prop_name in clothing_obj:
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clothing_meta[prop_name] = clothing_obj[prop_name]
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print(f" Stored meta '{prop_name}' = {clothing_obj[prop_name]} from clothing")
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@@ -181,18 +184,31 @@ def process_clothing_pair(clothing_obj, target_obj, whitelist, is_clothing_copy=
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whitelist.add(master_arm)
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# Handle clothing armature (if it's not a copy for layer 2)
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has_own_arm = clothing_obj.get("has_own_armature", False)
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if not is_clothing_copy and clothing_obj.parent and clothing_obj.parent.type == 'ARMATURE':
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old_arm = clothing_obj.parent
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clothing_obj.matrix_world = clothing_obj.matrix_world.copy()
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clothing_obj.parent = None
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if old_arm not in whitelist:
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bpy.data.objects.remove(old_arm, do_unlink=True)
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# Keep hair armatures (objects with own skeleton)
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if not has_own_arm:
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if old_arm not in whitelist:
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bpy.data.objects.remove(old_arm, do_unlink=True)
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else:
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whitelist.add(old_arm) # preserve hair skeleton
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elif not is_clothing_copy and has_own_arm:
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# Hair has own skeleton but parent is None (or not an armature);
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# find the armature by name and preserve it.
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own_arm_name = clothing_obj.get("own_armature_name", "")
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old_arm = bpy.data.objects.get(own_arm_name)
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if old_arm and old_arm.type == 'ARMATURE' and old_arm not in whitelist:
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whitelist.add(old_arm)
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print(f" Preserved hair armature '{old_arm.name}' by name for {clothing_name_for_final}")
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# For layer 2 clothing copies, we don't need to handle armature separately
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# as they'll inherit from the target
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# Reparent to master armature if exists
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if master_arm:
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if master_arm and not clothing_obj.get("has_own_armature", False):
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clothing_obj.parent = master_arm
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for mod in clothing_obj.modifiers:
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if mod.type == 'ARMATURE':
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@@ -210,11 +226,6 @@ def process_clothing_pair(clothing_obj, target_obj, whitelist, is_clothing_copy=
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bpy.ops.object.join()
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# ---- Fix: ensure clothing faces keep the clothing's material ----
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# After join, Blender may have assigned clothing faces to a
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# pre-existing slot with the same base name but older texture
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# references (loaded from the body blend). Find the slot that
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# actually holds the clothing's original material data block
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# and reassign any faces that landed in a stale look-alike slot.
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if clothing_mat:
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clothing_slot = None
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stale_slot = None
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@@ -238,15 +249,12 @@ def process_clothing_pair(clothing_obj, target_obj, whitelist, is_clothing_copy=
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f"{stale_slot} -> clothing slot {clothing_slot}")
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# ----------------------------------------------------------------
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# NEW CODE: Copy stored custom properties to combined object
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# After joining, new_target is the active object and contains the combined mesh
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# Copy stored custom properties to combined object
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for prop_name, prop_value in clothing_props.items():
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new_target[prop_name] = prop_value
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print(f" Copied property '{prop_name}' = {prop_value} to combined object")
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# NEW CODE: Aggregate clothing metadata onto combined object
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# Collect from all clothing objects processed for this target
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# Use JSON string since Blender ID properties don't support Python lists/sets
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# Aggregate clothing metadata onto combined object
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if "_combined_meta" in new_target:
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meta = json.loads(new_target["_combined_meta"])
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else:
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@@ -297,17 +305,14 @@ def run_batch_combine():
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all_objs = bpy.data.objects
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# Separate body objects (no ref_layer property)
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# Filter out rig control shapes (cs_*), helper objects, and objects with no vertices
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body_objects = []
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skipped_objects = []
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for o in all_objs:
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if o.type != 'MESH' or "ref_layer" in o:
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continue
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# Skip rig control shapes and helper objects
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if o.name.startswith("cs_") or o.name.startswith("WGT-") or o.name.startswith("MCH-") or o.name.startswith("ORG-"):
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skipped_objects.append(o.name)
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continue
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# Skip objects with no vertices (empty meshes)
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if len(o.data.vertices) == 0:
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skipped_objects.append(o.name)
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continue
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@@ -316,7 +321,6 @@ def run_batch_combine():
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if skipped_objects:
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print(f"Skipped {len(skipped_objects)} non-body mesh objects: {', '.join(skipped_objects[:10])}{'...' if len(skipped_objects) > 10 else ''}")
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# Filter body objects: those missing age/sex/slot are treated as helpers/references
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required_body_props = {"age", "sex", "slot"}
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valid_body_objects = []
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skipped_body_objects = []
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@@ -335,7 +339,6 @@ def run_batch_combine():
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body_objects = valid_body_objects
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# Separate clothing by layer, filtering out objects missing required clothing properties
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required_clothing_props = {"ref_layer", "ref_part", "garment_id"}
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clothing_layer1 = []
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clothing_layer2 = []
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@@ -343,7 +346,6 @@ def run_batch_combine():
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for o in all_objs:
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if o.type != 'MESH' or "ref_layer" not in o:
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continue
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# Check if this is a valid clothing object (has required clothing properties)
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missing = [p for p in required_clothing_props if p not in o]
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if missing:
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print(f"WARNING: Mesh object '{o.name}' has ref_layer but is missing required clothing properties {missing}.")
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@@ -362,16 +364,11 @@ def run_batch_combine():
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print(f"Found {len(clothing_layer1)} layer 1 clothing objects")
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print(f"Found {len(clothing_layer2)} layer 2 clothing objects")
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# Create dictionary of body objects for quick lookup
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body_objects_dict = {obj.name: obj for obj in body_objects}
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# Track objects to keep
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whitelist = set()
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# List to store combined objects from layer 1
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combined_objects = []
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# PROCESS LAYER 1: Combine with original body parts
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# PROCESS LAYER 1
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print("\n=== PROCESSING LAYER 1 CLOTHING ===")
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for clothing_obj in clothing_layer1:
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if "ref_part" not in clothing_obj:
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@@ -385,7 +382,6 @@ def run_batch_combine():
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print(f"Warning: Target body '{target_name}' not found for clothing '{clothing_obj.name}', skipping")
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continue
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# Process the pair
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result = process_clothing_pair(clothing_obj, original_body, whitelist)
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if result:
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combined_objects.append(result)
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@@ -399,27 +395,20 @@ def run_batch_combine():
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for clothing_obj in clothing_layer2:
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print(f"\nProcessing layer 2 clothing: {clothing_obj.name}")
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# Store the original clothing name for later use
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original_clothing_name = clothing_obj.name
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# For each combined object from layer 1
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for combined_obj in combined_objects:
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# Create a copy of the layer 2 clothing
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clothing_copy = clothing_obj.copy()
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clothing_copy.data = clothing_obj.data.copy()
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bpy.context.collection.objects.link(clothing_copy)
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# Copy custom properties
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for key in clothing_obj.keys():
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clothing_copy[key] = clothing_obj[key]
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# Set the ref_part to point to the combined object
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clothing_copy["ref_part"] = combined_obj.name
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print(f" Combining with layer 1 result: {combined_obj.name}")
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# Process the pair
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result = process_clothing_pair(clothing_copy, combined_obj, whitelist,
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is_clothing_copy=True,
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original_clothing_name=original_clothing_name)
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@@ -429,7 +418,7 @@ def run_batch_combine():
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print(f"Layer 2 first pass complete. Created {len(layer2_results_over_l1)} combined objects")
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# PROCESS LAYER 2 (Second Pass): Combine directly with body parts (like layer 1)
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# PROCESS LAYER 2 (Second Pass): Combine directly with body parts
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print("\n=== PROCESSING LAYER 2 CLOTHING (Second Pass - Direct to Body) ===")
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layer2_results_direct = []
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@@ -447,7 +436,6 @@ def run_batch_combine():
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print(f"\nProcessing layer 2 clothing directly with body: {clothing_obj.name} -> {target_name}")
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# Process directly with body part (no copy needed for the clothing itself)
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result = process_clothing_pair(clothing_obj, original_body, whitelist, is_clothing_copy=False)
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if result:
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layer2_results_direct.append(result)
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@@ -455,7 +443,6 @@ def run_batch_combine():
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print(f"Layer 2 second pass complete. Created {len(layer2_results_direct)} combined objects")
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# Add all results to combined objects list
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all_results = combined_objects + layer2_results_over_l1 + layer2_results_direct
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print(f"\n=== SUMMARY ===")
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@@ -464,7 +451,6 @@ def run_batch_combine():
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print(f"Layer 2 direct to body results: {len(layer2_results_direct)}")
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print(f"Total combined objects: {len(all_results)}")
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# Finalize aggregated metadata on all combined objects
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for obj in all_results:
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whitelist.add(obj)
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if "_combined_meta" in obj:
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@@ -490,16 +476,13 @@ def run_batch_combine():
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print(f"Finalized metadata for {obj.name}: layer={obj['layer']}, garments={obj['garments']}, tags={obj['clothing_tags']}")
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# Remove temporary meta property
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del obj["_combined_meta"]
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cleanup_unused_objects(whitelist)
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# Save the result
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bpy.ops.wm.save_as_mainfile(filepath=output_path)
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print(f"\nSaved to: {output_path}")
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if __name__ == "__main__":
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run_batch_combine()
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@@ -16,13 +16,10 @@ def process_append(source_files, output_path):
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print(f"Warning: Source file not found: {file_path}")
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continue
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# ---- Pre-import materials from source blend ----
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# Blender silently reuses existing materials when appending
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# objects, even if the incoming one has different properties
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# (texture references). Force materials to be imported first
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# so texture changes in the source .blend survive.
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# ---- Pre-import materials and armatures from source blend ----
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with bpy.data.libraries.load(file_path, link=False) as (data_from, data_to):
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data_to.materials = data_from.materials
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data_to.objects = data_from.objects
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imported_materials = {}
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for mat in data_to.materials:
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if mat is None:
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@@ -33,15 +30,26 @@ def process_append(source_files, output_path):
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f"different data; incoming material will "
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f"replace it on appended objects.")
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imported_materials[mat.name] = mat
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# ----------------------------------------------------
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with bpy.data.libraries.load(file_path) as (data_from, data_to):
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data_to.objects = data_from.objects
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# Also track imported armatures
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imported_armatures = {}
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for obj in data_to.objects:
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if obj is None:
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continue
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if obj.type == 'ARMATURE':
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imported_armatures[obj.name] = obj
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# ----------------------------------------------------
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for obj in data_to.objects:
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if obj is None: continue
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# Check criteria
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# Keep armatures from the source blend
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if obj.type == 'ARMATURE':
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bpy.context.collection.objects.link(obj)
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print(f"Imported armature '{obj.name}' from source blend")
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continue
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# Check criteria for body part meshes
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has_props = all(p in obj.keys() for p in required_props)
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if obj.type == 'MESH' and has_props:
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# 1. Link to the scene root temporarily
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@@ -61,17 +69,36 @@ def process_append(source_files, output_path):
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# 2. Synchronize Names
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obj.data.name = obj.name
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# 3. Find Target Armature
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# 3. Armature handling
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has_own_arm = obj.get("has_own_armature", False)
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if has_own_arm:
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own_arm_name = obj.get("own_armature_name", "")
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own_arm = bpy.data.objects.get(own_arm_name)
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if not own_arm and own_arm_name in imported_armatures:
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own_arm = imported_armatures[own_arm_name]
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if own_arm:
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# Keep hair's own armature; don't reparent
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# to body armature.
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# Fix the Armature modifier to point to the
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# hair armature (combine_clothes may have
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# changed it to the body rig).
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arm_mod = next((m for m in obj.modifiers
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if m.type == 'ARMATURE'), None)
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if arm_mod:
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arm_mod.object = own_arm
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obj.parent = own_arm
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print(f"Processed {obj.name}: keeping own "
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f"armature '{own_arm_name}'")
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continue
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# Normal body part: parent to body armature
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arm_name = obj.get("sex")
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arm_obj = bpy.data.objects.get(arm_name)
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if arm_obj and arm_obj.type == 'ARMATURE':
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# A. Handle Collections: Move mesh to armature's collections
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# Remove from all current collections first
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# A. Handle Collections
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for col in obj.users_collection:
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col.objects.unlink(obj)
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# Link to every collection the armature belongs to
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for col in arm_obj.users_collection:
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col.objects.link(obj)
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@@ -82,28 +109,22 @@ def process_append(source_files, output_path):
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arm_mod = next((m for m in obj.modifiers if m.type == 'ARMATURE'), None)
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if not arm_mod:
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arm_mod = obj.modifiers.new(name="Armature", type='ARMATURE')
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arm_mod.object = arm_obj
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print(f"Processed {obj.name}: Parented and Modset to {arm_name}")
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else:
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print(f"Warning: Armature '{arm_name}' not found for {obj.name}")
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elif obj.type == 'MESH':
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# Object is a mesh but missing required properties - treat as helper/reference
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missing = [p for p in required_props if p not in obj.keys()]
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print(f"WARNING: Mesh object '{obj.name}' is missing required properties {missing}.")
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print(f" Treating as helper/reference object (not a body part).")
