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

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphRuntimePrivatePCH.h"
#include "BoneControllers/AnimNode_Trail.h"
/////////////////////////////////////////////////////
// FAnimNode_Trail
FAnimNode_Trail::FAnimNode_Trail()
: ChainLength(2)
, ChainBoneAxis(EAxis::X)
, bInvertChainBoneAxis(false)
, bLimitStretch(false)
, TrailRelaxation(10)
, StretchLimit(0)
, FakeVelocity(FVector::ZeroVector)
, bActorSpaceFakeVel(false)
, bHadValidStrength(false)
{
}
void FAnimNode_Trail::Update(const FAnimationUpdateContext& Context)
{
FAnimNode_SkeletalControlBase::Update(Context);
ThisTimstep = Context.GetDeltaTime();
}
void FAnimNode_Trail::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += "(";
AddDebugNodeData(DebugLine);
DebugLine += FString::Printf(TEXT(" Active: %s)"), *TrailBone.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_Trail::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{
check(OutBoneTransforms.Num() == 0);
if( ChainLength < 2 )
{
return;
}
// The incoming BoneIndex is the 'end' of the spline chain. We need to find the 'start' by walking SplineLength bones up hierarchy.
// Fail if we walk past the root 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 WalkBoneIndex = TrailBone.GetCompactPoseIndex(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
TArray<FCompactPoseBoneIndex> ChainBoneIndices;
ChainBoneIndices.AddZeroed(ChainLength);
ChainBoneIndices[ChainLength - 1] = WalkBoneIndex;
for (int32 i = 1; i < ChainLength; i++)
{
// returns to avoid a crash
// @TODO : shows an error message why failed
if (WalkBoneIndex == 0)
{
return;
}
// Get parent 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
WalkBoneIndex = BoneContainer.GetParentBoneIndex(WalkBoneIndex);
//Insert indices at the start of array, so that parents are before children in the array.
int32 TransformIndex = ChainLength - (i + 1);
ChainBoneIndices[TransformIndex] = WalkBoneIndex;
}
OutBoneTransforms.AddZeroed(ChainLength);
// If we have >0 this frame, but didn't last time, record positions of all the bones.
// Also do this if number has changed or array is zero.
bool bHasValidStrength = (Alpha > 0.f);
if(TrailBoneLocations.Num() != ChainLength || (bHasValidStrength && !bHadValidStrength))
{
TrailBoneLocations.Empty();
TrailBoneLocations.AddZeroed(ChainLength);
for(int32 i=0; i<ChainBoneIndices.Num(); i++)
{
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 ChildIndex = ChainBoneIndices[i];
const FTransform& ChainTransform = MeshBases.GetComponentSpaceTransform(ChildIndex);
TrailBoneLocations[i] = ChainTransform.GetTranslation();
}
OldLocalToWorld = SkelComp->GetTransformMatrix();
}
bHadValidStrength = bHasValidStrength;
// transform between last frame and now.
FMatrix OldToNewTM = OldLocalToWorld * SkelComp->GetTransformMatrix().InverseFast();
// Add fake velocity if present to all but root bone
if(!FakeVelocity.IsZero())
{
FVector FakeMovement = -FakeVelocity * ThisTimstep;
if (bActorSpaceFakeVel && SkelComp->GetOwner())
{
const FTransform BoneToWorld(SkelComp->GetOwner()->GetActorQuat(), SkelComp->GetOwner()->GetActorLocation());
FakeMovement = BoneToWorld.TransformVector(FakeMovement);
}
FakeMovement = SkelComp->GetTransformMatrix().InverseTransformVector(FakeMovement);
// Then add to each bone
for(int32 i=1; i<TrailBoneLocations.Num(); i++)
{
TrailBoneLocations[i] += FakeMovement;
}
}
// Root bone of trail is not modified.
