// @TODO - change this delivering directly command list from the renderer after implementing overall rendering system public void SkeletonDebugDrawing(SharpDX.Direct3D12.GraphicsCommandList commandList, Boolean bDebugDraw = true) { // @TODO - temporary to check if animation is working H1SkeletalMeshComponent skeletalMeshComponent = H1Global <H1World> .Instance.PersistentLevel.GetActor(0).GetActorComponent <H1SkeletalMeshComponent>(); List <H1AnimInstance.InterpolatedLocalTransform> interpolatedLocalTransforms = new List <H1AnimInstance.InterpolatedLocalTransform>(); for (Int32 boneIndex = 0; boneIndex < m_Skeleton.RefSkeleton.RefBoneInfoList.Count; ++boneIndex) { H1AnimInstance.InterpolatedLocalTransform interpolatedLocalTransform = new H1AnimInstance.InterpolatedLocalTransform(); H1MeshBoneInfo meshBoneInfo = m_Skeleton.RefSkeleton.RefBoneInfoList[boneIndex]; interpolatedLocalTransform.BoneName = meshBoneInfo.Name; interpolatedLocalTransform.LocalTransform = m_Skeleton.RefSkeleton.RefBoneBases[boneIndex]; interpolatedLocalTransforms.Add(interpolatedLocalTransform); } // extract interpolated local transforms skeletalMeshComponent.AnimScriptInstance.ExtractInterpolatedLocalTransform(0.0f, ref interpolatedLocalTransforms); H1Transform[] globalTransforms = new H1Transform[m_Skeleton.RefSkeleton.RefBoneBases.Count]; // tracking only upper parent index by one Int32[] transformParentIndices = new Int32[m_Skeleton.RefSkeleton.RefBoneBases.Count]; for (Int32 boneIndex = 0; boneIndex < m_Skeleton.RefSkeleton.RefBoneInfoList.Count; ++boneIndex) { H1MeshBoneInfo meshBoneInfo = m_Skeleton.RefSkeleton.RefBoneInfoList[boneIndex]; //H1Transform localTransform = m_Skeleton.RefSkeleton.RefBoneBases[boneIndex]; H1Transform localTransform = interpolatedLocalTransforms[boneIndex].LocalTransform; // extract parent locals List <H1Transform> parentLocalTransforms = new List <H1Transform>(); H1MeshBoneInfo currMeshBoneInfo = meshBoneInfo; while (currMeshBoneInfo.ParentIndex != -1) { //parentLocalTransforms.Add(m_Skeleton.RefSkeleton.RefBoneBases[currMeshBoneInfo.ParentIndex]); parentLocalTransforms.Add(interpolatedLocalTransforms[currMeshBoneInfo.ParentIndex].LocalTransform); currMeshBoneInfo = m_Skeleton.RefSkeleton.RefBoneInfoList[currMeshBoneInfo.ParentIndex]; } // generate global transform for current bone space // 1. start to transform current local transformation matrix Matrix globalTransformMtx = localTransform.Transformation; // 2. from curr bone space to root space by going up to each parent node space for (Int32 index = 0; index < parentLocalTransforms.Count; ++index) { Matrix parentLocalTransformMtx = parentLocalTransforms[index].Transformation; globalTransformMtx = Matrix.Multiply(globalTransformMtx, parentLocalTransformMtx); } // decompose global matrix and generate H1Transform Vector3 translation; Vector3 scale; Quaternion rotate; globalTransformMtx.Decompose(out scale, out rotate, out translation); H1Transform globalTransform = new H1Transform(); globalTransform.Translation = translation; globalTransform.Scaling = scale; globalTransform.Rotation = rotate; globalTransforms[boneIndex] = globalTransform; transformParentIndices[boneIndex] = meshBoneInfo.ParentIndex; } // set bone matrices Int32 currGlobalBoneIndex = 0; foreach (H1Transform boneTransform in globalTransforms) { // @TODO - temporary scaling to match when we importing vertices in H1AssimpImporter //boneTransform.Scaling = boneTransform.Scaling * 0.01f; // get global offset matrices Matrix globalOffsetMatrix = m_Skeleton.RefSkeleton.RefOffsetBases[currGlobalBoneIndex].Transformation; // pass multiplied global offset matrices and animated global matrices H1Global <H1ManagedRenderer> .Instance.SetBoneMatrix(currGlobalBoneIndex, Matrix.Multiply(globalOffsetMatrix, boneTransform.Transformation)); currGlobalBoneIndex++; } // when debug draw is enabled if (bDebugDraw == true) { for (Int32 boneIndex = 0; boneIndex < globalTransforms.Count(); ++boneIndex) { Int32 parentIndex = transformParentIndices[boneIndex]; if (parentIndex < 0) { continue; } H1Transform parentBoneTransform = globalTransforms[parentIndex]; H1Transform boneTransform = globalTransforms[boneIndex]; Vector3 parentLoc = parentBoneTransform.Translation * 0.005f; Vector3 currLoc = boneTransform.Translation * 0.005f; float length = (currLoc - parentLoc).Length(); if (length < 0.001f) { continue; } Vector3 zAxis = Vector3.Normalize(currLoc - parentLoc); Matrix pitchMtx = Matrix.RotationYawPitchRoll(0, 0.1f, 0); Vector4 rotatedZAxis = Vector3.Transform(zAxis, pitchMtx); rotatedZAxis /= rotatedZAxis.W; Vector3 yAxis = Vector3.Normalize(Vector3.Cross(zAxis, Vector3.Normalize(new Vector3(rotatedZAxis.X, rotatedZAxis.Y, rotatedZAxis.Z)))); Vector3 xAxis = Vector3.Normalize(Vector3.Cross(zAxis, yAxis)); //H1RenderUtils.DrawCapsule(commandList, parentLoc, xAxis, yAxis, zAxis, 0.03f, length / 2.0f, 16); H1RenderUtils.DrawDashedLine(commandList, parentLoc, currLoc, 2.0f); //H1RenderUtils.DrawWireStar(commandList, currLoc, 0.03f); } } }