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print(f" Available properties: {[k for k in obj.keys() if not k.startswith('_')]}")
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# Don't remove - keep helper/reference objects in the scene
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else:
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# Clean up data not meeting criteria
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bpy.data.objects.remove(obj, do_unlink=True)
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|
||||
# 4. Recursive Purge of all unlinked data (Materials, Textures, Meshes)
|
||||
bpy.ops.outliner.orphans_purge(do_local_ids=True, do_linked_ids=True, do_recursive=True)
|
||||
|
||||
# 5. Fix seams across ALL body parts in the consolidated scene.
|
||||
# This synchronizes shape key offsets and normals for matching vertices
|
||||
# across base body parts and combined clothing variants.
|
||||
print("\nFixing seams across all consolidated body parts...")
|
||||
fix_seams_across_objects()
|
||||
fix_normals_across_objects()
|
||||
|
||||
@@ -72,7 +72,7 @@ def process_batch():
|
||||
# 3. Locate Reference Library
|
||||
target_lib_name = f"normal_{age}_{sex}.blend"
|
||||
target_lib_path = os.path.join(lib_directory, target_lib_name)
|
||||
rig_name = str(sex)
|
||||
rig_name = str(sex)
|
||||
|
||||
if not os.path.exists(target_lib_path):
|
||||
if target_lib_name == "normal_adult_male.blend":
|
||||
@@ -94,11 +94,48 @@ def process_batch():
|
||||
source_mesh = bpy.data.objects.get(ref_mesh_name)
|
||||
rig = bpy.data.objects.get(rig_name)
|
||||
|
||||
# ---- Detect hair with its own skeleton ----
|
||||
has_own_arm = False
|
||||
own_arm_name = None
|
||||
own_arm = None
|
||||
print(f" Checking {name} modifiers for own armature:")
|
||||
for mod in clothing.modifiers:
|
||||
print(f" type={mod.type} object={mod.object}")
|
||||
if mod.type == 'ARMATURE':
|
||||
arm = mod.object
|
||||
if arm is None:
|
||||
print(f" mod.object is None, trying by name...")
|
||||
continue
|
||||
print(f" arm.name='{arm.name}' rig_name='{rig_name}'")
|
||||
if arm.name != rig_name:
|
||||
has_own_arm = True
|
||||
own_arm_name = arm.name
|
||||
own_arm = arm
|
||||
break
|
||||
if has_own_arm and own_arm:
|
||||
clothing["has_own_armature"] = True
|
||||
clothing["own_armature_name"] = own_arm_name
|
||||
# Ensure hair armature is linked to scene so parent/modifier
|
||||
# references survive the save.
|
||||
try:
|
||||
bpy.context.collection.objects.link(own_arm)
|
||||
except RuntimeError:
|
||||
pass # Already linked
|
||||
print(f" DETECTED own armature '{own_arm_name}' on {name}")
|
||||
else:
|
||||
print(f" No own armature on {name} (rig='{rig_name}')")
|
||||
# -------------------------------------------
|
||||
|
||||
# 5. Prep Objects (Apply Scale & Clear Animation)
|
||||
bpy.context.view_layer.objects.active = clothing
|
||||
bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
|
||||
|
||||
for item in [clothing, rig]:
|
||||
# Don't clear animation on the hair armature if it has
|
||||
# its own skeleton (we want to preserve hair animations)
|
||||
items_to_clear = [clothing]
|
||||
if not has_own_arm:
|
||||
items_to_clear.append(rig)
|
||||
for item in items_to_clear:
|
||||
if item.animation_data: item.animation_data_clear()
|
||||
if item.type == 'ARMATURE':
|
||||
bpy.context.view_layer.objects.active = item
|
||||
@@ -106,30 +143,54 @@ def process_batch():
|
||||
bpy.ops.pose.transforms_clear()
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
# 6. Weight Transfer
|
||||
clothing.vertex_groups.clear()
|
||||
dt = clothing.modifiers.new(name="WT", type='DATA_TRANSFER')
|
||||
dt.object = source_mesh
|
||||
dt.use_vert_data = True
|
||||
dt.data_types_verts = {'VGROUP_WEIGHTS'}
|
||||
dt.layers_vgroup_select_src = 'ALL'
|
||||
dt.vert_mapping = 'POLYINTERP_NEAREST'
|
||||
|
||||
bpy.context.view_layer.objects.active = clothing
|
||||
# "Generate Data Layers" step
|
||||
bpy.ops.object.datalayout_transfer(modifier=dt.name)
|
||||
bpy.ops.object.modifier_apply(modifier=dt.name)
|
||||
|
||||
remove_empty_vertex_groups(clothing, threshold=0.001)
|
||||
# Also clear the body rig's animation (always)
|
||||
if has_own_arm:
|
||||
for item in [rig]:
|
||||
if item.animation_data: item.animation_data_clear()
|
||||
if item.type == 'ARMATURE':
|
||||
bpy.context.view_layer.objects.active = item
|
||||
bpy.ops.object.mode_set(mode='POSE')
|
||||
bpy.ops.pose.transforms_clear()
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
# Set garment_id from object name if not already set
|
||||
if "garment_id" not in clothing:
|
||||
clothing["garment_id"] = clothing.name
|
||||
|
||||
# 6. Weight Transfer
|
||||
if has_own_arm:
|
||||
# Hair with its own skeleton already has correct vertex
|
||||
# groups for its hair bones; body weight transfer would
|
||||
# destroy them.
|
||||
print(f"Skipped weight transfer for {name}: has own skeleton")
|
||||
else:
|
||||
clothing.vertex_groups.clear()
|
||||
dt = clothing.modifiers.new(name="WT", type='DATA_TRANSFER')
|
||||
dt.object = source_mesh
|
||||
dt.use_vert_data = True
|
||||
dt.data_types_verts = {'VGROUP_WEIGHTS'}
|
||||
dt.layers_vgroup_select_src = 'ALL'
|
||||
dt.vert_mapping = 'POLYINTERP_NEAREST'
|
||||
|
||||
bpy.context.view_layer.objects.active = clothing
|
||||
# "Generate Data Layers" step
|
||||
bpy.ops.object.datalayout_transfer(modifier=dt.name)
|
||||
bpy.ops.object.modifier_apply(modifier=dt.name)
|
||||
|
||||
remove_empty_vertex_groups(clothing, threshold=0.001)
|
||||
|
||||
# 7. Final Parenting
|
||||
clothing.parent = rig
|
||||
arm_mod = clothing.modifiers.new(name="Armature", type='ARMATURE')
|
||||
arm_mod.object = rig
|
||||
if has_own_arm:
|
||||
# Hair with its own skeleton: keep the existing Armature
|
||||
# modifier (which points to the hair skeleton). Just
|
||||
# parent to the hair armature; do NOT add a body
|
||||
# Armature modifier.
|
||||
clothing.parent = own_arm
|
||||
print(f"Parented {name} to hair armature '{own_arm_name}'")
|
||||
else:
|
||||
clothing.parent = rig
|
||||
arm_mod = clothing.modifiers.new(name="Armature", type='ARMATURE')
|
||||
arm_mod.object = rig
|
||||
|
||||
# 8. Cleanup Reference Mesh (keep the Rig!)
|
||||
bpy.data.objects.remove(source_mesh, do_unlink=True)
|
||||
@@ -147,4 +208,3 @@ def process_batch():
|
||||
|
||||
if __name__ == "__main__":
|
||||
process_batch()
|
||||
|
||||
|
||||
@@ -248,6 +248,27 @@ for mapping in[CommandLineMapping()]:
|
||||
discovered.append(ob.name)
|
||||
mapping.objs += discovered
|
||||
print(f"Auto-discovered {len(discovered)} body part objects: {discovered}")
|
||||
|
||||
# ---- Separate hair with its own skeleton ----
|
||||
hair_own_skel = []
|
||||
hair_own_skel_objs = [] # save object references
|
||||
for name in list(mapping.objs):
|
||||
obj = bpy.data.objects.get(name)
|
||||
if obj:
|
||||
has_it = obj.get("has_own_armature", False)
|
||||
own_arm = obj.get("own_armature_name", "")
|
||||
print(f" Object '{name}': has_own_armature="
|
||||
f"{has_it}, own_armature_name='{own_arm}'")
|
||||
if has_it:
|
||||
hair_own_skel.append(name)
|
||||
hair_own_skel_objs.append(obj)
|
||||
mapping.objs.remove(name)
|
||||
if hair_own_skel:
|
||||
print(f"Hair with own skeleton (exported separately): "
|
||||
f"{hair_own_skel}")
|
||||
else:
|
||||
print(f"No hair with own skeleton detected")
|
||||
# ---------------------------------------------
|
||||
else:
|
||||
bpy.ops.wm.append(
|
||||
filepath=os.path.join(mapping.blend_path, mapping.inner_path),
|
||||
@@ -266,6 +287,8 @@ for mapping in[CommandLineMapping()]:
|
||||
bpy.data.objects.remove(ob)
|
||||
# Remove auto-discovered objects that weren't meant for export
|
||||
elif mapping.auto_discover and ob.type == 'MESH' and ob.name not in mapping.objs:
|
||||
if ob.get("has_own_armature", False):
|
||||
continue # exported separately, don't rename
|
||||
if not ob.name.endswith("-noimp"):
|
||||
ob.name = ob.name + "-noimp"
|
||||
|
||||
@@ -294,11 +317,28 @@ for mapping in[CommandLineMapping()]:
|
||||
bpy.data.actions.remove(act)
|
||||
for obj in bpy.data.objects:
|
||||
if obj.type == 'MESH':
|
||||
# Skip hair-with-own-skeleton objects — they're
|
||||
# exported separately and must not be renamed
|
||||
if obj.get("has_own_armature", False):
|
||||
continue
|
||||
if not obj.name in mapping.objs and obj.parent is None:
|
||||
if not obj.name.endswith("-noimp"):
|
||||
obj.name = obj.name + "-noimp"
|
||||
bpy.ops.wm.save_as_mainfile(filepath=(basepath + "/assets/blender/scripts/" + mapping.outfile))
|
||||
|
||||
# Hide hair-with-own-skeleton objects from the body glTF export.
|
||||
# The glTF exporter crashes when sampling animations for hair armatures
|
||||
# that are not part of the main rig, so we exclude them here and export
|
||||
# hair separately via OGRE later.
|
||||
for obj in hair_own_skel_objs:
|
||||
obj.hide_viewport = True
|
||||
obj.hide_render = True
|
||||
arm_name = obj.get("own_armature_name", "")
|
||||
hair_arm = bpy.data.objects.get(arm_name)
|
||||
if hair_arm:
|
||||
hair_arm.hide_viewport = True
|
||||
hair_arm.hide_render = True
|
||||
|
||||
os.makedirs(os.path.dirname(mapping.gltf_path), exist_ok=True)
|
||||
bpy.ops.export_scene.gltf(filepath=mapping.gltf_path,
|
||||
use_selection=False,
|
||||
@@ -317,7 +357,7 @@ for mapping in[CommandLineMapping()]:
|
||||
use_mesh_edges=False,
|
||||
use_mesh_vertices=False,
|
||||
export_cameras=False,
|
||||
use_visible=False,
|
||||
use_visible=True,
|
||||
use_renderable=False,
|
||||
export_yup=True,
|
||||
export_animations=True,
|
||||
@@ -331,6 +371,16 @@ for mapping in[CommandLineMapping()]:
|
||||
export_lights=False,
|
||||
export_skins=True)
|
||||
print("exported to: " + mapping.gltf_path)
|
||||
|
||||
# Unhide hair objects for OGRE export
|
||||
for obj in hair_own_skel_objs:
|
||||
obj.hide_viewport = False
|
||||
obj.hide_render = False
|
||||
arm_name = obj.get("own_armature_name", "")
|
||||
hair_arm = bpy.data.objects.get(arm_name)
|
||||
if hair_arm:
|
||||
hair_arm.hide_viewport = False
|
||||
hair_arm.hide_render = False
|
||||
obj_names = mapping.objs
|
||||
prefix = mapping.armature_name + "_"
|
||||
|
||||
@@ -556,6 +606,115 @@ for mapping in[CommandLineMapping()]:
|
||||
else:
|
||||
print(f"WARNING: fix_ogre_mesh_seams.py not found at {fix_script}")
|
||||
|
||||
# ---- Export hair with own skeleton ----
|
||||
print(f"\n=== HAIR DEBUG: auto_discover={mapping.auto_discover} "
|
||||
f"hair_own_skel={hair_own_skel}")
|
||||
if mapping.auto_discover and hair_own_skel:
|
||||
# Collect hair meshes grouped by their armature name
|
||||
hair_by_arm = {}
|
||||
for obj in hair_own_skel_objs:
|
||||
arm_name = obj.get("own_armature_name", "")
|
||||
print(f" HAIR DEBUG: obj '{obj.name}' "
|
||||
f"own_armature_name='{arm_name}' "
|
||||
f"has_own_armature={obj.get('has_own_armature', False)}")
|
||||
if arm_name not in hair_by_arm:
|
||||
hair_by_arm[arm_name] = []
|
||||
hair_by_arm[arm_name].append(obj)
|
||||
print(f" HAIR DEBUG: hair_by_arm has {len(hair_by_arm)} groups")
|
||||
|
||||
body_arm_name = mapping.armature_name # save "male"/"female"
|
||||
body_prefix = body_arm_name + "_"
|
||||
|
||||
# Debug: list all armatures in the scene
|
||||
all_arms = [o.name for o in bpy.data.objects
|
||||
if o.type == 'ARMATURE']
|
||||
print(f" HAIR DEBUG: armatures in scene: {all_arms}")
|
||||
|
||||
