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UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_WheelHandler.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphRuntimePrivatePCH.h"
#include "AnimationRuntime.h"
#include "BoneControllers/AnimNode_WheelHandler.h"
#include "GameFramework/WheeledVehicle.h"
#include "Vehicles/WheeledVehicleMovementComponent.h"
#include "Vehicles/VehicleWheel.h"
/////////////////////////////////////////////////////
// FAnimNode_WheelHandler
FAnimNode_WheelHandler::FAnimNode_WheelHandler()
{
}
void FAnimNode_WheelHandler::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += "(";
AddDebugNodeData(DebugLine);
DebugLine += ")";
DebugData.AddDebugItem(DebugLine);
for(const auto & WheelSim : WheelSimulators)
{
if (WheelSim.BoneReference.BoneIndex != INDEX_NONE)
{
DebugLine = FString::Printf(TEXT(" [Wheel Index : %d] Bone: %s , Rotation Offset : %s, Location Offset : %s"),
WheelSim.WheelIndex, *WheelSim.BoneReference.BoneName.ToString(), *WheelSim.RotOffset.ToString(), *WheelSim.LocOffset.ToString());
}
else
{
DebugLine = FString::Printf(TEXT(" [Wheel Index : %d] Bone: %s (invalid bone)"),
WheelSim.WheelIndex, *WheelSim.BoneReference.BoneName.ToString());
}
DebugData.AddDebugItem(DebugLine);
}
ComponentPose.GatherDebugData(DebugData);
}
Added FCompactPose, contains only the bone transforms needed by RequiredBones. Allows us to do animation evaluation without having to refer to required bones array all the time API Breaking Changes Removed Functions: FA2CSPose::SafeSetCSBoneTransforms FA2CSPose::LocalBlendCSBoneTransforms Member Type Changes: - int32 -> FCompactPoseBoneIndex --- FBoneTransform::BoneIndex --- FABRIKChainLink::BoneIndex - FA2CSPose -> FCSPose<FCompactPose> --- FAnimNode_SkeletalControlBase::ForwardedPose --- FComponentSpacePoseContext::Pose - FA2Pose -> FCompactPose --- FSlotEvaluationPose::Pose --- FAnimNode_TransitionPoseEvaluator::CachedPose --- FAnimNode_SaveCachedPose::CachedPose --- FPoseContext::Pose Paramater Changes: - FA2Pose& -> FCompactPose& --- UAnimSingleNodeInstance::InternalBlendSpaceEvaluatePose (FA2Pose& Pose -> FCompactPose&) --- UAnimInstance::SequenceEvaluatePose --- UAnimInstance::BlendSequences --- UAnimInstance::CopyPose --- UAnimInstance::ApplyAdditiveSequence --- UAnimInstance::BlendSpaceEvaluatePose --- UAnimInstance::BlendRotationOffset --- UAnimInstance::GetSlotWeight --- UAnimInstance::SlotEvaluatePose - FA2CSPose& -> FCSPose<FCompactPose>& --- FAnimNode_SkeletalControlBase::EvaluateBoneTransforms --- UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation --- UAnimPreviewInstance::ApplyBoneControllers - TArray<FTransform> -> FCompactPose --- UAnimPreviewInstance::SetKeyImplementation --- UAnimSequence::GetAnimationPose --- UAnimSequence::GetBonePose --- UAnimSequence::GetBonePose_Additive --- UAnimSequence::GetAdditiveBasePose --- UAnimSequence::GetBonePose_AdditiveMeshRotationOnly --- FAnimationRuntime::BlendPosesTogether ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBone ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBoneInMeshSpace ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesPerBoneFilter ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::GetPoseFromSequence ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromAnimTrack ( + Removed RequiredBones ) --- FAnimationRuntime::FillWithRetargetBaseRefPose ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToAdditive ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToMeshRotation ( + Removed RequiredBones ) --- FAnimationRuntime::BlendPosesAccumulate ( + Removed RequiredBones ) --- FAnimationRuntime::BlendAdditivePose ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromBlendSpace ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertCSTransformToBoneSpace --- FAnimationRuntime::ConvertBoneSpaceTransformToCS --- FAnimationRuntime::BlendMeshPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::BlendLocalPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) - TArray<FTransform> -> FTransform --- UAnimSequence::ResetRootBoneForRootMotion - int32 -> FCompactPoseBoneIndex --- UAnimSequence::RetargetBoneTransform FAnimationRuntime: Many changes to animation operation functions, removal of NumPoses and RequiredBones, conversion of TArray<FTransform> to FCompactPose Removed USTRUCT markup from FBoneTransform Removed UPROPERTY markup from FAnimNode_TransitionPoseEvaluator::CachedPose [CL 2556671 by Martin Wilson in Main branch]
2015-05-19 06:19:22 -04:00
void FAnimNode_WheelHandler::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{
check(OutBoneTransforms.Num() == 0);
Added FCompactPose, contains only the bone transforms needed by RequiredBones. Allows us to do animation evaluation without having to refer to required bones array all the time API Breaking Changes Removed Functions: FA2CSPose::SafeSetCSBoneTransforms FA2CSPose::LocalBlendCSBoneTransforms Member Type Changes: - int32 -> FCompactPoseBoneIndex --- FBoneTransform::BoneIndex --- FABRIKChainLink::BoneIndex - FA2CSPose -> FCSPose<FCompactPose> --- FAnimNode_SkeletalControlBase::ForwardedPose --- FComponentSpacePoseContext::Pose - FA2Pose -> FCompactPose --- FSlotEvaluationPose::Pose --- FAnimNode_TransitionPoseEvaluator::CachedPose --- FAnimNode_SaveCachedPose::CachedPose --- FPoseContext::Pose Paramater Changes: - FA2Pose& -> FCompactPose& --- UAnimSingleNodeInstance::InternalBlendSpaceEvaluatePose (FA2Pose& Pose -> FCompactPose&) --- UAnimInstance::SequenceEvaluatePose --- UAnimInstance::BlendSequences --- UAnimInstance::CopyPose --- UAnimInstance::ApplyAdditiveSequence --- UAnimInstance::BlendSpaceEvaluatePose --- UAnimInstance::BlendRotationOffset --- UAnimInstance::GetSlotWeight --- UAnimInstance::SlotEvaluatePose - FA2CSPose& -> FCSPose<FCompactPose>& --- FAnimNode_SkeletalControlBase::EvaluateBoneTransforms --- UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation --- UAnimPreviewInstance::ApplyBoneControllers - TArray<FTransform> -> FCompactPose --- UAnimPreviewInstance::SetKeyImplementation --- UAnimSequence::GetAnimationPose --- UAnimSequence::GetBonePose --- UAnimSequence::GetBonePose_Additive --- UAnimSequence::GetAdditiveBasePose --- UAnimSequence::GetBonePose_AdditiveMeshRotationOnly --- FAnimationRuntime::BlendPosesTogether ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBone ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBoneInMeshSpace ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesPerBoneFilter ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::GetPoseFromSequence ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromAnimTrack ( + Removed RequiredBones ) --- FAnimationRuntime::FillWithRetargetBaseRefPose ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToAdditive ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToMeshRotation ( + Removed RequiredBones ) --- FAnimationRuntime::BlendPosesAccumulate ( + Removed RequiredBones ) --- FAnimationRuntime::BlendAdditivePose ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromBlendSpace ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertCSTransformToBoneSpace --- FAnimationRuntime::ConvertBoneSpaceTransformToCS --- FAnimationRuntime::BlendMeshPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::BlendLocalPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) - TArray<FTransform> -> FTransform --- UAnimSequence::ResetRootBoneForRootMotion - int32 -> FCompactPoseBoneIndex --- UAnimSequence::RetargetBoneTransform FAnimationRuntime: Many changes to animation operation functions, removal of NumPoses and RequiredBones, conversion of TArray<FTransform> to FCompactPose Removed USTRUCT markup from FBoneTransform Removed UPROPERTY markup from FAnimNode_TransitionPoseEvaluator::CachedPose [CL 2556671 by Martin Wilson in Main branch]
