This commit is contained in:
4sval 2023-01-25 00:04:53 +01:00
parent abab1e427e
commit e96a3b6d4d
8 changed files with 82 additions and 71 deletions

View File

@ -84,6 +84,14 @@ public partial class MainWindow
// await _threadWorkerView.Begin(cancellationToken =>
// _applicationView.CUE4Parse.Extract(cancellationToken,
// "FortniteGame/Content/Animation/Game/MainPlayer/Emotes/Acrobatic_Superhero/Emote_AcrobaticSuperhero_CMM.uasset"));
#endif
#if DEBUG
// await _threadWorkerView.Begin(cancellationToken =>
// _applicationView.CUE4Parse.Extract(cancellationToken,
// "Hk_project/Content/Character/Drone/Mesh/SKM_Drone.uasset"));
// await _threadWorkerView.Begin(cancellationToken =>
// _applicationView.CUE4Parse.Extract(cancellationToken,
// "Hk_project/Content/Animation/DRONE/B12_TestSpin360.uasset"));
#endif
}

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@ -12,12 +12,12 @@ layout (location = 9) in mat4 vInstanceMatrix;
layout (location = 13) in vec3 vMorphTargetPos;
layout (location = 14) in vec3 vMorphTargetTangent;
const int MAX_BONES = 140;
//const int MAX_BONES = 140;
uniform mat4 uView;
uniform mat4 uProjection;
uniform float uMorphTime;
uniform mat4 uFinalBonesMatrix[MAX_BONES];
//uniform mat4 uFinalBonesMatrix[MAX_BONES];
out vec3 fPos;
out vec3 fNormal;
@ -29,23 +29,28 @@ out vec4 fColor;
void main()
{
vec4 bindPos = vec4(mix(vPos, vMorphTargetPos, uMorphTime), 1.0);
vec3 tangent = mix(vTangent, vMorphTargetTangent, uMorphTime);
vec4 bindNormal = vec4(vNormal, 1.0);
vec4 bindTangent = vec4(mix(vTangent, vMorphTargetTangent, uMorphTime), 1.0);
vec4 finalPos = vec4(0.0);
vec4 weights = normalize(vBoneWeights);
for(int i = 0 ; i < 4; i++)
{
int boneIndex = int(vBoneIds[i]);
if(boneIndex < 0) break;
finalPos += inverse(uFinalBonesMatrix[boneIndex]) * bindPos * weights[i];
}
// vec4 finalPos = vec4(0.0);
// vec4 finalNormal = vec4(0.0);
// vec4 finalTangent = vec4(0.0);
// vec4 weights = normalize(vBoneWeights);
// for(int i = 0 ; i < 4; i++)
// {
// int boneIndex = int(vBoneIds[i]);
// if(boneIndex < 0) break;
//
// finalPos += uFinalBonesMatrix[boneIndex] * bindPos * weights[i];
// finalNormal += uFinalBonesMatrix[boneIndex] * bindNormal * weights[i];
// finalTangent += uFinalBonesMatrix[boneIndex] * bindTangent * weights[i];
// }
gl_Position = uProjection * uView * vInstanceMatrix * bindPos;
fPos = vec3(vInstanceMatrix * bindPos);
fNormal = mat3(transpose(inverse(vInstanceMatrix))) * vNormal;
fTangent = mat3(transpose(inverse(vInstanceMatrix))) * tangent;
fNormal = vec3(transpose(inverse(vInstanceMatrix)) * bindNormal);
fTangent = vec3(transpose(inverse(vInstanceMatrix)) * bindTangent);
fTexCoords = vTexCoords;
fTexLayer = vTexLayer;
fColor = vColor;

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@ -28,6 +28,7 @@ public abstract class Light : IDisposable
1f, 1f, 0f,
1f, -1f, 0
};
public string Name;
public readonly FGuid Model;
public readonly Texture Icon;
public Transform Transform;