for arm_name, hair_objs in hair_by_arm.items():
|
||||
hair_arm = bpy.data.objects.get(arm_name)
|
||||
print(f" HAIR DEBUG: arm_name='{arm_name}' "
|
||||
f"hair_arm_found={hair_arm is not None}")
|
||||
if not hair_arm or hair_arm.type != 'ARMATURE':
|
||||
print(f" WARNING: Armature '{arm_name}' not found "
|
||||
f"for hair, skipping")
|
||||
continue
|
||||
|
||||
hair_obj_names = [o.name for o in hair_objs]
|
||||
print(f" Exporting hair with skeleton '{arm_name}': "
|
||||
f"{hair_obj_names}")
|
||||
|
||||
# Sync armature data name
|
||||
hair_arm.data.name = hair_arm.name
|
||||
print(f" Armature data name: '{hair_arm.data.name}'")
|
||||
|
||||
# Write body_part JSON for each hair mesh
|
||||
json_dir = os.path.dirname(mapping.gltf_path)
|
||||
for obj in hair_objs:
|
||||
new_mesh_name = body_prefix + obj.name
|
||||
obj.data.name = new_mesh_name
|
||||
save_data = {
|
||||
"age": obj.get("age", ""),
|
||||
"sex": obj.get("sex", ""),
|
||||
"slot": obj.get("slot", ""),
|
||||
"mesh": obj.data.name + ".mesh",
|
||||
"layer": int(obj.get("layer", 0)),
|
||||
"garments": [],
|
||||
"tags": [],
|
||||
"shape_keys": [],
|
||||
"own_skeleton": True,
|
||||
"attach_to_bone": "mixamorig:Head"
|
||||
}
|
||||
garments = obj.get("garments", "")
|
||||
if garments:
|
||||
save_data["garments"] = [
|
||||
g.strip()
|
||||
for g in str(garments).split(";")
|
||||
if g.strip()]
|
||||
clothing_tags = obj.get("clothing_tags", "")
|
||||
if clothing_tags:
|
||||
save_data["tags"] = [
|
||||
t.strip()
|
||||
for t in str(clothing_tags).split(";")
|
||||
if t.strip()]
|
||||
save_file = (json_dir + "/body_part_" +
|
||||
obj.data.name + ".json")
|
||||
with open(save_file, 'w') as f:
|
||||
json.dump(save_data, f, indent=2)
|
||||
print(f" Wrote {save_file}")
|
||||
|
||||
# OGRE export for hair with its own skeleton
|
||||
|
||||
# OGRE export for hair with its own skeleton
|
||||
hair_scene = mapping.gltf_path.replace(
|
||||
".glb", "_hair_" + arm_name + ".scene")
|
||||
bpy.ops.ogre.export(
|
||||
filepath=hair_scene,
|
||||
EX_SELECTED_ONLY=False,
|
||||
EX_SHARED_ARMATURE=True,
|
||||
EX_LOD_GENERATION='0',
|
||||
EX_LOD_DISTANCE=20,
|
||||
EX_LOD_LEVELS=4,
|
||||
EX_GENERATE_TANGENTS='4')
|
||||
print(f" Exported hair scene: {hair_scene}")
|
||||
|
||||
# Fix alpha_rejection in hair .material files
|
||||
_mat_files = _glob.glob(
|
||||
os.path.join(ogre_export_dir, "*.material"))
|
||||
for _mf in _mat_files:
|
||||
with open(_mf, 'r') as _f:
|
||||
_content = _f.read()
|
||||
if 'alpha_rejection' in _content:
|
||||
_new = _re.sub(
|
||||
r'alpha_rejection (\S+) (\d+\.?\d*)',
|
||||
lambda m: 'alpha_rejection ' +
|
||||
m.group(1) + ' ' +
|
||||
str(int(float(m.group(2)))),
|
||||
_content)
|
||||
if _new != _content:
|
||||
with open(_mf, 'w') as _f:
|
||||
_f.write(_new)
|
||||
# -----------------------------------------
|
||||
|
||||
bpy.ops.wm.read_homefile(use_empty=True)
|
||||
time.sleep(2)
|
||||
bpy.ops.wm.quit_blender()
|
||||
|
||||
@@ -48,6 +48,7 @@ set(EDITSCENE_SOURCES
|
||||
systems/MarkovNameGenerator.cpp
|
||||
systems/PregnancySystem.cpp
|
||||
systems/AnimationTreeSystem.cpp
|
||||
systems/HairPhysicsSystem.cpp
|
||||
systems/BehaviorTreeSystem.cpp
|
||||
systems/NavMeshSystem.cpp
|
||||
recast/TileCacheNavMesh.cpp
|
||||
@@ -232,6 +233,7 @@ set(EDITSCENE_HEADERS
|
||||
systems/CharacterRegistry.hpp
|
||||
systems/PregnancySystem.hpp
|
||||
systems/AnimationTreeSystem.hpp
|
||||
systems/HairPhysicsSystem.hpp
|
||||
systems/BehaviorTreeSystem.hpp
|
||||
systems/NavMeshSystem.hpp
|
||||
recast/TileCacheNavMesh.hpp
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
#include "systems/ProceduralMeshSystem.hpp"
|
||||
#include "systems/CharacterSlotSystem.hpp"
|
||||
#include "systems/AnimationTreeSystem.hpp"
|
||||
#include "systems/HairPhysicsSystem.hpp"
|
||||
#include "systems/BehaviorTreeSystem.hpp"
|
||||
#include "systems/NavMeshSystem.hpp"
|
||||
#include "systems/CharacterSystem.hpp"
|
||||
@@ -398,6 +399,13 @@ void EditorApp::setup()
|
||||
m_world, m_sceneMgr);
|
||||
m_animationTreeSystem->initialize();
|
||||
|
||||
// Setup HairPhysics system
|
||||
m_hairPhysicsSystem = std::make_unique<HairPhysicsSystem>(
|
||||
m_world, m_sceneMgr,
|
||||
m_physicsSystem->getPhysicsWrapper(),
|
||||
m_characterSlotSystem.get());
|
||||
m_hairPhysicsSystem->initialize();
|
||||
|
||||
// Setup Character physics system (needed by BehaviorTreeSystem)
|
||||
m_characterSystem =
|
||||
std::make_unique<CharacterSystem>(m_world, m_sceneMgr);
|
||||
@@ -1493,10 +1501,20 @@ bool EditorApp::frameRenderingQueued(const Ogre::FrameEvent &evt)
|
||||
m_buoyancySystem->update(evt.timeSinceLastFrame);
|
||||
}
|
||||
|
||||
/* --- Hair physics root sync (before physics step) --- */
|
||||
if (m_hairPhysicsSystem) {
|
||||
m_hairPhysicsSystem->prePhysicsUpdate();
|
||||
}
|
||||
|
||||
/* --- Main physics step --- */
|
||||
if (m_physicsSystem) {
|
||||
m_physicsSystem->update(evt.timeSinceLastFrame);
|
||||
}
|
||||
|
||||
/* --- Hair physics pose read-back (after physics step) --- */
|
||||
if (m_hairPhysicsSystem) {
|
||||
m_hairPhysicsSystem->postPhysicsUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
/* --- Rendering support systems --- */
|
||||
|
||||
@@ -24,6 +24,7 @@ class ProceduralMaterialSystem;
|
||||
class ProceduralMeshSystem;
|
||||
class CharacterSlotSystem;
|
||||
class AnimationTreeSystem;
|
||||
class HairPhysicsSystem;
|
||||
class BehaviorTreeSystem;
|
||||
class NavMeshSystem;
|
||||
class CharacterSystem;
|
||||
@@ -252,6 +253,7 @@ private:
|
||||
std::unique_ptr<ProceduralMeshSystem> m_proceduralMeshSystem;
|
||||
std::unique_ptr<CharacterSlotSystem> m_characterSlotSystem;
|
||||
std::unique_ptr<AnimationTreeSystem> m_animationTreeSystem;
|
||||
std::unique_ptr<HairPhysicsSystem> m_hairPhysicsSystem;
|
||||
std::unique_ptr<BehaviorTreeSystem> m_behaviorTreeSystem;
|
||||
std::unique_ptr<NavMeshSystem> m_navMeshSystem;
|
||||
std::unique_ptr<CharacterSystem> m_characterSystem;
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
#pragma once
|
||||
|
||||
#include <Ogre.h>
|
||||
#include <Jolt/Jolt.h>
|
||||
#include <Jolt/Physics/Body/BodyID.h>
|
||||
|
||||
/**
|
||||
* Character physics component
|
||||
@@ -48,6 +50,39 @@ struct CharacterComponent {
|
||||
float floorCheckDistance = 2.0f;
|
||||
bool useGravity = true;
|
||||
|
||||
/* Per-character collision group. Body = subgroup 0, head = subgroup 1,
|
||||
* hair joints = 2+. Runtime only — regenerated when character is rebuilt. */
|
||||
uint32_t collisionGroupId = 0;
|
||||
|
||||
/* Separate head collider body for hair physics. Runtime only. */
|
||||
JPH::BodyID headColliderBody;
|
||||
|
||||
/* Head sphere radius for hair physics collision. */
|
||||
float headRadius = 0.13f;
|
||||
|
||||
/* Vertical offset from the character base to the head sphere centre.
|
||||
* If zero, defaults to getTotalHeight() - headRadius. */
|
||||
float headOffsetY = 0.0f;
|
||||
|
||||
/* Bone that drives the head collider. If empty, falls back to the
|
||||
* static offset above. */
|
||||
Ogre::String headBoneName = "mixamorig:Head";
|
||||
|
||||
/* Optional chest/upper-body collider to stop long hair from clipping
|
||||
* through the torso. Runtime only. */
|
||||
JPH::BodyID chestColliderBody;
|
||||
|
||||
/* Chest box half-extents. If any axis is zero, no chest collider is
|
||||
* created. */
|
||||
Ogre::Vector3 chestHalfExtents = Ogre::Vector3(0.2f, 0.12f, 0.12f);
|
||||
|
||||
/* Vertical offset along the world Y axis applied to the chest bone
|
||||
* position when placing the chest collider. */
|
||||
float chestOffsetY = 0.0f;
|
||||
|
||||
/* Bone that drives the chest collider. */
|
||||
Ogre::String chestBoneName = "mixamorig:Spine2";
|
||||
|
||||
float getHalfHeight() const
|
||||
{
|
||||
return height * 0.5f;
|
||||
|
||||
@@ -5,6 +5,8 @@
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include "AnimationTree.hpp"
|
||||
|
||||
/**
|
||||
* Selection criteria for a single character slot.
|
||||
* Layer 0 (nude base) can be selected via combo box (e.g. hair styles).
|
||||
|
||||
@@ -469,6 +469,18 @@ static void registerAllComponents()
|
||||
lua_setfield(L, -2, "linearVelocity");
|
||||
lua_pushboolean(L, c.enabled ? 1 : 0);
|
||||
lua_setfield(L, -2, "enabled");
|
||||
lua_pushnumber(L, c.headRadius);
|
||||
lua_setfield(L, -2, "headRadius");
|
||||
lua_pushnumber(L, c.headOffsetY);
|
||||
lua_setfield(L, -2, "headOffsetY");
|
||||
lua_pushstring(L, c.headBoneName.c_str());
|
||||
lua_setfield(L, -2, "headBoneName");
|
||||
pushVector3(L, c.chestHalfExtents);
|
||||
lua_setfield(L, -2, "chestHalfExtents");
|
||||
lua_pushnumber(L, c.chestOffsetY);
|
||||
lua_setfield(L, -2, "chestOffsetY");
|
||||
lua_pushstring(L, c.chestBoneName.c_str());
|
||||
lua_setfield(L, -2, "chestBoneName");
|
||||
lua_pushboolean(L, c.useGravity ? 1 : 0);
|
||||
lua_setfield(L, -2, "useGravity");
|
||||
, if (lua_getfield(L, idx, "radius"), lua_isnumber(L, -1))
|
||||
@@ -486,6 +498,24 @@ static void registerAllComponents()
|
||||
if (lua_getfield(L, idx, "enabled"), lua_isboolean(L, -1))
|
||||
c.enabled = lua_toboolean(L, -1) != 0;
|
||||
lua_pop(L, 1);
|
||||
if (lua_getfield(L, idx, "headRadius"), lua_isnumber(L, -1))
|
||||
c.headRadius = (float)lua_tonumber(L, -1);
|
||||
lua_pop(L, 1);
|
||||
if (lua_getfield(L, idx, "headOffsetY"), lua_isnumber(L, -1))
|
||||
c.headOffsetY = (float)lua_tonumber(L, -1);
|
||||
lua_pop(L, 1);
|
||||
if (lua_getfield(L, idx, "headBoneName"), lua_isstring(L, -1))
|
||||
c.headBoneName = lua_tostring(L, -1);
|
||||
lua_pop(L, 1);
|
||||
if (lua_getfield(L, idx, "chestHalfExtents"), lua_istable(L, -1))
|
||||
c.chestHalfExtents = readVector3(L, lua_gettop(L));
|
||||
lua_pop(L, 1);
|
||||
if (lua_getfield(L, idx, "chestOffsetY"), lua_isnumber(L, -1))
|
||||
c.chestOffsetY = (float)lua_tonumber(L, -1);
|
||||
lua_pop(L, 1);
|
||||
if (lua_getfield(L, idx, "chestBoneName"), lua_isstring(L, -1))
|
||||
c.chestBoneName = lua_tostring(L, -1);
|
||||
lua_pop(L, 1);
|
||||
if (lua_getfield(L, idx, "useGravity"), lua_isboolean(L, -1))
|
||||
c.useGravity = lua_toboolean(L, -1) != 0;
|
||||
lua_pop(L, 1););
|
||||
|
||||
@@ -86,13 +86,19 @@ public:
|
||||
{
|
||||
switch (inObject1) {
|
||||
case Layers::NON_MOVING:
|
||||
return inObject2 ==
|
||||
Layers::MOVING; // Non moving only collides with moving
|
||||
return inObject2 == Layers::MOVING ||
|
||||
inObject2 == Layers::HAIR;
|
||||
case Layers::MOVING:
|
||||
return true; // Moving collides with everything
|
||||
return inObject2 != Layers::HEAD;
|
||||
case Layers::SENSORS:
|
||||
return inObject2 ==
|
||||
Layers::MOVING; // Non moving only collides with moving
|
||||
return inObject2 == Layers::MOVING;
|
||||
case Layers::HAIR:
|
||||
return inObject2 == Layers::NON_MOVING ||
|
||||
inObject2 == Layers::MOVING ||
|
||||
inObject2 == Layers::HAIR ||
|
||||
inObject2 == Layers::HEAD;
|
||||
case Layers::HEAD:
|
||||
return inObject2 == Layers::HAIR;
|
||||
default:
|
||||
JPH_ASSERT(false);
|
||||
return false;
|
||||
@@ -111,6 +117,8 @@ public:
|
||||
BroadPhaseLayers::NON_MOVING;
|
||||
mObjectToBroadPhase[Layers::MOVING] = BroadPhaseLayers::MOVING;
|
||||
mObjectToBroadPhase[Layers::SENSORS] = BroadPhaseLayers::MOVING;
|
||||
mObjectToBroadPhase[Layers::HAIR] = BroadPhaseLayers::MOVING;
|
||||
mObjectToBroadPhase[Layers::HEAD] = BroadPhaseLayers::MOVING;
|
||||
}
|
||||
