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

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimNodes/AnimNode_MakeDynamicAdditive.h"
#include "AnimationRuntime.h"
/////////////////////////////////////////////////////
// FAnimNode_MakeDynamicAdditive
FAnimNode_MakeDynamicAdditive::FAnimNode_MakeDynamicAdditive()
: bMeshSpaceAdditive(false)
{
}
void FAnimNode_MakeDynamicAdditive::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
FAnimNode_Base::Initialize_AnyThread(Context);
Base.Initialize(Context);
Additive.Initialize(Context);
}
void FAnimNode_MakeDynamicAdditive::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
{
Base.CacheBones(Context);
Additive.CacheBones(Context);
}
void FAnimNode_MakeDynamicAdditive::Update_AnyThread(const FAnimationUpdateContext& Context)
{
Base.Update(Context.FractionalWeight(1.f));
Additive.Update(Context.FractionalWeight(1.f));
}
void FAnimNode_MakeDynamicAdditive::Evaluate_AnyThread(FPoseContext& Output)
{
FPoseContext BaseEvalContext(Output);
Base.Evaluate(BaseEvalContext);
Additive.Evaluate(Output);
if (bMeshSpaceAdditive)
{
FAnimationRuntime::ConvertPoseToMeshRotation(Output.Pose);
FAnimationRuntime::ConvertPoseToMeshRotation(BaseEvalContext.Pose);
}
FAnimationRuntime::ConvertPoseToAdditive(Output.Pose, BaseEvalContext.Pose);
Output.Curve.ConvertToAdditive(BaseEvalContext.Curve);
}
void FAnimNode_MakeDynamicAdditive::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("(Mesh Space Additive: %s)"), bMeshSpaceAdditive ? TEXT("true") : TEXT("false"));
DebugData.AddDebugItem(DebugLine);
Base.GatherDebugData(DebugData.BranchFlow(1.f));
Additive.GatherDebugData(DebugData.BranchFlow(1.f));
}