2015-05-19 06:19:22 -04:00
const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
for(const auto & WheelSim : WheelSimulators)
{
Added FCompactPose, contains only the bone transforms needed by RequiredBones. Allows us to do animation evaluation without having to refer to required bones array all the time API Breaking Changes Removed Functions: FA2CSPose::SafeSetCSBoneTransforms FA2CSPose::LocalBlendCSBoneTransforms Member Type Changes: - int32 -> FCompactPoseBoneIndex --- FBoneTransform::BoneIndex --- FABRIKChainLink::BoneIndex - FA2CSPose -> FCSPose<FCompactPose> --- FAnimNode_SkeletalControlBase::ForwardedPose --- FComponentSpacePoseContext::Pose - FA2Pose -> FCompactPose --- FSlotEvaluationPose::Pose --- FAnimNode_TransitionPoseEvaluator::CachedPose --- FAnimNode_SaveCachedPose::CachedPose --- FPoseContext::Pose Paramater Changes: - FA2Pose& -> FCompactPose& --- UAnimSingleNodeInstance::InternalBlendSpaceEvaluatePose (FA2Pose& Pose -> FCompactPose&) --- UAnimInstance::SequenceEvaluatePose --- UAnimInstance::BlendSequences --- UAnimInstance::CopyPose --- UAnimInstance::ApplyAdditiveSequence --- UAnimInstance::BlendSpaceEvaluatePose --- UAnimInstance::BlendRotationOffset --- UAnimInstance::GetSlotWeight --- UAnimInstance::SlotEvaluatePose - FA2CSPose& -> FCSPose<FCompactPose>& --- FAnimNode_SkeletalControlBase::EvaluateBoneTransforms --- UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation --- UAnimPreviewInstance::ApplyBoneControllers - TArray<FTransform> -> FCompactPose --- UAnimPreviewInstance::SetKeyImplementation --- UAnimSequence::GetAnimationPose --- UAnimSequence::GetBonePose --- UAnimSequence::GetBonePose_Additive --- UAnimSequence::GetAdditiveBasePose --- UAnimSequence::GetBonePose_AdditiveMeshRotationOnly --- FAnimationRuntime::BlendPosesTogether ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBone ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBoneInMeshSpace ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesPerBoneFilter ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::GetPoseFromSequence ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromAnimTrack ( + Removed RequiredBones ) --- FAnimationRuntime::FillWithRetargetBaseRefPose ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToAdditive ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToMeshRotation ( + Removed RequiredBones ) --- FAnimationRuntime::BlendPosesAccumulate ( + Removed RequiredBones ) --- FAnimationRuntime::BlendAdditivePose ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromBlendSpace ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertCSTransformToBoneSpace --- FAnimationRuntime::ConvertBoneSpaceTransformToCS --- FAnimationRuntime::BlendMeshPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::BlendLocalPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) - TArray<FTransform> -> FTransform --- UAnimSequence::ResetRootBoneForRootMotion - int32 -> FCompactPoseBoneIndex --- UAnimSequence::RetargetBoneTransform FAnimationRuntime: Many changes to animation operation functions, removal of NumPoses and RequiredBones, conversion of TArray<FTransform> to FCompactPose Removed USTRUCT markup from FBoneTransform Removed UPROPERTY markup from FAnimNode_TransitionPoseEvaluator::CachedPose [CL 2556671 by Martin Wilson in Main branch]