|
||||
virtual uint GetNumBroadPhaseLayers() const override
|
||||
@@ -157,6 +165,13 @@ public:
|
||||
return inLayer2 == BroadPhaseLayers::MOVING;
|
||||
case Layers::MOVING:
|
||||
return true;
|
||||
case Layers::SENSORS:
|
||||
return inLayer2 == BroadPhaseLayers::MOVING;
|
||||
case Layers::HAIR:
|
||||
return inLayer2 == BroadPhaseLayers::NON_MOVING ||
|
||||
inLayer2 == BroadPhaseLayers::MOVING;
|
||||
case Layers::HEAD:
|
||||
return inLayer2 == BroadPhaseLayers::MOVING;
|
||||
default:
|
||||
JPH_ASSERT(false);
|
||||
return false;
|
||||
@@ -281,31 +296,15 @@ public:
|
||||
JPH::RVec3Arg inV3, JPH::ColorArg inColor,
|
||||
ECastShadow inCastShadow = ECastShadow::Off) override
|
||||
{
|
||||
Ogre::Vector3 d = mCameraNode->_getDerivedOrientation() *
|
||||
Ogre::Vector3(0, 0, -1);
|
||||
JPH::Vec4 color = inColor.ToVec4();
|
||||
Ogre::Vector3 p1 = JoltPhysics::convert(inV1);
|
||||
Ogre::Vector3 p2 = JoltPhysics::convert(inV2);
|
||||
Ogre::Vector3 p3 = JoltPhysics::convert(inV3);
|
||||
Ogre::ColourValue cv(color[0], color[1], color[2], color[3]);
|
||||
|
||||
#if 0
|
||||
float dproj1 = p1.dotProduct(d);
|
||||
float dproj2 = p2.dotProduct(d);
|
||||
float dproj3 = p3.dotProduct(d);
|
||||
if (dproj1 < 0 && dproj2 < 0 && dproj3 < 0)
|
||||
return;
|
||||
if (dproj1 > 50 && dproj2 > 50 && dproj3 > 50)
|
||||
return;
|
||||
#endif
|
||||
mLines.push_back({ p1, p2, cv });
|
||||
#if 0
|
||||
mTriangles.push_back({ { { inV1[0], inV1[1], inV1[2] },
|
||||
{ inV2[0], inV2[1], inV2[2] },
|
||||
{ inV3[0], inV3[1], inV3[2] } },
|
||||
Ogre::ColourValue(color[0], color[1],
|
||||
color[2], color[3]) });
|
||||
#endif
|
||||
mLines.push_back({ p2, p3, cv });
|
||||
mLines.push_back({ p3, p1, cv });
|
||||
}
|
||||
#if 0
|
||||
Batch CreateTriangleBatch(const Triangle *inTriangles,
|
||||
@@ -339,6 +338,11 @@ public:
|
||||
std::cout << "geometry\n";
|
||||
}
|
||||
#endif
|
||||
void updateCameraPos()
|
||||
{
|
||||
SetCameraPos(JoltPhysics::convert(
|
||||
mCameraNode->_getDerivedPosition()));
|
||||
}
|
||||
void finish()
|
||||
{
|
||||
Ogre::Vector3 d = mCameraNode->_getDerivedOrientation() *
|
||||
@@ -561,6 +565,7 @@ class Physics {
|
||||
std::set<JPH::BodyID> characterBodies;
|
||||
bool debugDraw;
|
||||
JPH::Vec3 gravity = JPH::Vec3(0.0f, -9.8f, 0.0f);
|
||||
std::unordered_map<uint32_t, JPH::Ref<JPH::GroupFilterTable> > groupFilters;
|
||||
|
||||
public:
|
||||
class ActivationListener : public JPH::BodyActivationListener {
|
||||
@@ -570,6 +575,32 @@ public:
|
||||
virtual void OnBodyDeactivated(const JPH::BodyID &inBodyID,
|
||||
JPH::uint64 inBodyUserData) = 0;
|
||||
};
|
||||
|
||||
JPH::PhysicsSystem *getPhysicsSystem()
|
||||
{
|
||||
return &physics_system;
|
||||
}
|
||||
|
||||
JPH::GroupFilterTable *getOrCreateGroupFilter(uint32_t groupId,
|
||||
uint32_t numSubGroups)
|
||||
{
|
||||
auto it = groupFilters.find(groupId);
|
||||
if (it != groupFilters.end())
|
||||
return it->second.GetPtr();
|
||||
JPH::Ref<JPH::GroupFilterTable> filter =
|
||||
new JPH::GroupFilterTable(numSubGroups);
|
||||
groupFilters[groupId] = filter;
|
||||
return filter.GetPtr();
|
||||
}
|
||||
|
||||
JPH::GroupFilterTable *getGroupFilter(uint32_t groupId) const
|
||||
{
|
||||
auto it = groupFilters.find(groupId);
|
||||
if (it != groupFilters.end())
|
||||
return it->second.GetPtr();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Physics(Ogre::SceneManager *scnMgr, Ogre::SceneNode *cameraNode,
|
||||
ActivationListener *activationListener = nullptr,
|
||||
JPH::ContactListener *contactListener = nullptr)
|
||||
@@ -813,10 +844,12 @@ public:
|
||||
ch->GetPosition()));
|
||||
}
|
||||
}
|
||||
if (debugDraw)
|
||||
if (debugDraw) {
|
||||
mDebugRenderer->updateCameraPos();
|
||||
physics_system.DrawBodies(
|
||||
JPH::BodyManager::DrawSettings(),
|
||||
mDebugRenderer);
|
||||
}
|
||||
mDebugRenderer->finish();
|
||||
mDebugRenderer->NextFrame();
|
||||
#if 0
|
||||
@@ -2000,5 +2033,21 @@ void JoltPhysicsWrapper::setRootMotionCharacter(JPH::BodyID id, bool enabled)
|
||||
phys->setRootMotionCharacter(id, enabled);
|
||||
}
|
||||
|
||||
JPH::PhysicsSystem *JoltPhysicsWrapper::getPhysicsSystem() const
|
||||
{
|
||||
return phys->getPhysicsSystem();
|
||||
}
|
||||
|
||||
JPH::GroupFilterTable *JoltPhysicsWrapper::getOrCreateGroupFilter(
|
||||
uint32_t groupId, uint32_t numSubGroups)
|
||||
{
|
||||
return phys->getOrCreateGroupFilter(groupId, numSubGroups);
|
||||
}
|
||||
|
||||
JPH::GroupFilterTable *JoltPhysicsWrapper::getGroupFilter(uint32_t groupId) const
|
||||
{
|
||||
return phys->getGroupFilter(groupId);
|
||||
}
|
||||
|
||||
template <>
|
||||
JoltPhysicsWrapper *Ogre::Singleton<JoltPhysicsWrapper>::msSingleton = 0;
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h>
|
||||
#include <Jolt/Physics/Body/BodyCreationSettings.h>
|
||||
#include <Jolt/Physics/EActivation.h>
|
||||
#include <Jolt/Physics/Collision/GroupFilterTable.h>
|
||||
void physics();
|
||||
namespace JPH
|
||||
{
|
||||
@@ -18,6 +19,7 @@ class Character;
|
||||
class ContactManifold;
|
||||
class ContactSettings;
|
||||
class SubShapeIDPair;
|
||||
class PhysicsSystem;
|
||||
}
|
||||
// Layer that objects can be in, determines which other objects it can collide with
|
||||
// Typically you at least want to have 1 layer for moving bodies and 1 layer for static bodies, but you can have more
|
||||
@@ -28,7 +30,13 @@ namespace Layers
|
||||
static constexpr JPH::ObjectLayer NON_MOVING = 0;
|
||||
static constexpr JPH::ObjectLayer MOVING = 1;
|
||||
static constexpr JPH::ObjectLayer SENSORS = 2;
|
||||
static constexpr JPH::ObjectLayer NUM_LAYERS = 3;
|
||||
static constexpr JPH::ObjectLayer HAIR = 3;
|
||||
static constexpr JPH::ObjectLayer HEAD = 4;
|
||||
static constexpr JPH::ObjectLayer NUM_LAYERS = 5;
|
||||
|
||||
/* Max subgroups per character collision group. Body = 0, head = 1,
|
||||
* hair joints = 2..MAX_SUBGROUPS-1. */
|
||||
static constexpr uint32_t MAX_CHARACTER_SUBGROUPS = 256;
|
||||
};
|
||||
|
||||
// Each broadphase layer results in a separate bounding volume tree in the broad phase. You at least want to have
|
||||
@@ -237,5 +245,14 @@ public:
|
||||
* because the scene node position is driven by root motion
|
||||
* from AnimationTreeSystem. */
|
||||
void setRootMotionCharacter(JPH::BodyID id, bool enabled);
|
||||
JPH::PhysicsSystem *getPhysicsSystem() const;
|
||||
|
||||
/* Shared group filters for per-character collision filtering.
|
||||
* Body = subgroup 0, head = subgroup 1, chest = subgroup 2,
|
||||
* hair joints = 3+. */
|
||||
JPH::GroupFilterTable *getOrCreateGroupFilter(
|
||||
uint32_t groupId,
|
||||
uint32_t numSubGroups = Layers::MAX_CHARACTER_SUBGROUPS);
|
||||
JPH::GroupFilterTable *getGroupFilter(uint32_t groupId) const;
|
||||
};
|
||||
#endif
|
||||
|
||||
@@ -16,10 +16,13 @@ set(RECASTNAVIGATION_DEMO OFF CACHE BOOL "" FORCE)
|
||||
set(RECASTNAVIGATION_TESTS OFF CACHE BOOL "" FORCE)
|
||||
set(RECASTNAVIGATION_EXAMPLES OFF CACHE BOOL "" FORCE)
|
||||
set(RECASTNAVIGATION_ENABLE_ASSERTS "$<CONFIG:Debug>" CACHE STRING "" FORCE)
|
||||
set(BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
|
||||
set(CMAKE_POSITION_INDEPENDENT_CODE ON CACHE BOOL "" FORCE)
|
||||
|
||||
|
||||
# Build the core libraries only
|
||||
add_subdirectory(Recast)
|
||||
add_subdirectory(Detour)
|
||||
add_subdirectory(DetourTileCache)
|
||||
add_subdirectory(DetourCrowd)
|
||||
add_subdirectory(DebugUtils)
|
||||
add_subdirectory(Recast EXCLUDE_FROM_ALL)
|
||||
add_subdirectory(Detour EXCLUDE_FROM_ALL)
|
||||
add_subdirectory(DetourTileCache EXCLUDE_FROM_ALL)
|
||||
add_subdirectory(DetourCrowd EXCLUDE_FROM_ALL)
|
||||
add_subdirectory(DebugUtils EXCLUDE_FROM_ALL)
|
||||
|
||||
@@ -549,6 +549,7 @@ void AnimationTreeSystem::update(float deltaTime)
|
||||
/* Handle end-of-animation transitions */
|
||||
checkEndTransitions(e, at, state, ctx);
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
void AnimationTreeSystem::evaluateNode(const AnimationTreeNode &node,
|
||||
@@ -817,3 +818,5 @@ AnimationTreeSystem::findAnimationNode(const AnimationTreeNode &stateNode) const
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
#include "../components/AnimationTree.hpp"
|
||||
#include "../components/AnimationTreeTemplate.hpp"
|
||||
|
||||
|
||||
/**
|
||||
* System that evaluates an AnimationTreeComponent each frame.
|
||||
*
|
||||
|
||||
@@ -504,13 +504,13 @@ void CharacterSlotSystem::buildCharacter(flecs::entity e,
|
||||
}
|
||||
}
|
||||
|
||||
/* Populate default slots from catalog if still empty */
|
||||
if (cs.slotSelections.empty()) {
|
||||
auto slots = getSlots(age, cs.sex);
|
||||
for (const auto &slot : slots) {
|
||||
SlotSelection sel;
|
||||
cs.slotSelections[slot] = sel;
|
||||
}
|
||||
/* Make sure every catalog slot exists in the selection map. This
|
||||
* guarantees a face/body master is available so that hair with its
|
||||
* own skeleton can attach to a real head bone. */
|
||||
auto slots = getSlots(age, cs.sex);
|
||||
for (const auto &slot : slots) {
|
||||
if (cs.slotSelections.find(slot) == cs.slotSelections.end())
|
||||
cs.slotSelections[slot] = SlotSelection();
|
||||
}
|
||||
|
||||
if (!e.has<TransformComponent>())
|
||||
@@ -602,9 +602,6 @@ void CharacterSlotSystem::buildCharacter(flecs::entity e,
|
||||
if (mesh.empty())
|
||||
continue;
|
||||
|
||||
Ogre::LogManager::getSingleton().logMessage(
|
||||
"[CharacterSlotSystem] slot='" + slot +
|
||||
|
||||
try {
|
||||
ensureMeshPoseAnimation(mesh);
|
||||
Ogre::MeshPtr partMesh =
|
||||
@@ -612,19 +609,47 @@ void CharacterSlotSystem::buildCharacter(flecs::entity e,
|
||||
mesh, "Characters");
|
||||
Ogre::Entity *partEnt =
|
||||
m_sceneMgr->createEntity(partMesh);
|
||||
partEnt->shareSkeletonInstanceWith(masterEnt);
|
||||
transform.node->attachObject(partEnt);
|
||||
m_entities[e.id()].parts[slot] = partEnt;
|
||||
|
||||
/* Check if this mesh has its own skeleton
|
||||
* (e.g. hair exported with a hair-specific
|
||||
* armature). If so, attach to the master's
|
||||
* Head bone instead of sharing skeletons. */
|
||||
const nlohmann::json *entry =
|
||||
findCatalogEntry(age, cs.sex, slot, mesh);
|
||||
bool ownSkeleton = false;
|
||||
Ogre::String attachBone = "mixamorig:Head";
|
||||
if (entry) {
|
||||
ownSkeleton = entry->value(
|
||||
"own_skeleton", false);
|
||||
attachBone = entry->value(
|
||||
"attach_to_bone", attachBone);
|
||||
}
|
||||
|
||||
if (ownSkeleton) {
|
||||
/* Hair with its own skeleton: attach
|
||||
* to the master entity's Head bone
|
||||
* so it follows head movement while
|
||||
* being animated by its own skeleton.
|
||||
*/
|
||||
masterEnt->attachObjectToBone(
|
||||
attachBone, partEnt);
|
||||
Ogre::LogManager::getSingleton()
|
||||
.logMessage(
|
||||
"[CharacterSlotSystem] "
|
||||
"Attached hair '" +
|
||||
slot +
|
||||
"' with own skeleton to "
|
||||
"bone '" +
|
||||
attachBone + "'");
|
||||
} else {
|
||||
partEnt->shareSkeletonInstanceWith(
|
||||
masterEnt);
|
||||
transform.node->attachObject(partEnt);
|
||||
}
|
||||
m_entities[e.id()].parts[slot] = partEnt;
|
||||
|
||||
applyShapeKeys(e, partEnt, entry);
|
||||
|
||||
/* Re-prepare temp buffers after skeleton sharing and
|
||||
* enabling vertex animation. shareSkeletonInstanceWith
|
||||
* replaces the part's AnimationStateSet but does not
|
||||
* recreate temp blend buffers, which are needed for
|
||||
* proper per-entity pose animation.