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 RootIndex = ChainBoneIndices[0];
const FTransform& ChainTransform = MeshBases.GetComponentSpaceTransform(RootIndex);
OutBoneTransforms[0] = FBoneTransform(RootIndex, ChainTransform);
TrailBoneLocations[0] = ChainTransform.GetTranslation();
// Starting one below head of chain, move bones.
for(int32 i=1; i<ChainBoneIndices.Num(); i++)
{
// Parent bone position in 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
FCompactPoseBoneIndex ParentIndex = ChainBoneIndices[i - 1];
FVector ParentPos = TrailBoneLocations[i-1];
FVector ParentAnimPos = MeshBases.GetComponentSpaceTransform(ParentIndex).GetTranslation();
// Child bone position in 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
FCompactPoseBoneIndex ChildIndex = ChainBoneIndices[i];
FVector ChildPos = OldToNewTM.TransformPosition(TrailBoneLocations[i]); // move from 'last frames component' frame to 'this frames component' frame
FVector ChildAnimPos = MeshBases.GetComponentSpaceTransform(ChildIndex).GetTranslation();
// Desired parent->child offset.
FVector TargetDelta = (ChildAnimPos - ParentAnimPos);
// Desired child position.
FVector ChildTarget = ParentPos + TargetDelta;
// Find vector from child to target
FVector Error = ChildTarget - ChildPos;
// Calculate how much to push the child towards its target
float Correction = FMath::Clamp<float>(ThisTimstep * TrailRelaxation, 0.f, 1.f);
// Scale correction vector and apply to get new world-space child position.
TrailBoneLocations[i] = ChildPos + (Error * Correction);
// If desired, prevent bones stretching too far.
if(bLimitStretch)
{
float RefPoseLength = TargetDelta.Size();
FVector CurrentDelta = TrailBoneLocations[i] - TrailBoneLocations[i-1];
float CurrentLength = CurrentDelta.Size();
// If we are too far - cut it back (just project towards parent particle).
if( (CurrentLength - RefPoseLength > StretchLimit) && CurrentLength > SMALL_NUMBER )
{
FVector CurrentDir = CurrentDelta / CurrentLength;
TrailBoneLocations[i] = TrailBoneLocations[i-1] + (CurrentDir * (RefPoseLength + StretchLimit));
}
}
// Modify child matrix
OutBoneTransforms[i] = FBoneTransform(ChildIndex, MeshBases.GetComponentSpaceTransform(ChildIndex));
OutBoneTransforms[i].Transform.SetTranslation(TrailBoneLocations[i]);
// Modify rotation of parent matrix to point at this one.
// Calculate the direction that parent bone is currently pointing.
FVector CurrentBoneDir = OutBoneTransforms[i-1].Transform.TransformVector( GetAlignVector(ChainBoneAxis, bInvertChainBoneAxis) );
CurrentBoneDir = CurrentBoneDir.GetSafeNormal(SMALL_NUMBER);
// Calculate vector from parent to child.
FVector NewBoneDir = FVector(OutBoneTransforms[i].Transform.GetTranslation() - OutBoneTransforms[i - 1].Transform.GetTranslation()).GetSafeNormal(SMALL_NUMBER);
// Calculate a quaternion that gets us from our current rotation to the desired one.
FQuat DeltaLookQuat = FQuat::FindBetween(CurrentBoneDir, NewBoneDir);
FTransform DeltaTM( DeltaLookQuat, FVector(0.f) );
// Apply to the current parent bone transform.
FTransform TmpMatrix = FTransform::Identity;
TmpMatrix.CopyRotationPart(OutBoneTransforms[i - 1].Transform);
TmpMatrix = TmpMatrix * DeltaTM;
OutBoneTransforms[i - 1].Transform.CopyRotationPart(TmpMatrix);
}
// For the last bone in the chain, use the rotation from the bone above it.
OutBoneTransforms[ChainLength - 1].Transform.CopyRotationPart(OutBoneTransforms[ChainLength - 2].Transform);
// Update OldLocalToWorld
OldLocalToWorld = SkelComp->GetTransformMatrix();
}
bool FAnimNode_Trail::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
{
// if bones are valid
return (TrailBone.IsValid(RequiredBones));
}
void FAnimNode_Trail::InitializeBoneReferences(const FBoneContainer& RequiredBones)
{
TrailBone.Initialize(RequiredBones);
}
FVector FAnimNode_Trail::GetAlignVector(EAxis::Type AxisOption, bool bInvert)
{
FVector AxisDir;
if (AxisOption == EAxis::X)
{
AxisDir = FVector(1, 0, 0);
}
else if (AxisOption == EAxis::Y)
{
AxisDir = FVector(0, 1, 0);
}
else
{
AxisDir = FVector(0, 0, 1);
}
if (bInvert)
{
AxisDir *= -1.f;
}
return AxisDir;
}