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@ -1,8 +1,6 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using CUE4Parse_Conversion.Animations;
using CUE4Parse.UE4.Assets.Exports.Animation;
using CUE4Parse.UE4.Objects.Core.Math;
namespace FModel.Views.Snooper.Models.Animations;
@ -10,53 +8,45 @@ namespace FModel.Views.Snooper.Models.Animations;
public class Animation : IDisposable
{
public int CurrentTime;
public float DeltaTime;
public CAnimSet CurrentAnimation;
public readonly int MaxTime;
public readonly Transform[][] BoneTransforms;
public Animation(CAnimSet anim)
public Animation(Skeleton skeleton, CAnimSet anim)
{
CurrentTime = 1;
CurrentAnimation = anim;
}
CurrentTime = 0;
public Dictionary<int, Transform> CalculateBoneTransform(FMeshBoneInfo[] boneInfos, Dictionary<int, Transform> bonesTransformByIndex)
{
var ret = new Dictionary<int, Transform>();
var sequence = CurrentAnimation.Sequences[0];
for (int boneIndex = 0; boneIndex < boneInfos.Length; boneIndex++)
var sequence = anim.Sequences[0];
MaxTime = sequence.NumFrames - 1;
BoneTransforms = new Transform[skeleton.BonesTransformByIndex.Count][];
for (var boneIndex = 0; boneIndex < BoneTransforms.Length; boneIndex++)
{
var boneOrientation = FQuat.Identity;
var bonePosition = FVector.ZeroVector;
var boneScale = FVector.OneVector;
sequence.Tracks[boneIndex].GetBonePosition(CurrentTime, sequence.NumFrames, false, ref bonePosition, ref boneOrientation);
if (CurrentTime < sequence.Tracks[boneIndex].KeyScale.Length)
boneScale = sequence.Tracks[boneIndex].KeyScale[CurrentTime];
var parentIndex = skeleton.ReferenceSkeleton.FinalRefBoneInfo[boneIndex].ParentIndex;
if (!skeleton.BonesTransformByIndex.TryGetValue(boneIndex, out var originalTransform))
throw new ArgumentNullException("no transform for bone " + boneIndex);
if (!bonesTransformByIndex.TryGetValue(boneIndex, out var originalTransform))
originalTransform = new Transform { Relation = Matrix4x4.Identity };
var boneOrientation = originalTransform.Rotation;
var bonePosition = originalTransform.Position;
var boneScale = originalTransform.Scale;
if (!ret.TryGetValue(boneInfos[boneIndex].ParentIndex, out var parentTransform))
parentTransform = new Transform { Relation = Matrix4x4.Identity };
else boneOrientation.Conjugate();
var boneTransform = new Transform
BoneTransforms[boneIndex] = new Transform[sequence.NumFrames];
for (var frame = 0; frame < BoneTransforms[boneIndex].Length; frame++)
{
Relation = parentTransform.Matrix,
Rotation = boneOrientation * originalTransform.Rotation * FQuat.Conjugate(boneOrientation),
Position = bonePosition * Constants.SCALE_DOWN_RATIO,
Scale = boneScale
};
sequence.Tracks[boneIndex].GetBonePosition(frame, sequence.NumFrames, false, ref bonePosition, ref boneOrientation);
if (CurrentTime < sequence.Tracks[boneIndex].KeyScale.Length)
boneScale = sequence.Tracks[boneIndex].KeyScale[CurrentTime];
// boneTransform.Rotation = originalTransform.Rotation * FQuat.Conjugate(originalTransform.Rotation) * parentTransform.Rotation
boneTransform.Position -= boneTransform.Position - originalTransform.Position;
boneOrientation.W *= -1;
bonePosition *= Constants.SCALE_DOWN_RATIO;
// boneTransform.Rotation = originalTransform.Rotation * (boneTransform.Rotation * FQuat.Conjugate(originalTransform.Rotation));
// boneTransform.Position = originalTransform.Position + (boneTransform.Position - originalTransform.Position);
ret[boneIndex] = boneTransform;
BoneTransforms[boneIndex][frame] = new Transform
{
Relation = parentIndex >= 0 ? BoneTransforms[parentIndex][frame].Matrix : originalTransform.Relation,
Rotation = boneOrientation,
Position = bonePosition,
Scale = boneScale
};
}
}
return ret;
}
public void Dispose()