|
||||
*/
|
||||
prepareEntityTempBlendBuffers(partEnt);
|
||||
|
||||
} catch (const Ogre::Exception &ex) {
|
||||
|
||||
@@ -1,8 +1,49 @@
|
||||
#include "CharacterSystem.hpp"
|
||||
#include "../components/CharacterSlots.hpp"
|
||||
#include <Jolt/Physics/Character/Character.h>
|
||||
#include <Jolt/Physics/Collision/GroupFilterTable.h>
|
||||
#include <Jolt/Physics/Body/BodyInterface.h>
|
||||
#include <Jolt/Physics/PhysicsSystem.h>
|
||||
#include <OgreLogManager.h>
|
||||
#include <OgreEntity.h>
|
||||
#include <OgreSkeletonInstance.h>
|
||||
#include <iostream>
|
||||
|
||||
static Ogre::Entity *getMasterEntity(flecs::entity e)
|
||||
{
|
||||
if (!e.is_alive() || !e.has<CharacterSlotsComponent>())
|
||||
return nullptr;
|
||||
const CharacterSlotsComponent &cs = e.get<CharacterSlotsComponent>();
|
||||
return cs.masterEntity;
|
||||
}
|
||||
|
||||
static bool getBoneWorldMatrix(Ogre::Entity *masterEnt,
|
||||
const Ogre::String &boneName,
|
||||
Ogre::Matrix4 &outMat)
|
||||
{
|
||||
if (!masterEnt || boneName.empty() || !masterEnt->hasSkeleton())
|
||||
return false;
|
||||
|
||||
Ogre::SkeletonInstance *skel = masterEnt->getSkeleton();
|
||||
if (!skel)
|
||||
return false;
|
||||
|
||||
Ogre::Bone *bone = nullptr;
|
||||
try {
|
||||
bone = skel->getBone(boneName);
|
||||
} catch (...) {
|
||||
return false;
|
||||
}
|
||||
if (!bone)
|
||||
return false;
|
||||
|
||||
outMat = bone->_getFullTransform();
|
||||
Ogre::SceneNode *node = masterEnt->getParentSceneNode();
|
||||
if (node)
|
||||
outMat = node->_getFullTransform() * outMat;
|
||||
return true;
|
||||
}
|
||||
|
||||
CharacterSystem::CharacterSystem(flecs::world &world,
|
||||
Ogre::SceneManager *sceneMgr)
|
||||
: m_world(world)
|
||||
@@ -136,6 +177,116 @@ JPH::ShapeRefC CharacterSystem::buildCharacterShape(flecs::entity e,
|
||||
rotations);
|
||||
}
|
||||
|
||||
void CharacterSystem::createHeadCollider(flecs::entity e,
|
||||
CharacterComponent &cc,
|
||||
const TransformComponent &transform)
|
||||
{
|
||||
if (!m_physics)
|
||||
return;
|
||||
|
||||
if (cc.headColliderBody.IsInvalid() == false) {
|
||||
m_physics->removeBody(cc.headColliderBody);
|
||||
m_physics->destroyBody(cc.headColliderBody);
|
||||
cc.headColliderBody = JPH::BodyID();
|
||||
}
|
||||
|
||||
if (cc.collisionGroupId == 0)
|
||||
return;
|
||||
|
||||
float headRadius = cc.headRadius > 0.0f ? cc.headRadius : 0.13f;
|
||||
|
||||
Ogre::Matrix4 headWorld;
|
||||
bool hasBone = getBoneWorldMatrix(getMasterEntity(e), cc.headBoneName,
|
||||
headWorld);
|
||||
if (hasBone) {
|
||||
headWorld.setTrans(headWorld.getTrans() +
|
||||
Ogre::Vector3(0.0f, cc.headOffsetY, 0.0f));
|
||||
} else {
|
||||
float headOffsetY = cc.headOffsetY > 0.0f ?
|
||||
cc.headOffsetY :
|
||||
cc.getTotalHeight() - headRadius;
|
||||
Ogre::Vector3 headOffset(0.0f, headOffsetY, 0.0f);
|
||||
headOffset += cc.offset;
|
||||
Ogre::Vector3 headPos =
|
||||
transform.node->_getDerivedPosition() +
|
||||
transform.node->_getDerivedOrientation() *
|
||||
Ogre::Vector3(cc.offset.x, 0.0f, cc.offset.z) +
|
||||
Ogre::Vector3(0.0f, headOffsetY + cc.offset.y, 0.0f);
|
||||
Ogre::Matrix4 local = Ogre::Matrix4::IDENTITY;
|
||||
local.makeTransform(headPos, Ogre::Vector3::UNIT_SCALE,
|
||||
Ogre::Quaternion::IDENTITY);
|
||||
headWorld = local;
|
||||
}
|
||||
|
||||
JPH::ShapeRefC sphere = m_physics->createSphereShape(headRadius);
|
||||
cc.headColliderBody = m_physics->createBody(
|
||||
sphere, 0.0f, headWorld.getTrans(),
|
||||
Ogre::Quaternion::IDENTITY,
|
||||
JPH::EMotionType::Kinematic, Layers::HEAD);
|
||||
|
||||
JPH::PhysicsSystem *physSystem = m_physics->getPhysicsSystem();
|
||||
if (physSystem) {
|
||||
JPH::BodyInterface &bi = physSystem->GetBodyInterface();
|
||||
JPH::GroupFilterTable *filter =
|
||||
m_physics->getOrCreateGroupFilter(
|
||||
cc.collisionGroupId);
|
||||
bi.SetCollisionGroup(cc.headColliderBody,
|
||||
JPH::CollisionGroup(filter, cc.collisionGroupId,
|
||||
1));
|
||||
}
|
||||
|
||||
m_physics->addBody(cc.headColliderBody,
|
||||
JPH::EActivation::Activate);
|
||||
}
|
||||
|
||||
void CharacterSystem::createChestCollider(flecs::entity e,
|
||||
CharacterComponent &cc)
|
||||
{
|
||||
if (!m_physics)
|
||||
return;
|
||||
|
||||
if (cc.chestColliderBody.IsInvalid() == false) {
|
||||
m_physics->removeBody(cc.chestColliderBody);
|
||||
m_physics->destroyBody(cc.chestColliderBody);
|
||||
cc.chestColliderBody = JPH::BodyID();
|
||||
}
|
||||
|
||||
if (cc.collisionGroupId == 0 ||
|
||||
cc.chestHalfExtents.x <= 0.0f ||
|
||||
cc.chestHalfExtents.y <= 0.0f ||
|
||||
cc.chestHalfExtents.z <= 0.0f)
|
||||
return;
|
||||
|
||||
Ogre::Matrix4 chestWorld;
|
||||
if (!getBoneWorldMatrix(getMasterEntity(e), cc.chestBoneName,
|
||||
chestWorld))
|
||||
return;
|
||||
|
||||
Ogre::Vector3 chestPos = chestWorld.getTrans() +
|
||||
Ogre::Vector3(0.0f, cc.chestOffsetY, 0.0f);
|
||||
Ogre::Matrix3 chestRotMat = chestWorld.linear().orthonormalised();
|
||||
Ogre::Quaternion chestRot = Ogre::Quaternion(chestRotMat);
|
||||
|
||||
JPH::ShapeRefC box = m_physics->createBoxShape(cc.chestHalfExtents);
|
||||
cc.chestColliderBody = m_physics->createBody(
|
||||
box, 0.0f, chestPos, chestRot,
|
||||
JPH::EMotionType::Kinematic, Layers::HEAD);
|
||||
|
||||
JPH::PhysicsSystem *physSystem = m_physics->getPhysicsSystem();
|
||||
if (physSystem) {
|
||||
JPH::BodyInterface &bi = physSystem->GetBodyInterface();
|
||||
JPH::GroupFilterTable *filter =
|
||||
m_physics->getOrCreateGroupFilter(
|
||||
cc.collisionGroupId);
|
||||
bi.SetCollisionGroup(cc.chestColliderBody,
|
||||
JPH::CollisionGroup(filter, cc.collisionGroupId,
|
||||
2));
|
||||
}
|
||||
|
||||
m_physics->addBody(cc.chestColliderBody,
|
||||
JPH::EActivation::Activate);
|
||||
}
|
||||
|
||||
void CharacterSystem::setupEntity(flecs::entity e, CharacterComponent &cc)
|
||||
{
|
||||
if (!m_physics)
|
||||
@@ -153,13 +304,37 @@ void CharacterSystem::setupEntity(flecs::entity e, CharacterComponent &cc)
|
||||
if (!shape)
|
||||
return;
|
||||
|
||||
/* Assign a non-zero collision group for per-character filtering
|
||||
* (body = subgroup 0, head = subgroup 1, chest = subgroup 2,
|
||||
* hair joints = 3+). */
|
||||
if (cc.collisionGroupId == 0)
|
||||
cc.collisionGroupId = static_cast<uint32_t>(e.id()) |
|
||||
0x80000000;
|
||||
|
||||
JPH::CharacterBase *base =
|
||||
m_physics->createCharacter(transform.node, shape);
|
||||
if (!base)
|
||||
return;
|
||||
|
||||
auto *ch = static_cast<JPH::Character *>(base);
|
||||
|
||||
/* Set collision group on character body so hair filtering works. */
|
||||
JPH::PhysicsSystem *physSystem = m_physics->getPhysicsSystem();
|
||||
if (physSystem) {
|
||||
JPH::BodyInterface &bi = physSystem->GetBodyInterface();
|
||||
JPH::GroupFilterTable *filter =
|
||||
m_physics->getOrCreateGroupFilter(
|
||||
cc.collisionGroupId);
|
||||
bi.SetCollisionGroup(
|
||||
ch->GetBodyID(),
|
||||
JPH::CollisionGroup(filter, cc.collisionGroupId,
|
||||
0));
|
||||
}
|
||||
|
||||
ch->AddToPhysicsSystem();
|
||||
|
||||
createHeadCollider(e, cc, transform);
|
||||
createChestCollider(e, cc);
|
||||
// Don't modify gravity factor - let buoyancy handle floating/sinking
|
||||
// m_physics->setGravityFactor(ch->GetBodyID(), 0.0f);
|
||||
cc.hasFloor = false;
|
||||
@@ -194,6 +369,20 @@ void CharacterSystem::teardownEntity(flecs::entity e)
|
||||
std::shared_ptr<JPH::Character>(state.character));
|
||||
}
|
||||
|
||||
if (e.has<CharacterComponent>()) {
|
||||
auto &cc = e.get_mut<CharacterComponent>();
|
||||
if (cc.headColliderBody.IsInvalid() == false) {
|
||||
m_physics->removeBody(cc.headColliderBody);
|
||||
m_physics->destroyBody(cc.headColliderBody);
|
||||
cc.headColliderBody = JPH::BodyID();
|
||||
}
|
||||
if (cc.chestColliderBody.IsInvalid() == false) {
|
||||
m_physics->removeBody(cc.chestColliderBody);
|
||||
m_physics->destroyBody(cc.chestColliderBody);
|
||||
cc.chestColliderBody = JPH::BodyID();
|
||||
}
|
||||
}
|
||||
|
||||
m_states.erase(it);
|
||||
}
|
||||
|
||||
@@ -353,5 +542,58 @@ void CharacterSystem::update(float deltaTime)
|
||||
/* Sync rotation from scene node */
|
||||
state.character->SetRotation(JoltPhysics::convert(
|
||||
state.sceneNode->_getDerivedOrientation()));
|
||||
|
||||
/* Sync head and chest colliders to animated bones. */
|
||||
Ogre::Entity *masterEnt = getMasterEntity(e);
|
||||
Ogre::Matrix4 boneWorld;
|
||||
|
||||
if (cc.headColliderBody.IsInvalid() == false &&
|
||||
transform.node) {
|
||||
float headRadius = cc.headRadius > 0.0f ?
|
||||
cc.headRadius :
|
||||
0.13f;
|
||||
float headOffsetY = cc.headOffsetY > 0.0f ?
|
||||
cc.headOffsetY :
|
||||
cc.getTotalHeight() - headRadius;
|
||||
|
||||
Ogre::Vector3 headPos;
|
||||
if (getBoneWorldMatrix(masterEnt, cc.headBoneName,
|
||||
boneWorld)) {
|
||||
headPos = boneWorld.getTrans() +
|
||||
Ogre::Vector3(0.0f,
|
||||
cc.headOffsetY,
|
||||
0.0f);
|
||||
} else {
|
||||
headPos =
|
||||
transform.node->_getDerivedPosition() +
|
||||
transform.node->_getDerivedOrientation() *
|
||||
Ogre::Vector3(cc.offset.x,
|
||||
0.0f,
|
||||
cc.offset.z) +
|
||||
Ogre::Vector3(0.0f,
|
||||
headOffsetY +
|
||||
cc.offset.y,
|
||||
0.0f);
|
||||
}
|
||||
m_physics->setPositionAndRotation(
|
||||
cc.headColliderBody, headPos,
|
||||
Ogre::Quaternion::IDENTITY, true);
|
||||
}
|
||||
|
||||
if (cc.chestColliderBody.IsInvalid() == false &&
|
||||
getBoneWorldMatrix(masterEnt, cc.chestBoneName,
|
||||
boneWorld)) {
|
||||
Ogre::Vector3 chestPos =
|
||||
boneWorld.getTrans() +
|
||||
Ogre::Vector3(0.0f, cc.chestOffsetY,
|
||||
0.0f);
|
||||
Ogre::Matrix3 chestRotMat =
|
||||
boneWorld.linear().orthonormalised();
|
||||
Ogre::Quaternion chestRot =
|
||||
Ogre::Quaternion(chestRotMat);
|
||||
m_physics->setPositionAndRotation(
|
||||
cc.chestColliderBody, chestPos,
|
||||
chestRot, true);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -55,6 +55,9 @@ private:
|
||||
JPH::ShapeRefC buildCharacterShape(flecs::entity e,
|
||||
CharacterComponent &cc);
|
||||
JPH::ShapeRefC createColliderShape(PhysicsColliderComponent &collider);
|
||||
void createHeadCollider(flecs::entity e, CharacterComponent &cc,
|
||||
const TransformComponent &transform);
|
||||
void createChestCollider(flecs::entity e, CharacterComponent &cc);
|
||||
|
||||
flecs::world &m_world;
|
||||
Ogre::SceneManager *m_sceneMgr;
|
||||
|
||||
@@ -0,0 +1,587 @@
|
||||
#include "HairPhysicsSystem.hpp"
|
||||
#include "CharacterSlotSystem.hpp"
|
||||
#include "../components/CharacterSlots.hpp"
|
||||
#include "../components/Character.hpp"
|
||||
#include <OgreEntity.h>
|
||||
#include <OgreLogManager.h>
|
||||
#include <OgreSceneNode.h>
|
||||
#include <OgreTagPoint.h>
|
||||
|
||||
#include <queue>
|
||||
|
||||
namespace {
|
||||
/**
|
||||
* Find the master bone the hair is attached to.
|
||||
* Prefer the TagPoint's parent bone; fall back to the named head bone.
