Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_CopyBone.cpp

75 lines
2.3 KiB
C++
Raw Normal View History

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphRuntimePrivatePCH.h"
#include "BoneControllers/AnimNode_CopyBone.h"
/////////////////////////////////////////////////////
// FAnimNode_CopyBone
FAnimNode_CopyBone::FAnimNode_CopyBone()
: bCopyTranslation(false)
, bCopyRotation(false)
, bCopyScale(false)
{
}
void FAnimNode_CopyBone::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += "(";
AddDebugNodeData(DebugLine);
DebugLine += FString::Printf(TEXT(" Src: %s Dst: %s)"), *SourceBone.BoneName.ToString(), *TargetBone.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_CopyBone::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{
check(OutBoneTransforms.Num() == 0);
// Pass through if we're not doing anything.
if( !bCopyTranslation && !bCopyRotation && !bCopyScale )
{
return;
}
// Get component space transform for source and current bone.
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();
FCompactPoseBoneIndex TargetBoneIndex = TargetBone.GetCompactPoseIndex(BoneContainer);
const FTransform& SourceBoneTM = MeshBases.GetComponentSpaceTransform(SourceBone.GetCompactPoseIndex(BoneContainer));
FTransform CurrentBoneTM = MeshBases.GetComponentSpaceTransform(TargetBoneIndex);
// Copy individual components
if (bCopyTranslation)
{
CurrentBoneTM.SetTranslation( SourceBoneTM.GetTranslation() );
}
if (bCopyRotation)
{
CurrentBoneTM.SetRotation( SourceBoneTM.GetRotation() );
}
if (bCopyScale)
{
CurrentBoneTM.SetScale3D( SourceBoneTM.GetScale3D() );
}
// Output new transform for current bone.
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(TargetBoneIndex, CurrentBoneTM));
}
bool FAnimNode_CopyBone::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
{
// if both bones are valid
return (TargetBone.IsValid(RequiredBones) && (TargetBone==SourceBone || SourceBone.IsValid(RequiredBones)));
}
void FAnimNode_CopyBone::InitializeBoneReferences(const FBoneContainer& RequiredBones)
{
SourceBone.Initialize(RequiredBones);
TargetBone.Initialize(RequiredBones);
}