// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimNodes/AnimNode_PoseBlendNode.h" #include "AnimationRuntime.h" #include "Animation/AnimInstanceProxy.h" ///////////////////////////////////////////////////// // FAnimPoseByNameNode FAnimNode_PoseBlendNode::FAnimNode_PoseBlendNode() : CustomCurve(nullptr) { BlendOption = EAlphaBlendOption::Linear; } void FAnimNode_PoseBlendNode::Initialize_AnyThread(const FAnimationInitializeContext& Context) { DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread) FAnimNode_PoseHandler::Initialize_AnyThread(Context); SourcePose.Initialize(Context); } void FAnimNode_PoseBlendNode::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) { DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread) FAnimNode_PoseHandler::CacheBones_AnyThread(Context); SourcePose.CacheBones(Context); } void FAnimNode_PoseBlendNode::UpdateAssetPlayer(const FAnimationUpdateContext& Context) { FAnimNode_PoseHandler::UpdateAssetPlayer(Context); SourcePose.Update(Context); } void FAnimNode_PoseBlendNode::Evaluate_AnyThread(FPoseContext& Output) { DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread) ANIM_MT_SCOPE_CYCLE_COUNTER(PoseBlendNodeEvaluate, !IsInGameThread()); FPoseContext SourceData(Output); SourcePose.Evaluate(SourceData); bool bValidPose = false; if (CurrentPoseAsset.IsValid() && (PoseExtractContext.PoseCurves.Num() > 0) && (Output.AnimInstanceProxy->IsSkeletonCompatible(CurrentPoseAsset->GetSkeleton()))) { const UPoseAsset* CachedPoseAsset = CurrentPoseAsset.Get(); FPoseContext CurrentPose(Output); // only give pose curve, we don't set any more curve here for (int32 PoseIdx = 0; PoseIdx < PoseExtractContext.PoseCurves.Num(); ++PoseIdx) { FPoseCurve& PoseCurve = PoseExtractContext.PoseCurves[PoseIdx]; // Get value of input curve float InputValue = SourceData.Curve.Get(PoseCurve.UID); // Remap using chosen BlendOption float RemappedValue = FAlphaBlend::AlphaToBlendOption(InputValue, BlendOption, CustomCurve); PoseCurve.Value = RemappedValue; } FAnimationPoseData CurrentAnimationPoseData(CurrentPose); if (CachedPoseAsset->GetAnimationPose(CurrentAnimationPoseData, PoseExtractContext)) { // once we get it, we have to blend by weight if (CachedPoseAsset->IsValidAdditive()) { Output = SourceData; FAnimationPoseData BaseAnimationPoseData(Output); FAnimationRuntime::AccumulateAdditivePose(BaseAnimationPoseData, CurrentAnimationPoseData, 1.f, EAdditiveAnimationType::AAT_LocalSpaceBase); } else { FAnimationPoseData OutputAnimationPoseData(Output); const FAnimationPoseData SourceAnimationPoseData(SourceData); FAnimationRuntime::BlendTwoPosesTogetherPerBone(SourceAnimationPoseData, CurrentAnimationPoseData, BoneBlendWeights, OutputAnimationPoseData); } bValidPose = true; } } // If we didn't create a valid pose, just copy SourcePose to output (pass through) if(!bValidPose) { Output = SourceData; } } void FAnimNode_PoseBlendNode::GatherDebugData(FNodeDebugData& DebugData) { DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData) FAnimNode_PoseHandler::GatherDebugData(DebugData); SourcePose.GatherDebugData(DebugData.BranchFlow(1.f)); }