|
||||
*/
|
||||
Ogre::Bone *findAttachBone(Ogre::Entity *hairEnt,
|
||||
Ogre::Entity *masterEnt)
|
||||
{
|
||||
Ogre::TagPoint *tagPoint = dynamic_cast<Ogre::TagPoint *>(
|
||||
hairEnt->getParentNode());
|
||||
if (tagPoint) {
|
||||
Ogre::Bone *parentBone = dynamic_cast<Ogre::Bone *>(
|
||||
tagPoint->getParent());
|
||||
if (parentBone)
|
||||
return parentBone;
|
||||
}
|
||||
|
||||
if (masterEnt && masterEnt->hasSkeleton()) {
|
||||
Ogre::SkeletonInstance *skel = masterEnt->getSkeleton();
|
||||
if (skel) {
|
||||
try {
|
||||
return skel->getBone("mixamorig:Head");
|
||||
} catch (...) {
|
||||
}
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
/**
|
||||
* World transform of the attachment bone, including the master entity's
|
||||
* scene-node transform.
|
||||
*/
|
||||
Ogre::Matrix4 getAttachBoneWorldMatrix(Ogre::Entity *masterEnt,
|
||||
Ogre::Bone *attachBone)
|
||||
{
|
||||
if (!attachBone)
|
||||
return Ogre::Matrix4::IDENTITY;
|
||||
|
||||
Ogre::Matrix4 boneWorld = attachBone->_getFullTransform();
|
||||
if (masterEnt) {
|
||||
Ogre::SceneNode *node = masterEnt->getParentSceneNode();
|
||||
if (node)
|
||||
boneWorld = node->_getFullTransform() * boneWorld;
|
||||
}
|
||||
return boneWorld;
|
||||
}
|
||||
} // namespace
|
||||
|
||||
#include <Jolt/Physics/Ragdoll/Ragdoll.h>
|
||||
#include <Jolt/Physics/Collision/Shape/CapsuleShape.h>
|
||||
#include <Jolt/Physics/Constraints/SwingTwistConstraint.h>
|
||||
#include <Jolt/Skeleton/SkeletonPose.h>
|
||||
|
||||
uint32_t HairPhysicsSystem::s_nextCollisionGroup = 1;
|
||||
|
||||
HairPhysicsSystem::HairPhysicsSystem(flecs::world &world,
|
||||
Ogre::SceneManager *sceneMgr,
|
||||
JoltPhysicsWrapper *physics,
|
||||
CharacterSlotSystem *slotSystem)
|
||||
: m_world(world)
|
||||
, m_sceneMgr(sceneMgr)
|
||||
, m_physics(physics)
|
||||
, m_slotSystem(slotSystem)
|
||||
{
|
||||
}
|
||||
|
||||
HairPhysicsSystem::~HairPhysicsSystem()
|
||||
{
|
||||
for (auto &entityPair : m_states) {
|
||||
for (auto &slotPair : entityPair.second) {
|
||||
destroyRagdoll(slotPair.second);
|
||||
}
|
||||
}
|
||||
m_states.clear();
|
||||
}
|
||||
|
||||
void HairPhysicsSystem::initialize()
|
||||
{
|
||||
m_initialized = true;
|
||||
}
|
||||
|
||||
void HairPhysicsSystem::prePhysicsUpdate()
|
||||
{
|
||||
if (!m_initialized || !m_physics)
|
||||
return;
|
||||
|
||||
m_world.query<CharacterSlotsComponent>().each(
|
||||
[this](flecs::entity e, CharacterSlotsComponent &cs) {
|
||||
Ogre::Entity *masterEnt = cs.masterEntity;
|
||||
|
||||
for (const auto &pair : cs.slotSelections) {
|
||||
const Ogre::String &slot = pair.first;
|
||||
Ogre::Entity *partEnt =
|
||||
m_slotSystem->getSlotEntity(e, slot);
|
||||
if (!partEnt || !partEnt->hasSkeleton())
|
||||
continue;
|
||||
|
||||
auto &slotMap = m_states[e.id()];
|
||||
auto it = slotMap.find(slot);
|
||||
if (it == slotMap.end() ||
|
||||
it->second.hairEntity != partEnt) {
|
||||
/* Need to create or recreate ragdoll */
|
||||
if (it != slotMap.end())
|
||||
destroyRagdoll(it->second);
|
||||
createRagdoll(e, slot, partEnt,
|
||||
masterEnt);
|
||||
it = slotMap.find(slot);
|
||||
}
|
||||
|
||||
if (it != slotMap.end())
|
||||
syncRootToHead(it->second);
|
||||
}
|
||||
|
||||
/* Clean up ragdolls for slots that no longer have
|
||||
* skeleton parts. */
|
||||
auto &slotMap = m_states[e.id()];
|
||||
std::vector<Ogre::String> toRemove;
|
||||
for (auto &pair : slotMap) {
|
||||
Ogre::Entity *partEnt =
|
||||
m_slotSystem->getSlotEntity(e,
|
||||
pair.first);
|
||||
if (!partEnt || !partEnt->hasSkeleton()) {
|
||||
toRemove.push_back(pair.first);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
for (const auto &slot : toRemove) {
|
||||
destroyRagdoll(slotMap[slot]);
|
||||
slotMap.erase(slot);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void HairPhysicsSystem::postPhysicsUpdate()
|
||||
{
|
||||
if (!m_initialized || !m_physics)
|
||||
return;
|
||||
|
||||
for (auto &entityPair : m_states) {
|
||||
for (auto &slotPair : entityPair.second) {
|
||||
syncPhysicsToSkeleton(slotPair.second);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HairPhysicsSystem::createRagdoll(flecs::entity e,
|
||||
const Ogre::String &slot,
|
||||
Ogre::Entity *hairEnt,
|
||||
Ogre::Entity *masterEnt)
|
||||
{
|
||||
Ogre::SkeletonInstance *skel = hairEnt->getSkeleton();
|
||||
if (!skel)
|
||||
return;
|
||||
|
||||
/* Build ordered bone list via BFS so parents always precede children. */
|
||||
std::vector<Ogre::Bone *> orderedBones;
|
||||
std::unordered_map<Ogre::Bone *, size_t> boneToIndex;
|
||||
std::queue<Ogre::Bone *> bfsQueue;
|
||||
|
||||
for (unsigned short i = 0; i < skel->getNumBones(); ++i) {
|
||||
Ogre::Bone *b = skel->getBone(i);
|
||||
if (!b->getParent()) {
|
||||
bfsQueue.push(b);
|
||||
}
|
||||
}
|
||||
|
||||
while (!bfsQueue.empty()) {
|
||||
Ogre::Bone *b = bfsQueue.front();
|
||||
bfsQueue.pop();
|
||||
boneToIndex[b] = orderedBones.size();
|
||||
orderedBones.push_back(b);
|
||||
for (unsigned short i = 0; i < b->numChildren(); ++i) {
|
||||
Ogre::Bone *child = static_cast<Ogre::Bone *>(b->getChild(i));
|
||||
if (child)
|
||||
bfsQueue.push(child);
|
||||
}
|
||||
}
|
||||
|
||||
if (orderedBones.empty())
|
||||
return;
|
||||
|
||||
/* Sanity check: if the skeleton has too many bones, it's probably
|
||||
* a shared body skeleton rather than a hair-specific skeleton.
|
||||
* Skip ragdoll creation to avoid physics cache overflow. */
|
||||
constexpr size_t maxHairBones = 32;
|
||||
if (orderedBones.size() > maxHairBones)
|
||||
return;
|
||||
|
||||
/* Build JPH skeleton and bind-world matrices. */
|
||||
JPH::Ref<JPH::Skeleton> skeleton = new JPH::Skeleton;
|
||||
std::vector<JPH::Mat44> bindWorldMatrices;
|
||||
bindWorldMatrices.resize(orderedBones.size());
|
||||
|
||||
for (size_t i = 0; i < orderedBones.size(); ++i) {
|
||||
Ogre::Bone *bone = orderedBones[i];
|
||||
Ogre::Bone *parent = static_cast<Ogre::Bone *>(bone->getParent());
|
||||
int parentIndex = -1;
|
||||
if (parent) {
|
||||
auto it = boneToIndex.find(parent);
|
||||
if (it != boneToIndex.end())
|
||||
parentIndex = (int)it->second;
|
||||
}
|
||||
skeleton->AddJoint(bone->getName().c_str(), parentIndex);
|
||||
|
||||
/* Build bind-world matrix from initial pose. */
|
||||
Ogre::Matrix4 localMat = Ogre::Matrix4::IDENTITY;
|
||||
localMat.makeTransform(
|
||||
bone->getInitialPosition(),
|
||||
bone->getInitialScale(),
|
||||
bone->getInitialOrientation());
|
||||
if (parent) {
|
||||
bindWorldMatrices[i] =
|
||||
bindWorldMatrices[boneToIndex[parent]] *
|
||||
ogreMatrixToJolt(localMat);
|
||||
} else {
|
||||
bindWorldMatrices[i] = ogreMatrixToJolt(localMat);
|
||||
}
|
||||
}
|
||||
|
||||
/* World transform of the attachment bone (head) on the master entity. */
|
||||
Ogre::Bone *attachBone = findAttachBone(hairEnt, masterEnt);
|
||||
if (!attachBone) {
|
||||
Ogre::LogManager::getSingleton().logMessage(
|
||||
"HairPhysicsSystem: cannot find attachment bone for " +
|
||||
slot + ", skipping ragdoll");
|
||||
return;
|
||||
}
|
||||
Ogre::Matrix4 attachBoneMat = getAttachBoneWorldMatrix(masterEnt,
|
||||
attachBone);
|
||||
JPH::Mat44 attachBoneJolt = ogreMatrixToJolt(attachBoneMat);
|
||||
|
||||
/* Build ragdoll settings. */
|
||||
JPH::Ref<JPH::RagdollSettings> settings = new JPH::RagdollSettings;
|
||||
settings->mSkeleton = skeleton;
|
||||
settings->mParts.resize(orderedBones.size());
|
||||
|
||||
std::vector<int> parentIndices;
|
||||
parentIndices.resize(orderedBones.size(), -1);
|
||||
|
||||
for (size_t i = 0; i < orderedBones.size(); ++i) {
|
||||
Ogre::Bone *bone = orderedBones[i];
|
||||
JPH::RagdollSettings::Part &part = settings->mParts[i];
|
||||
|
||||
/* Capsule size heuristic from average child distance. */
|
||||
float halfHeight = 0.05f;
|
||||
float radius = 0.02f;
|
||||
if (bone->numChildren() > 0) {
|
||||
float avgLen = 0.0f;
|
||||
int count = 0;
|
||||
for (unsigned short ci = 0; ci < bone->numChildren();
|
||||
++ci) {
|
||||
Ogre::Bone *child = static_cast<Ogre::Bone *>(
|
||||
bone->getChild(ci));
|
||||
if (!child)
|
||||
continue;
|
||||
Ogre::Vector3 diff =
|
||||
child->getInitialPosition();
|
||||
avgLen += diff.length();
|
||||
++count;
|
||||
}
|
||||
if (count > 0) {
|
||||
avgLen /= count;
|
||||
halfHeight = avgLen * 0.5f;
|
||||
radius = avgLen * 0.15f;
|
||||
}
|
||||
}
|
||||
/* Clamp to reasonable bounds. */
|
||||
if (halfHeight < 0.01f)
|
||||
halfHeight = 0.01f;
|
||||
if (radius < 0.005f)
|
||||
radius = 0.005f;
|
||||
if (radius > halfHeight * 0.9f)
|
||||
radius = halfHeight * 0.9f;
|
||||
|
||||
part.SetShape(new JPH::CapsuleShape(halfHeight, radius));
|
||||
|
||||
/* World-space bind position. */
|
||||
JPH::Mat44 worldMat = attachBoneJolt * bindWorldMatrices[i];
|
||||
part.mPosition = JPH::RVec3(worldMat.GetTranslation());
|
||||
part.mRotation = worldMat.GetRotationSafe().GetQuaternion().Normalized();
|
||||
part.mMotionType = (i == 0) ?
|
||||
JPH::EMotionType::Kinematic :
|
||||
JPH::EMotionType::Dynamic;
|
||||
part.mLinearDamping = 0.5f;
|
||||
part.mAngularDamping = 0.5f;
|
||||
part.mGravityFactor = 0.5f;
|
||||
part.mMaxLinearVelocity = 5.0f;
|
||||
part.mMaxAngularVelocity = JPH::DegreesToRadians(720.0f);
|
||||
|
||||
Ogre::Bone *parent = static_cast<Ogre::Bone *>(bone->getParent());
|
||||
if (parent) {
|
||||
auto it = boneToIndex.find(parent);
|
||||
if (it != boneToIndex.end())
|
||||
parentIndices[i] = (int)it->second;
|
||||
}
|
||||
|
||||
if (i > 0 && parentIndices[i] >= 0) {
|
||||
JPH::SwingTwistConstraintSettings *constraint =
|
||||
new JPH::SwingTwistConstraintSettings;
|
||||
constraint->mSpace = JPH::EConstraintSpace::LocalToBodyCOM;
|
||||
/* Position in parent local space (bone's initial pos). */
|
||||
constraint->mPosition1 = JPH::RVec3(
|
||||
JoltPhysics::convert(
|
||||
bone->getInitialPosition()));
|
||||
constraint->mPosition2 = JPH::RVec3::sZero();
|
||||
constraint->mTwistAxis2 = JPH::Vec3::sAxisY();
|
||||
JPH::Quat childLocalRot = JoltPhysics::convert(
|
||||
bone->getInitialOrientation());
|
||||
constraint->mTwistAxis1 = childLocalRot *
|
||||
constraint->mTwistAxis2;
|
||||
JPH::Vec3 planeAxis1 = childLocalRot *
|
||||
JPH::Vec3::sAxisX();
|
||||
constraint->mPlaneAxis1 = planeAxis1;
|
||||
constraint->mPlaneAxis2 = JPH::Vec3::sAxisX();
|
||||
constraint->mTwistMinAngle = -JPH::DegreesToRadians(
|
||||
45.0f);
|
||||
constraint->mTwistMaxAngle = JPH::DegreesToRadians(
|
||||
45.0f);
|
||||
constraint->mNormalHalfConeAngle =
|
||||
JPH::DegreesToRadians(30.0f);
|
||||
constraint->mPlaneHalfConeAngle =
|
||||
JPH::DegreesToRadians(30.0f);
|
||||
part.mToParent = constraint;
|
||||
}
|
||||
}
|
||||
|
||||
/* Collision group setup.