2015-05-19 06:19:22 -04:00
if (WheelSim.BoneReference.IsValid(BoneContainer))
{
Added FCompactPose, contains only the bone transforms needed by RequiredBones. Allows us to do animation evaluation without having to refer to required bones array all the time API Breaking Changes Removed Functions: FA2CSPose::SafeSetCSBoneTransforms FA2CSPose::LocalBlendCSBoneTransforms Member Type Changes: - int32 -> FCompactPoseBoneIndex --- FBoneTransform::BoneIndex --- FABRIKChainLink::BoneIndex - FA2CSPose -> FCSPose<FCompactPose> --- FAnimNode_SkeletalControlBase::ForwardedPose --- FComponentSpacePoseContext::Pose - FA2Pose -> FCompactPose --- FSlotEvaluationPose::Pose --- FAnimNode_TransitionPoseEvaluator::CachedPose --- FAnimNode_SaveCachedPose::CachedPose --- FPoseContext::Pose Paramater Changes: - FA2Pose& -> FCompactPose& --- UAnimSingleNodeInstance::InternalBlendSpaceEvaluatePose (FA2Pose& Pose -> FCompactPose&) --- UAnimInstance::SequenceEvaluatePose --- UAnimInstance::BlendSequences --- UAnimInstance::CopyPose --- UAnimInstance::ApplyAdditiveSequence --- UAnimInstance::BlendSpaceEvaluatePose --- UAnimInstance::BlendRotationOffset --- UAnimInstance::GetSlotWeight --- UAnimInstance::SlotEvaluatePose - FA2CSPose& -> FCSPose<FCompactPose>& --- FAnimNode_SkeletalControlBase::EvaluateBoneTransforms --- UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation --- UAnimPreviewInstance::ApplyBoneControllers - TArray<FTransform> -> FCompactPose --- UAnimPreviewInstance::SetKeyImplementation --- UAnimSequence::GetAnimationPose --- UAnimSequence::GetBonePose --- UAnimSequence::GetBonePose_Additive --- UAnimSequence::GetAdditiveBasePose --- UAnimSequence::GetBonePose_AdditiveMeshRotationOnly --- FAnimationRuntime::BlendPosesTogether ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBone ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBoneInMeshSpace ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesPerBoneFilter ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::GetPoseFromSequence ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromAnimTrack ( + Removed RequiredBones ) --- FAnimationRuntime::FillWithRetargetBaseRefPose ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToAdditive ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToMeshRotation ( + Removed RequiredBones ) --- FAnimationRuntime::BlendPosesAccumulate ( + Removed RequiredBones ) --- FAnimationRuntime::BlendAdditivePose ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromBlendSpace ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertCSTransformToBoneSpace --- FAnimationRuntime::ConvertBoneSpaceTransformToCS --- FAnimationRuntime::BlendMeshPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::BlendLocalPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) - TArray<FTransform> -> FTransform --- UAnimSequence::ResetRootBoneForRootMotion - int32 -> FCompactPoseBoneIndex --- UAnimSequence::RetargetBoneTransform FAnimationRuntime: Many changes to animation operation functions, removal of NumPoses and RequiredBones, conversion of TArray<FTransform> to FCompactPose Removed USTRUCT markup from FBoneTransform Removed UPROPERTY markup from FAnimNode_TransitionPoseEvaluator::CachedPose [CL 2556671 by Martin Wilson in Main branch]
2015-05-19 06:19:22 -04:00
FCompactPoseBoneIndex WheelSimBoneIndex = WheelSim.BoneReference.GetCompactPoseIndex(BoneContainer);
// the way we apply transform is same as FMatrix or FTransform
// we apply scale first, and rotation, and translation
// if you'd like to translate first, you'll need two nodes that first node does translate and second nodes to rotate.
