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UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_ApplyAdditive.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphRuntimePrivatePCH.h"
#include "AnimNodes/AnimNode_ApplyAdditive.h"
/////////////////////////////////////////////////////
// FAnimNode_ApplyAdditive
void FAnimNode_ApplyAdditive::Initialize(const FAnimationInitializeContext& Context)
{
FAnimNode_Base::Initialize(Context);
Base.Initialize(Context);
Additive.Initialize(Context);
}
void FAnimNode_ApplyAdditive::CacheBones(const FAnimationCacheBonesContext& Context)
{
Base.CacheBones(Context);
Additive.CacheBones(Context);
}
void FAnimNode_ApplyAdditive::Update(const FAnimationUpdateContext& Context)
{
EvaluateGraphExposedInputs.Execute(Context);
Base.Update(Context);
const float ActualAlpha = AlphaScaleBias.ApplyTo(Alpha);
if (ActualAlpha > ZERO_ANIMWEIGHT_THRESH)
{
Additive.Update(Context.FractionalWeight(ActualAlpha));
}
}
void FAnimNode_ApplyAdditive::Evaluate(FPoseContext& Output)
{
//@TODO: Could evaluate Base into Output and save a copy
const float ActualAlpha = AlphaScaleBias.ApplyTo(Alpha);
if (ActualAlpha > ZERO_ANIMWEIGHT_THRESH)
{
FPoseContext AdditiveEvalContext(Output);
Base.Evaluate(Output);
Additive.Evaluate(AdditiveEvalContext);
FAnimationRuntime::AccumulateAdditivePose(Output.Pose, AdditiveEvalContext.Pose, Output.Curve, AdditiveEvalContext.Curve, ActualAlpha, AAT_LocalSpaceBase);
Output.Pose.NormalizeRotations();
}
else
{
Base.Evaluate(Output);
}
}
FAnimNode_ApplyAdditive::FAnimNode_ApplyAdditive()
: Alpha(1.0f)
{
}
void FAnimNode_ApplyAdditive::GatherDebugData(FNodeDebugData& DebugData)
{
const float ActualAlpha = AlphaScaleBias.ApplyTo(Alpha);
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("(Alpha: %.1f%%)"), ActualAlpha*100.f);
DebugData.AddDebugItem(DebugLine);
Base.GatherDebugData(DebugData.BranchFlow(1.f));
Additive.GatherDebugData(DebugData.BranchFlow(ActualAlpha));
}