|
||||
* Subgroup 0 = character capsule, 1 = head sphere, 2 = chest sphere,
|
||||
* 3+ = hair joints. */
|
||||
uint32_t collisionGroupId;
|
||||
constexpr uint32_t subgroupHairStart = 3;
|
||||
JPH::GroupFilterTable *groupFilter = nullptr;
|
||||
if (e.has<CharacterComponent>()) {
|
||||
auto &cc = e.get_mut<CharacterComponent>();
|
||||
if (cc.collisionGroupId == 0)
|
||||
cc.collisionGroupId =
|
||||
static_cast<uint32_t>(e.id()) |
|
||||
0x80000000;
|
||||
collisionGroupId = cc.collisionGroupId;
|
||||
groupFilter = m_physics->getOrCreateGroupFilter(
|
||||
collisionGroupId);
|
||||
/* Disable body (subgroup 0), head (1) and chest (2) vs every
|
||||
* hair joint. These kinematic spheres sit at the attachment
|
||||
* points; overlap with the hair chain creates an explosive
|
||||
* feedback loop that throws the joints across the map. */
|
||||
for (size_t i = 0; i < orderedBones.size(); ++i) {
|
||||
uint32_t hairSub = subgroupHairStart + (uint32_t)i;
|
||||
groupFilter->DisableCollision(0, hairSub);
|
||||
groupFilter->DisableCollision(1, hairSub);
|
||||
groupFilter->DisableCollision(2, hairSub);
|
||||
}
|
||||
/* Disable all hair-joint vs hair-joint collisions. Siblings
|
||||
* and parents/children start close together and can otherwise
|
||||
* generate explosive contact impulses. */
|
||||
for (size_t i = 0; i < orderedBones.size(); ++i) {
|
||||
for (size_t j = i + 1; j < orderedBones.size(); ++j) {
|
||||
groupFilter->DisableCollision(
|
||||
subgroupHairStart + (uint32_t)i,
|
||||
subgroupHairStart + (uint32_t)j);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
collisionGroupId = s_nextCollisionGroup++;
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < orderedBones.size(); ++i) {
|
||||
settings->mParts[i].mObjectLayer = Layers::HAIR;
|
||||
if (groupFilter) {
|
||||
settings->mParts[i].mCollisionGroup.SetGroupFilter(
|
||||
groupFilter);
|
||||
settings->mParts[i].mCollisionGroup.SetGroupID(
|
||||
collisionGroupId);
|
||||
settings->mParts[i].mCollisionGroup.SetSubGroupID(
|
||||
subgroupHairStart + (uint32_t)i);
|
||||
}
|
||||
}
|
||||
if (!e.has<CharacterComponent>())
|
||||
settings->DisableParentChildCollisions();
|
||||
|
||||
settings->Stabilize();
|
||||
settings->CalculateConstraintPriorities();
|
||||
settings->CalculateBodyIndexToConstraintIndex();
|
||||
|
||||
JPH::PhysicsSystem *physSystem = m_physics->getPhysicsSystem();
|
||||
JPH::Ref<JPH::Ragdoll> ragdoll = settings->CreateRagdoll(
|
||||
collisionGroupId, 0, physSystem);
|
||||
|
||||
/* Store skeleton bones for later pose sync. */
|
||||
HairRagdollState state;
|
||||
state.ragdoll = ragdoll;
|
||||
state.entityId = e.id();
|
||||
state.hairEntity = hairEnt;
|
||||
state.masterEntity = masterEnt;
|
||||
state.slotName = slot;
|
||||
{
|
||||
Ogre::Bone *rootBone = orderedBones[0];
|
||||
Ogre::Matrix4 rootLocal = Ogre::Matrix4::IDENTITY;
|
||||
rootLocal.makeTransform(rootBone->getInitialPosition(),
|
||||
rootBone->getInitialScale(),
|
||||
rootBone->getInitialOrientation());
|
||||
state.rootBindTransform = rootLocal;
|
||||
}
|
||||
state.boneNames.reserve(orderedBones.size());
|
||||
for (Ogre::Bone *bone : orderedBones)
|
||||
state.boneNames.push_back(bone->getName());
|
||||
state.parentIndices = parentIndices;
|
||||
|
||||
/* Ensure all bones are manually controlled. */
|
||||
for (Ogre::Bone *bone : orderedBones) {
|
||||
bone->setManuallyControlled(true);
|
||||
}
|
||||
|
||||
ragdoll->AddToPhysicsSystem(JPH::EActivation::Activate);
|
||||
|
||||
Ogre::LogManager::getSingleton().logMessage(
|
||||
"HairPhysicsSystem: created ragdoll for " + slot +
|
||||
" ('" + hairEnt->getMesh()->getName() + "', " +
|
||||
std::to_string(orderedBones.size()) + " bones, " +
|
||||
std::to_string(ragdoll->GetConstraintCount()) +
|
||||
" constraints)");
|
||||
|
||||
m_states[e.id()][slot] = std::move(state);
|
||||
}
|
||||
|
||||
void HairPhysicsSystem::destroyRagdoll(HairRagdollState &state)
|
||||
{
|
||||
if (state.ragdoll) {
|
||||
state.ragdoll->RemoveFromPhysicsSystem();
|
||||
state.ragdoll = nullptr;
|
||||
}
|
||||
state.boneNames.clear();
|
||||
state.parentIndices.clear();
|
||||
}
|
||||
|
||||
bool HairPhysicsSystem::isStateValid(const HairRagdollState &state) const
|
||||
{
|
||||
if (!state.hairEntity || state.entityId == 0 || !m_slotSystem)
|
||||
return false;
|
||||
|
||||
flecs::entity e = m_world.entity(state.entityId);
|
||||
if (!e.is_alive() || !e.has<CharacterSlotsComponent>())
|
||||
return false;
|
||||
|
||||
Ogre::Entity *current = m_slotSystem->getSlotEntity(e, state.slotName);
|
||||
return current == state.hairEntity && current->hasSkeleton();
|
||||
}
|
||||
|
||||
void HairPhysicsSystem::syncRootToHead(HairRagdollState &state)
|
||||
{
|
||||
if (!state.ragdoll || !isStateValid(state))
|
||||
return;
|
||||
|
||||
flecs::entity e = m_world.entity(state.entityId);
|
||||
const CharacterSlotsComponent &cs = e.get<CharacterSlotsComponent>();
|
||||
Ogre::Entity *masterEnt = cs.masterEntity;
|
||||
if (!masterEnt)
|
||||
return;
|
||||
|
||||
Ogre::Bone *attachBone = findAttachBone(state.hairEntity, masterEnt);
|
||||
if (!attachBone)
|
||||
return;
|
||||
|
||||
/* The root body was created at attachBone * rootBindTransform, so we
|
||||
* must keep it there each frame. */
|
||||
Ogre::Matrix4 attachBoneMat = getAttachBoneWorldMatrix(masterEnt,
|
||||
attachBone);
|
||||
Ogre::Matrix4 rootWorldMat = attachBoneMat * state.rootBindTransform;
|
||||
Ogre::Vector3 pos = rootWorldMat.getTrans();
|
||||
Ogre::Quaternion rot(rootWorldMat.linear());
|
||||
rot.normalise();
|
||||
|
||||
JPH::BodyID rootBody = state.ragdoll->GetBodyID(0);
|
||||
m_physics->setPositionAndRotation(rootBody, pos, rot, true);
|
||||
}
|
||||
|
||||
void HairPhysicsSystem::syncPhysicsToSkeleton(HairRagdollState &state)
|
||||
{
|
||||
if (!state.ragdoll || state.boneNames.empty() ||
|
||||
!isStateValid(state))
|
||||
return;
|
||||
|
||||
Ogre::SkeletonInstance *skel = state.hairEntity->getSkeleton();
|
||||
if (!skel)
|
||||
return;
|
||||
|
||||
JPH::SkeletonPose pose;
|
||||
pose.SetSkeleton(
|
||||
state.ragdoll->GetRagdollSettings()->GetSkeleton());
|
||||
state.ragdoll->GetPose(pose);
|
||||
|
||||
const JPH::SkeletonPose::Mat44Vector &jointMatrices =
|
||||
pose.GetJointMatrices();
|
||||
JPH::RVec3 rootOffset = pose.GetRootOffset();
|
||||
Ogre::Matrix4 rootOffsetMat = Ogre::Matrix4::IDENTITY;
|
||||
rootOffsetMat.makeTransform(JoltPhysics::convert(rootOffset),
|
||||
Ogre::Vector3::UNIT_SCALE,
|
||||
Ogre::Quaternion::IDENTITY);
|
||||
|
||||
/* Get the attachment transform so we can compute hair-entity-local
|
||||
* transforms for the root bone. */
|
||||
flecs::entity e = m_world.entity(state.entityId);
|
||||
const CharacterSlotsComponent &cs = e.get<CharacterSlotsComponent>();
|
||||
Ogre::Entity *masterEnt = cs.masterEntity;
|
||||
|
||||
Ogre::Bone *attachBone = findAttachBone(state.hairEntity, masterEnt);
|
||||
Ogre::Matrix4 attachBoneInv = Ogre::Matrix4::IDENTITY;
|
||||
if (attachBone) {
|
||||
Ogre::Matrix4 attachBoneMat = getAttachBoneWorldMatrix(
|
||||
masterEnt, attachBone);
|
||||
attachBoneInv = attachBoneMat.inverse();
|
||||
}
|
||||
|
||||
std::vector<Ogre::Matrix4> worldMats(state.boneNames.size());
|
||||
for (size_t i = 0; i < state.boneNames.size(); ++i)
|
||||
worldMats[i] = rootOffsetMat * joltMatrixToOgre(jointMatrices[i]);
|
||||
|
||||
for (size_t i = 0; i < state.boneNames.size(); ++i) {
|
||||
Ogre::Bone *bone = skel->getBone(state.boneNames[i]);
|
||||
if (!bone)
|
||||
continue;
|
||||
|
||||
Ogre::Matrix4 localMat;
|
||||
if (state.parentIndices[i] >= 0) {
|
||||
/* Joint transforms from Jolt are in skeleton world space;
|
||||
* Ogre bones expect parent-local space. */
|
||||
localMat = worldMats[state.parentIndices[i]].inverse() *
|
||||
worldMats[i];
|
||||
} else {
|
||||
/* Root bone is in hair-entity local space. */
|
||||
localMat = attachBoneInv * worldMats[i];
|
||||
}
|
||||
|
||||
Ogre::Vector3 pos, scl(Ogre::Vector3::UNIT_SCALE);
|
||||
Ogre::Quaternion rot;
|
||||
pos = localMat.getTrans();
|
||||
rot = Ogre::Quaternion(localMat.linear());
|
||||
rot.normalise();
|
||||
/* Extract scale from basis vectors. */
|
||||
scl.x = Ogre::Vector3(localMat[0][0], localMat[0][1],
|
||||
localMat[0][2]).length();
|
||||
scl.y = Ogre::Vector3(localMat[1][0], localMat[1][1],
|
||||
localMat[1][2]).length();
|
||||
scl.z = Ogre::Vector3(localMat[2][0], localMat[2][1],
|
||||
localMat[2][2]).length();
|
||||
|
||||
bone->setManuallyControlled(true);
|
||||
bone->setPosition(pos);
|
||||
bone->setOrientation(rot);
|
||||
bone->setScale(scl);
|
||||
}
|
||||
}
|
||||
|
||||
JPH::Mat44 HairPhysicsSystem::ogreMatrixToJolt(
|
||||
const Ogre::Matrix4 &m) const
|
||||
{
|
||||
JPH::Mat44 jm;
|
||||
for (int row = 0; row < 4; ++row) {
|
||||
for (int col = 0; col < 4; ++col) {
|
||||
jm(row, col) = m[row][col];
|
||||
}
|
||||
}
|
||||
return jm;
|
||||
}
|
||||
|
||||
Ogre::Matrix4 HairPhysicsSystem::joltMatrixToOgre(
|
||||
const JPH::Mat44 &m) const
|
||||
{
|
||||
Ogre::Matrix4 om;
|
||||
for (int row = 0; row < 4; ++row) {
|
||||
for (int col = 0; col < 4; ++col) {
|
||||
om[row][col] = m(row, col);
|
||||
}
|
||||
}
|
||||
return om;
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
#ifndef EDITSCENE_HAIRPHYSICSSYSTEM_HPP
|
||||
#define EDITSCENE_HAIRPHYSICSSYSTEM_HPP
|
||||
#pragma once
|
||||
|
||||
#include <flecs.h>
|
||||
#include <Ogre.h>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include "../physics/physics.h"
|
||||
|
||||
#include <Jolt/Physics/Ragdoll/Ragdoll.h>
|
||||
#include <Jolt/Skeleton/Skeleton.h>
|
||||
|
||||
class CharacterSlotSystem;
|
||||
|
||||
/**
|
||||
* System that creates and updates Jolt Physics ragdolls for hair parts
|
||||
* with their own skeleton. Replaces the previous animation-tree-based
|
||||
* hair animation.