Added FCompactPose, contains only the bone transforms needed by RequiredBones. Allows us to do animation evaluation without having to refer to required bones array all the time API Breaking Changes Removed Functions: FA2CSPose::SafeSetCSBoneTransforms FA2CSPose::LocalBlendCSBoneTransforms Member Type Changes: - int32 -> FCompactPoseBoneIndex --- FBoneTransform::BoneIndex --- FABRIKChainLink::BoneIndex - FA2CSPose -> FCSPose<FCompactPose> --- FAnimNode_SkeletalControlBase::ForwardedPose --- FComponentSpacePoseContext::Pose - FA2Pose -> FCompactPose --- FSlotEvaluationPose::Pose --- FAnimNode_TransitionPoseEvaluator::CachedPose --- FAnimNode_SaveCachedPose::CachedPose --- FPoseContext::Pose Paramater Changes: - FA2Pose& -> FCompactPose& --- UAnimSingleNodeInstance::InternalBlendSpaceEvaluatePose (FA2Pose& Pose -> FCompactPose&) --- UAnimInstance::SequenceEvaluatePose --- UAnimInstance::BlendSequences --- UAnimInstance::CopyPose --- UAnimInstance::ApplyAdditiveSequence --- UAnimInstance::BlendSpaceEvaluatePose --- UAnimInstance::BlendRotationOffset --- UAnimInstance::GetSlotWeight --- UAnimInstance::SlotEvaluatePose - FA2CSPose& -> FCSPose<FCompactPose>& --- FAnimNode_SkeletalControlBase::EvaluateBoneTransforms --- UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation --- UAnimPreviewInstance::ApplyBoneControllers - TArray<FTransform> -> FCompactPose --- UAnimPreviewInstance::SetKeyImplementation --- UAnimSequence::GetAnimationPose --- UAnimSequence::GetBonePose --- UAnimSequence::GetBonePose_Additive --- UAnimSequence::GetAdditiveBasePose --- UAnimSequence::GetBonePose_AdditiveMeshRotationOnly --- FAnimationRuntime::BlendPosesTogether ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBone ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBoneInMeshSpace ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesPerBoneFilter ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::GetPoseFromSequence ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromAnimTrack ( + Removed RequiredBones ) --- FAnimationRuntime::FillWithRetargetBaseRefPose ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToAdditive ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToMeshRotation ( + Removed RequiredBones ) --- FAnimationRuntime::BlendPosesAccumulate ( + Removed RequiredBones ) --- FAnimationRuntime::BlendAdditivePose ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromBlendSpace ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertCSTransformToBoneSpace --- FAnimationRuntime::ConvertBoneSpaceTransformToCS --- FAnimationRuntime::BlendMeshPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::BlendLocalPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) - TArray<FTransform> -> FTransform --- UAnimSequence::ResetRootBoneForRootMotion - int32 -> FCompactPoseBoneIndex --- UAnimSequence::RetargetBoneTransform FAnimationRuntime: Many changes to animation operation functions, removal of NumPoses and RequiredBones, conversion of TArray<FTransform> to FCompactPose Removed USTRUCT markup from FBoneTransform Removed UPROPERTY markup from FAnimNode_TransitionPoseEvaluator::CachedPose [CL 2556671 by Martin Wilson in Main branch]
2015-05-19 06:19:22 -04:00
FTransform NewBoneTM = MeshBases.GetComponentSpaceTransform(WheelSimBoneIndex);
Added FCompactPose, contains only the bone transforms needed by RequiredBones. Allows us to do animation evaluation without having to refer to required bones array all the time API Breaking Changes Removed Functions: FA2CSPose::SafeSetCSBoneTransforms FA2CSPose::LocalBlendCSBoneTransforms Member Type Changes: - int32 -> FCompactPoseBoneIndex --- FBoneTransform::BoneIndex --- FABRIKChainLink::BoneIndex - FA2CSPose -> FCSPose<FCompactPose> --- FAnimNode_SkeletalControlBase::ForwardedPose --- FComponentSpacePoseContext::Pose - FA2Pose -> FCompactPose --- FSlotEvaluationPose::Pose --- FAnimNode_TransitionPoseEvaluator::CachedPose --- FAnimNode_SaveCachedPose::CachedPose --- FPoseContext::Pose