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@ -13,8 +13,7 @@ public class Skeleton : IDisposable
public readonly USkeleton UnrealSkeleton;
public readonly FReferenceSkeleton ReferenceSkeleton;
public readonly Dictionary<string, int> BonesIndexByName;
public Dictionary<int, Transform> BonesTransformByIndex;
public Dictionary<int, Transform> AnimBonesTransformByIndex;
public readonly Dictionary<int, Transform> BonesTransformByIndex;
public readonly bool IsLoaded;
public Animation Anim;
@ -23,7 +22,6 @@ public class Skeleton : IDisposable
{
BonesIndexByName = new Dictionary<string, int>();
BonesTransformByIndex = new Dictionary<int, Transform>();
AnimBonesTransformByIndex = new Dictionary<int, Transform>();
}
public Skeleton(FPackageIndex package, FReferenceSkeleton referenceSkeleton, Transform transform) : this()
@ -32,14 +30,21 @@ public class Skeleton : IDisposable
IsLoaded = UnrealSkeleton != null;
if (!IsLoaded) return;
ReferenceSkeleton = referenceSkeleton ?? UnrealSkeleton.ReferenceSkeleton;
ReferenceSkeleton = UnrealSkeleton.ReferenceSkeleton;
foreach ((var name, var boneIndex) in ReferenceSkeleton.FinalNameToIndexMap)
{
if (!referenceSkeleton.FinalNameToIndexMap.TryGetValue(name, out var newBoneIndex))
continue;
ReferenceSkeleton.FinalRefBonePose[boneIndex] = referenceSkeleton.FinalRefBonePose[newBoneIndex];
}
BonesIndexByName = ReferenceSkeleton.FinalNameToIndexMap;
UpdateBoneMatrices(transform.Matrix);
}
public void SetAnimation(CAnimSet anim)
{
Anim = new Animation(anim);
Anim = new Animation(this, anim);
}
public void UpdateBoneMatrices(Matrix4x4 matrix)
@ -64,17 +69,16 @@ public class Skeleton : IDisposable
parentTransform = new Transform { Relation = matrix };
boneTransform.Relation = parentTransform.Matrix;
BonesTransformByIndex[boneIndex] = AnimBonesTransformByIndex[boneIndex] = boneTransform;
BonesTransformByIndex[boneIndex] = boneTransform;
}
}
public void SetUniform(Shader shader)
{
if (!IsLoaded || Anim == null) return;
AnimBonesTransformByIndex = Anim.CalculateBoneTransform(ReferenceSkeleton.FinalRefBoneInfo, BonesTransformByIndex);
foreach ((int boneIndex, Transform boneTransform) in AnimBonesTransformByIndex)
for (int boneIndex = 0; boneIndex < Anim.BoneTransforms.Length; boneIndex++)
{
shader.SetUniform($"uFinalBonesMatrix[{boneIndex}]", boneTransform.Matrix);
shader.SetUniform($"uFinalBonesMatrix[{boneIndex}]", Anim.BoneTransforms[boneIndex][Anim.CurrentTime].Matrix);
}
}

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@ -230,10 +230,13 @@ public class Model : IDisposable
public void UpdateMatrices(Options options)
{
UpdateMatrices();
for (int i = 0; i < options.Lights.Count; i++)
if (HasSkeleton && Skeleton.Anim != null)
{
options.Lights[i].Transform = Skeleton.AnimBonesTransformByIndex[i];
options.Lights[i].UpdateMatrices();
for (int i = 0; i < options.Lights.Count; i++)
{
options.Lights[i].Transform = Skeleton.Anim.BoneTransforms[i][Skeleton.Anim.CurrentTime];
options.Lights[i].UpdateMatrices();
}
}
foreach (var socket in Sockets)

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@ -178,10 +178,12 @@ public class Renderer : IDisposable
if (Options.Models.ContainsKey(guid) || !original.TryConvert(out var mesh)) return;
Options.Models[guid] = new Model(original, mesh);
foreach (var transform in Options.Models[guid].Skeleton.BonesTransformByIndex.Values)
foreach ((var name, var index) in Options.Models[guid].Skeleton.BonesIndexByName)
{
if (!Options.Models[guid].Skeleton.BonesTransformByIndex.TryGetValue(index, out var transform)) continue;
Options.Lights.Add(
new PointLight(guid, Options.Icons["pointlight"], original, original, transform));
new PointLight(guid, Options.Icons["pointlight"], original, original, transform) { Name = name});
}
Options.SelectModel(guid);
SetupCamera(Options.Models[guid].Box);

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@ -159,9 +159,7 @@ public class SnimGui
for (int i = 0; i < s.Renderer.Options.Lights.Count; i++)
{
var light = s.Renderer.Options.Lights[i];
var id = s.Renderer.Options.TryGetModel(light.Model, out var lightModel) ? lightModel.Name : "None";
id += $"##{i}";
var id = $"{light.Name}##{i}";
if (ImGui.TreeNode(id) && ImGui.BeginTable(id, 2))
{
s.Renderer.Options.SelectModel(light.Model);
@ -448,7 +446,7 @@ Snooper aims to give an accurate preview of models, materials, skeletal animatio
{
if (model.Skeleton.Anim != null)
{
ImGui.DragInt("Time", ref model.Skeleton.Anim.CurrentTime, 1, 0, 110);
ImGui.DragInt("Time", ref model.Skeleton.Anim.CurrentTime, 1, 0, model.Skeleton.Anim.MaxTime);
}
Layout("Skeleton");ImGui.Text($" : {model.Skeleton.UnrealSkeleton.Name}");
Layout("Bones");ImGui.Text($" : x{model.Skeleton.UnrealSkeleton.BoneTree.Length}");