|
||||
*/
|
||||
class HairPhysicsSystem {
|
||||
public:
|
||||
HairPhysicsSystem(flecs::world &world, Ogre::SceneManager *sceneMgr,
|
||||
JoltPhysicsWrapper *physics,
|
||||
CharacterSlotSystem *slotSystem);
|
||||
~HairPhysicsSystem();
|
||||
|
||||
void initialize();
|
||||
|
||||
/** Call before physics step to sync root bodies to head transforms. */
|
||||
void prePhysicsUpdate();
|
||||
|
||||
/** Call after physics step to read poses back to Ogre skeletons. */
|
||||
void postPhysicsUpdate();
|
||||
|
||||
private:
|
||||
struct HairRagdollState {
|
||||
JPH::Ref<JPH::Ragdoll> ragdoll;
|
||||
flecs::entity_t entityId = 0;
|
||||
Ogre::Entity *hairEntity = nullptr;
|
||||
Ogre::Entity *masterEntity = nullptr;
|
||||
Ogre::String slotName;
|
||||
std::vector<Ogre::String> boneNames;
|
||||
std::vector<int> parentIndices;
|
||||
Ogre::Matrix4 rootBindTransform = Ogre::Matrix4::IDENTITY;
|
||||
};
|
||||
|
||||
void createRagdoll(flecs::entity e, const Ogre::String &slot,
|
||||
Ogre::Entity *hairEnt, Ogre::Entity *masterEnt);
|
||||
void destroyRagdoll(HairRagdollState &state);
|
||||
void syncRootToHead(HairRagdollState &state);
|
||||
void syncPhysicsToSkeleton(HairRagdollState &state);
|
||||
bool isStateValid(const HairRagdollState &state) const;
|
||||
|
||||
/* Helpers */
|
||||
JPH::Mat44 ogreMatrixToJolt(const Ogre::Matrix4 &m) const;
|
||||
Ogre::Matrix4 joltMatrixToOgre(const JPH::Mat44 &m) const;
|
||||
|
||||
flecs::world &m_world;
|
||||
Ogre::SceneManager *m_sceneMgr;
|
||||
JoltPhysicsWrapper *m_physics;
|
||||
CharacterSlotSystem *m_slotSystem;
|
||||
bool m_initialized = false;
|
||||
|
||||
/* Per-entity per-slot ragdoll states */
|
||||
std::unordered_map<
|
||||
flecs::entity_t,
|
||||
std::unordered_map<Ogre::String, HairRagdollState> >
|
||||
m_states;
|
||||
|
||||
static uint32_t s_nextCollisionGroup;
|
||||
};
|
||||
|
||||
#endif // EDITSCENE_HAIRPHYSICSSYSTEM_HPP
|
||||
@@ -2150,6 +2150,15 @@ nlohmann::json SceneSerializer::serializeCharacter(flecs::entity entity)
|
||||
json["offset"] = { cc.offset.x, cc.offset.y, cc.offset.z };
|
||||
json["linearVelocity"] = { cc.linearVelocity.x, cc.linearVelocity.y,
|
||||
cc.linearVelocity.z };
|
||||
json["headRadius"] = cc.headRadius;
|
||||
json["headOffsetY"] = cc.headOffsetY;
|
||||
json["headBoneName"] = cc.headBoneName;
|
||||
json["chestHalfExtents"] = {
|
||||
cc.chestHalfExtents.x, cc.chestHalfExtents.y,
|
||||
cc.chestHalfExtents.z
|
||||
};
|
||||
json["chestOffsetY"] = cc.chestOffsetY;
|
||||
json["chestBoneName"] = cc.chestBoneName;
|
||||
|
||||
return json;
|
||||
}
|
||||
@@ -2175,6 +2184,22 @@ void SceneSerializer::deserializeCharacter(flecs::entity entity,
|
||||
json["linearVelocity"][1].get<float>(),
|
||||
json["linearVelocity"][2].get<float>());
|
||||
}
|
||||
cc.headRadius = json.value("headRadius", 0.13f);
|
||||
cc.headOffsetY = json.value("headOffsetY", 0.0f);
|
||||
cc.headBoneName = json.value("headBoneName", Ogre::String("mixamorig:Head"));
|
||||
if (json.contains("chestHalfExtents") &&
|
||||
json["chestHalfExtents"].is_array() &&
|
||||
json["chestHalfExtents"].size() >= 3) {
|
||||
cc.chestHalfExtents = Ogre::Vector3(
|
||||
json["chestHalfExtents"][0].get<float>(),
|
||||
json["chestHalfExtents"][1].get<float>(),
|
||||
json["chestHalfExtents"][2].get<float>());
|
||||
} else if (json.contains("chestRadius")) {
|
||||
float r = json.value("chestRadius", 0.25f);
|
||||
cc.chestHalfExtents = Ogre::Vector3(r, r, r);
|
||||
}
|
||||
cc.chestOffsetY = json.value("chestOffsetY", 0.0f);
|
||||
cc.chestBoneName = json.value("chestBoneName", Ogre::String("mixamorig:Spine2"));
|
||||
cc.dirty = true;
|
||||
entity.set<CharacterComponent>(cc);
|
||||
}
|
||||
@@ -2195,6 +2220,11 @@ void SceneSerializer::deserializeCharacterIdentity(flecs::entity entity,
|
||||
entity.set<CharacterIdentityComponent>(ci);
|
||||
}
|
||||
|
||||
/* Forward declarations for AnimationTreeNode serialization */
|
||||
static nlohmann::json serializeAnimationTreeNode(const AnimationTreeNode &node);
|
||||
static void deserializeAnimationTreeNode(AnimationTreeNode &node,
|
||||
const nlohmann::json &json);
|
||||
|
||||
nlohmann::json SceneSerializer::serializeCharacterSlots(flecs::entity entity)
|
||||
{
|
||||
auto &cs = entity.get<CharacterSlotsComponent>();
|
||||
@@ -2217,6 +2247,7 @@ nlohmann::json SceneSerializer::serializeCharacterSlots(flecs::entity entity)
|
||||
}
|
||||
json["slotSelections"] = selections;
|
||||
|
||||
|
||||
// Serialize front axis
|
||||
json["frontAxis"] = { cs.frontAxis.x, cs.frontAxis.y, cs.frontAxis.z };
|
||||
|
||||
@@ -2269,6 +2300,7 @@ void SceneSerializer::deserializeCharacterSlots(flecs::entity entity,
|
||||
cs.frontAxis.normalise();
|
||||
}
|
||||
|
||||
|
||||
cs.dirty = true;
|
||||
entity.set<CharacterSlotsComponent>(cs);
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "CharacterEditor.hpp"
|
||||
#include <imgui.h>
|
||||
#include <cstring>
|
||||
|
||||
bool CharacterEditor::renderComponent(flecs::entity entity,
|
||||
CharacterComponent &cc)
|
||||
@@ -25,6 +26,61 @@ bool CharacterEditor::renderComponent(flecs::entity entity,
|
||||
ImGui::TextDisabled("Total: %.2f m",
|
||||
cc.getTotalHeight());
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Head Collider");
|
||||
if (ImGui::DragFloat("Head Radius##Character",
|
||||
&cc.headRadius, 0.01f, 0.0f, 2.0f,
|
||||
"%.2f")) {
|
||||
modified = true;
|
||||
}
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("0 = default (0.13)");
|
||||
if (ImGui::DragFloat("Head Offset Y##Character",
|
||||
&cc.headOffsetY, 0.01f, 0.0f, 5.0f,
|
||||
"%.2f")) {
|
||||
modified = true;
|
||||
}
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("0 = default (totalHeight - headRadius)");
|
||||
|
||||
char headBoneBuf[64];
|
||||
std::strncpy(headBoneBuf, cc.headBoneName.c_str(), sizeof(headBoneBuf));
|
||||
headBoneBuf[sizeof(headBoneBuf) - 1] = '\0';
|
||||
if (ImGui::InputText("Head Bone##Character", headBoneBuf,
|
||||
sizeof(headBoneBuf))) {
|
||||
cc.headBoneName = headBoneBuf;
|
||||
modified = true;
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Chest Collider");
|
||||
float che[3] = { cc.chestHalfExtents.x, cc.chestHalfExtents.y,
|
||||
cc.chestHalfExtents.z };
|
||||
if (ImGui::InputFloat3("Chest Half Extents##Character", che,
|
||||
"%.2f")) {
|
||||
cc.chestHalfExtents = Ogre::Vector3(che[0], che[1], che[2]);
|
||||
modified = true;
|
||||
}
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Set any axis to 0 to disable");
|
||||
if (ImGui::DragFloat("Chest Offset Y##Character",
|
||||
&cc.chestOffsetY, 0.01f, -2.0f, 2.0f,
|
||||
"%.2f")) {
|
||||
modified = true;
|
||||
}
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Vertical offset along world Y");
|
||||
|
||||
char chestBoneBuf[64];
|
||||
std::strncpy(chestBoneBuf, cc.chestBoneName.c_str(),
|
||||
sizeof(chestBoneBuf));
|
||||
chestBoneBuf[sizeof(chestBoneBuf) - 1] = '\0';
|
||||
if (ImGui::InputText("Chest Bone##Character", chestBoneBuf,
|
||||
sizeof(chestBoneBuf))) {
|
||||
cc.chestBoneName = chestBoneBuf;
|
||||
modified = true;
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Offset");
|
||||
float off[3] = { cc.offset.x, cc.offset.y, cc.offset.z };
|
||||
|
||||
@@ -221,61 +221,65 @@ bool CharacterSlotsEditor::renderComponent(flecs::entity entity,
|
||||
}
|
||||
} else {
|
||||
/* Layer 0 combo (base meshes like hair) */
|
||||
std::vector<Ogre::String> layer0Meshes =
|
||||
CharacterSlotSystem::
|
||||
getMeshesForLayer(
|
||||
currentAge,
|
||||
cs.sex, slot,
|
||||
0);
|
||||
if (!layer0Meshes.empty()) {
|
||||
Ogre::String l0Preview = "auto";
|
||||
if (!sel.layer0Mesh.empty() &&
|
||||
sel.layer0Mesh != "none")
|
||||
l0Preview = CharacterSlotSystem::
|
||||
getMeshLabel(
|
||||
/* Hair slot always uses auto stub; no base editing */
|
||||
if (slot != "hair") {
|
||||
std::vector<Ogre::String> layer0Meshes =
|
||||
CharacterSlotSystem::
|
||||
getMeshesForLayer(
|
||||
currentAge,
|
||||
cs.sex,
|
||||
slot,
|
||||
sel.layer0Mesh);
|
||||
if (ImGui::BeginCombo(
|
||||
"Base (Layer 0)",
|
||||
l0Preview.c_str())) {
|
||||
if (ImGui::Selectable(
|
||||
"auto",
|
||||
sel.layer0Mesh.empty() ||
|
||||
sel.layer0Mesh ==
|
||||
"none")) {
|
||||
sel.layer0Mesh =
|
||||
"none";
|
||||
modified = true;
|
||||
cs.dirty = true;
|
||||
}
|
||||
for (const auto &m :
|
||||
layer0Meshes) {
|
||||
Ogre::String label = CharacterSlotSystem::
|
||||
cs.sex, slot,
|
||||
0);
|
||||
if (!layer0Meshes.empty()) {
|
||||
Ogre::String l0Preview = "auto";
|
||||
if (!sel.layer0Mesh.empty() &&
|
||||
sel.layer0Mesh != "none")
|
||||
l0Preview = CharacterSlotSystem::
|
||||
getMeshLabel(
|
||||
currentAge,
|
||||
cs.sex,
|
||||
slot,
|
||||
m);
|
||||
bool isSelected =
|
||||
(sel.layer0Mesh ==
|
||||
m);
|
||||
sel.layer0Mesh);
|
||||
if (ImGui::BeginCombo(
|
||||
"Base (Layer 0)",
|
||||
l0Preview.c_str())) {
|
||||
if (ImGui::Selectable(
|
||||
label.c_str(),
|
||||
isSelected)) {
|
||||
"auto",
|
||||
sel.layer0Mesh.empty() ||
|
||||
sel.layer0Mesh ==
|
||||
"none")) {
|
||||
sel.layer0Mesh =
|
||||
m;
|
||||
modified =
|
||||
true;
|
||||
cs.dirty =
|
||||
true;
|
||||
"none";
|
||||
modified = true;
|
||||
cs.dirty = true;
|
||||
}
|
||||
for (const auto &m :
|
||||
layer0Meshes) {
|
||||
Ogre::String label = CharacterSlotSystem::
|
||||
getMeshLabel(
|
||||
currentAge,
|
||||
cs.sex,
|
||||
slot,
|
||||
m);
|
||||
bool isSelected =
|
||||
(sel.layer0Mesh ==
|
||||
m);
|
||||
if (ImGui::Selectable(
|
||||
label.c_str(),
|
||||
isSelected)) {
|
||||
sel.layer0Mesh =
|
||||
m;
|
||||
modified =
|
||||
true;
|
||||
cs.dirty =
|
||||
true;
|
||||
}
|
||||
}
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
} else {
|
||||
ImGui::TextDisabled("Base: auto (stub hair)");
|
||||
}
|
||||
|
||||
/* Layer 1 combo */
|
||||
std::vector<Ogre::String> layer1Meshes =
|
||||
CharacterSlotSystem::
|
||||
|
||||
+23
-11
@@ -232,22 +232,34 @@ struct GUIListener : public Ogre::RenderTargetListener {
|
||||
float width = size.x;
|
||||
float height = size.y;
|
||||
Ogre::Camera *camera = ECS::get<Camera>().mCamera;
|
||||
// 1. Convert to camera space
|
||||
// 1. Convert to camera space (OGRE camera looks down -Z)
|
||||
Ogre::Vector3 eyeSpacePoint =
|
||||
camera->getViewMatrix() * worldPoint;
|
||||
|
||||
// 2. Project to clip space
|
||||
Ogre::Vector3 clipSpacePoint =
|
||||
camera->getProjectionMatrix() * eyeSpacePoint;
|
||||
if (clipSpacePoint.z < 0.0f)
|
||||
if (eyeSpacePoint.z >= 0.0f)
|
||||
return Ogre::Vector2(-1, -1);
|
||||
|
||||
// 3. Convert from clip space (-1 to 1) to screen space (0 to 1)
|
||||
// Note: Y is usually flipped in API screen coordinates compared to projection
|
||||
float screenX = (clipSpacePoint.x / 2.0f) + 0.5f;
|
||||
float screenY = 1.0f - ((clipSpacePoint.y / 2.0f) + 0.5f);
|
||||
// 2. Project to homogeneous clip space using Vector4 to preserve W
|
||||
Ogre::Vector4 clipSpacePoint =
|
||||
camera->getProjectionMatrix() *
|
||||
Ogre::Vector4(eyeSpacePoint.x, eyeSpacePoint.y,
|
||||
eyeSpacePoint.z, 1.0f);
|
||||
if (clipSpacePoint.w <= 0.0f)
|
||||
return Ogre::Vector2(-1, -1);
|
||||
|
||||
// 4. Map to actual pixel dimensions
|
||||
// 3. Perspective divide to get NDC [-1, 1]
|
||||
float ndcX = clipSpacePoint.x / clipSpacePoint.w;
|
||||
float ndcY = clipSpacePoint.y / clipSpacePoint.w;
|
||||
|
||||
// 4. Convert NDC to screen space [0, 1], flipping Y for ImGui
|
||||
float screenX = (ndcX * 0.5f) + 0.5f;
|
||||
float screenY = 1.0f - ((ndcY * 0.5f) + 0.5f);
|
||||
|
||||
// 5. Reject if outside viewport bounds
|
||||
if (screenX < 0.0f || screenX > 1.0f ||
|
||||
screenY < 0.0f || screenY > 1.0f)
|
||||
return Ogre::Vector2(-1, -1);
|
||||
|
||||
// 6. Map to actual pixel dimensions
|
||||
return Ogre::Vector2(screenX * width, screenY * height);
|
||||
}
|
||||
void preview(const Ogre::RenderTargetViewportEvent &evt)
|
||||
|
||||
Reference in New Issue
Block a user