Paramater Changes: - FA2Pose& -> FCompactPose& --- UAnimSingleNodeInstance::InternalBlendSpaceEvaluatePose (FA2Pose& Pose -> FCompactPose&) --- UAnimInstance::SequenceEvaluatePose --- UAnimInstance::BlendSequences --- UAnimInstance::CopyPose --- UAnimInstance::ApplyAdditiveSequence --- UAnimInstance::BlendSpaceEvaluatePose --- UAnimInstance::BlendRotationOffset --- UAnimInstance::GetSlotWeight --- UAnimInstance::SlotEvaluatePose - FA2CSPose& -> FCSPose<FCompactPose>& --- FAnimNode_SkeletalControlBase::EvaluateBoneTransforms --- UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation --- UAnimPreviewInstance::ApplyBoneControllers - TArray<FTransform> -> FCompactPose --- UAnimPreviewInstance::SetKeyImplementation --- UAnimSequence::GetAnimationPose --- UAnimSequence::GetBonePose --- UAnimSequence::GetBonePose_Additive --- UAnimSequence::GetAdditiveBasePose --- UAnimSequence::GetBonePose_AdditiveMeshRotationOnly --- FAnimationRuntime::BlendPosesTogether ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBone ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBoneInMeshSpace ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesPerBoneFilter ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::GetPoseFromSequence ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromAnimTrack ( + Removed RequiredBones ) --- FAnimationRuntime::FillWithRetargetBaseRefPose ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToAdditive ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToMeshRotation ( + Removed RequiredBones ) --- FAnimationRuntime::BlendPosesAccumulate ( + Removed RequiredBones ) --- FAnimationRuntime::BlendAdditivePose ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromBlendSpace ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertCSTransformToBoneSpace --- FAnimationRuntime::ConvertBoneSpaceTransformToCS --- FAnimationRuntime::BlendMeshPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::BlendLocalPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) - TArray<FTransform> -> FTransform --- UAnimSequence::ResetRootBoneForRootMotion - int32 -> FCompactPoseBoneIndex --- UAnimSequence::RetargetBoneTransform FAnimationRuntime: Many changes to animation operation functions, removal of NumPoses and RequiredBones, conversion of TArray<FTransform> to FCompactPose Removed USTRUCT markup from FBoneTransform Removed UPROPERTY markup from FAnimNode_TransitionPoseEvaluator::CachedPose [CL 2556671 by Martin Wilson in Main branch]
2015-05-19 06:19:22 -04:00
FAnimationRuntime::ConvertCSTransformToBoneSpace(SkelComp, MeshBases, NewBoneTM, WheelSimBoneIndex, BCS_ComponentSpace);
// Apply rotation offset
const FQuat BoneQuat(WheelSim.RotOffset);
NewBoneTM.SetRotation(BoneQuat * NewBoneTM.GetRotation());
// Apply loc offset
NewBoneTM.AddToTranslation(WheelSim.LocOffset);
// Convert back to Component Space.
Added FCompactPose, contains only the bone transforms needed by RequiredBones. Allows us to do animation evaluation without having to refer to required bones array all the time API Breaking Changes Removed Functions: FA2CSPose::SafeSetCSBoneTransforms FA2CSPose::LocalBlendCSBoneTransforms Member Type Changes: - int32 -> FCompactPoseBoneIndex --- FBoneTransform::BoneIndex --- FABRIKChainLink::BoneIndex - FA2CSPose -> FCSPose<FCompactPose> --- FAnimNode_SkeletalControlBase::ForwardedPose --- FComponentSpacePoseContext::Pose - FA2Pose -> FCompactPose --- FSlotEvaluationPose::Pose --- FAnimNode_TransitionPoseEvaluator::CachedPose --- FAnimNode_SaveCachedPose::CachedPose --- FPoseContext::Pose Paramater Changes: - FA2Pose& -> FCompactPose& --- UAnimSingleNodeInstance::InternalBlendSpaceEvaluatePose (FA2Pose& Pose -> FCompactPose&) --- UAnimInstance::SequenceEvaluatePose --- UAnimInstance::BlendSequences --- UAnimInstance::CopyPose --- UAnimInstance::ApplyAdditiveSequence --- UAnimInstance::BlendSpaceEvaluatePose --- UAnimInstance::BlendRotationOffset --- UAnimInstance::GetSlotWeight --- UAnimInstance::SlotEvaluatePose - FA2CSPose& -> FCSPose<FCompactPose>& --- FAnimNode_SkeletalControlBase::EvaluateBoneTransforms --- UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation --- UAnimPreviewInstance::ApplyBoneControllers - TArray<FTransform> -> FCompactPose --- UAnimPreviewInstance::SetKeyImplementation --- UAnimSequence::GetAnimationPose --- UAnimSequence::GetBonePose --- UAnimSequence::GetBonePose_Additive --- UAnimSequence::GetAdditiveBasePose --- UAnimSequence::GetBonePose_AdditiveMeshRotationOnly --- FAnimationRuntime::BlendPosesTogether ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBone ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBoneInMeshSpace ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesPerBoneFilter ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::GetPoseFromSequence ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromAnimTrack ( + Removed RequiredBones ) --- FAnimationRuntime::FillWithRetargetBaseRefPose ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToAdditive ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToMeshRotation ( + Removed RequiredBones ) --- FAnimationRuntime::BlendPosesAccumulate ( + Removed RequiredBones ) --- FAnimationRuntime::BlendAdditivePose ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromBlendSpace ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertCSTransformToBoneSpace --- FAnimationRuntime::ConvertBoneSpaceTransformToCS --- FAnimationRuntime::BlendMeshPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::BlendLocalPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) - TArray<FTransform> -> FTransform --- UAnimSequence::ResetRootBoneForRootMotion - int32 -> FCompactPoseBoneIndex --- UAnimSequence::RetargetBoneTransform FAnimationRuntime: Many changes to animation operation functions, removal of NumPoses and RequiredBones, conversion of TArray<FTransform> to FCompactPose Removed USTRUCT markup from FBoneTransform Removed UPROPERTY markup from FAnimNode_TransitionPoseEvaluator::CachedPose [CL 2556671 by Martin Wilson in Main branch]
2015-05-19 06:19:22 -04:00
FAnimationRuntime::ConvertBoneSpaceTransformToCS(SkelComp, MeshBases, NewBoneTM, WheelSimBoneIndex, BCS_ComponentSpace);
// add back to it
Added FCompactPose, contains only the bone transforms needed by RequiredBones. Allows us to do animation evaluation without having to refer to required bones array all the time API Breaking Changes Removed Functions: FA2CSPose::SafeSetCSBoneTransforms FA2CSPose::LocalBlendCSBoneTransforms Member Type Changes: - int32 -> FCompactPoseBoneIndex --- FBoneTransform::BoneIndex --- FABRIKChainLink::BoneIndex - FA2CSPose -> FCSPose<FCompactPose> --- FAnimNode_SkeletalControlBase::ForwardedPose --- FComponentSpacePoseContext::Pose - FA2Pose -> FCompactPose --- FSlotEvaluationPose::Pose --- FAnimNode_TransitionPoseEvaluator::CachedPose --- FAnimNode_SaveCachedPose::CachedPose --- FPoseContext::Pose Paramater Changes: - FA2Pose& -> FCompactPose& --- UAnimSingleNodeInstance::InternalBlendSpaceEvaluatePose (FA2Pose& Pose -> FCompactPose&) --- UAnimInstance::SequenceEvaluatePose --- UAnimInstance::BlendSequences --- UAnimInstance::CopyPose --- UAnimInstance::ApplyAdditiveSequence --- UAnimInstance::BlendSpaceEvaluatePose --- UAnimInstance::BlendRotationOffset --- UAnimInstance::GetSlotWeight --- UAnimInstance::SlotEvaluatePose - FA2CSPose& -> FCSPose<FCompactPose>& --- FAnimNode_SkeletalControlBase::EvaluateBoneTransforms --- UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace --- UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation --- UAnimPreviewInstance::ApplyBoneControllers - TArray<FTransform> -> FCompactPose --- UAnimPreviewInstance::SetKeyImplementation --- UAnimSequence::GetAnimationPose --- UAnimSequence::GetBonePose --- UAnimSequence::GetBonePose_Additive --- UAnimSequence::GetAdditiveBasePose --- UAnimSequence::GetBonePose_AdditiveMeshRotationOnly --- FAnimationRuntime::BlendPosesTogether ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBone ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesTogetherPerBoneInMeshSpace ( + Removed NumPoses and RequiredBones ) --- FAnimationRuntime::BlendPosesPerBoneFilter ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::GetPoseFromSequence ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromAnimTrack ( + Removed RequiredBones ) --- FAnimationRuntime::FillWithRetargetBaseRefPose ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToAdditive ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertPoseToMeshRotation ( + Removed RequiredBones ) --- FAnimationRuntime::BlendPosesAccumulate ( + Removed RequiredBones ) --- FAnimationRuntime::BlendAdditivePose ( + Removed RequiredBones ) --- FAnimationRuntime::GetPoseFromBlendSpace ( + Removed RequiredBones ) --- FAnimationRuntime::ConvertCSTransformToBoneSpace --- FAnimationRuntime::ConvertBoneSpaceTransformToCS --- FAnimationRuntime::BlendMeshPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) --- FAnimationRuntime::BlendLocalPosesPerBoneWeights ( + Removed Skeleton and RequiredBones ) - TArray<FTransform> -> FTransform --- UAnimSequence::ResetRootBoneForRootMotion - int32 -> FCompactPoseBoneIndex --- UAnimSequence::RetargetBoneTransform FAnimationRuntime: Many changes to animation operation functions, removal of NumPoses and RequiredBones, conversion of TArray<FTransform> to FCompactPose Removed USTRUCT markup from FBoneTransform Removed UPROPERTY markup from FAnimNode_TransitionPoseEvaluator::CachedPose [CL 2556671 by Martin Wilson in Main branch]
2015-05-19 06:19:22 -04:00
OutBoneTransforms.Add(FBoneTransform(WheelSimBoneIndex, NewBoneTM));
}
}
}
bool FAnimNode_WheelHandler::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
{
// if both bones are valid
for(const auto & WheelSim : WheelSimulators)
{
// if one of them is valid
if (WheelSim.BoneReference.IsValid(RequiredBones) == true)
{
return true;
}
}
return false;
}
void FAnimNode_WheelHandler::InitializeBoneReferences(const FBoneContainer& RequiredBones)
{
for (auto & WheelSim : WheelSimulators)
{
WheelSim.BoneReference.Initialize(RequiredBones);
}
// sort by bone indices
WheelSimulators.Sort([](FWheelSimulator L, FWheelSimulator R) { return L.BoneReference.BoneIndex < R.BoneReference.BoneIndex; });
}
void FAnimNode_WheelHandler::Update(const FAnimationUpdateContext& Context)
{
if(VehicleSimComponent)
{
for(auto & WheelSim : WheelSimulators)
{
if(VehicleSimComponent->Wheels.IsValidIndex(WheelSim.WheelIndex))
{
UVehicleWheel* Wheel = VehicleSimComponent->Wheels[WheelSim.WheelIndex];
if(Wheel != nullptr)
{
WheelSim.RotOffset.Pitch = Wheel->GetRotationAngle();
WheelSim.RotOffset.Yaw = Wheel->GetSteerAngle();
WheelSim.RotOffset.Roll = 0.f;
WheelSim.LocOffset.X = 0.f;
WheelSim.LocOffset.Y = 0.f;
WheelSim.LocOffset.Z = Wheel->GetSuspensionOffset();
}
}
}
}
FAnimNode_SkeletalControlBase::Update(Context);
}
void FAnimNode_WheelHandler::Initialize(const FAnimationInitializeContext& Context)
{
// TODO: only check vehicle anim instance
// UVehicleAnimInstance
AWheeledVehicle * Vehicle = Cast<AWheeledVehicle> ((CastChecked<USkeletalMeshComponent> (Context.AnimInstance->GetOuter()))->GetOwner());
;
// we only support vehicle for this class
if(Vehicle != nullptr)
{
VehicleSimComponent = Vehicle->GetVehicleMovementComponent();
int32 NumOfwheels = VehicleSimComponent->WheelSetups.Num();
if(NumOfwheels > 0)
{
WheelSimulators.Empty(NumOfwheels);
WheelSimulators.AddZeroed(NumOfwheels);
// now add wheel data
for(int32 WheelIndex = 0; WheelIndex<WheelSimulators.Num(); ++WheelIndex)
{
FWheelSimulator & WheelSim = WheelSimulators[WheelIndex];
const FWheelSetup& WheelSetup = VehicleSimComponent->WheelSetups[WheelIndex];
// set data
WheelSim.WheelIndex = WheelIndex;
WheelSim.BoneReference.BoneName = WheelSetup.BoneName;
WheelSim.LocOffset = FVector::ZeroVector;
WheelSim.RotOffset = FRotator::ZeroRotator;
}
}
}
FAnimNode_SkeletalControlBase::Initialize(Context);
}