// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "AnimGraphPrivatePCH.h" #include "AnimGraphNode_TwoBoneIK.h" ///////////////////////////////////////////////////// // UAnimGraphNode_TwoBoneIK #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_TwoBoneIK::UAnimGraphNode_TwoBoneIK(const FPostConstructInitializeProperties& PCIP) : Super(PCIP) { } FText UAnimGraphNode_TwoBoneIK::GetControllerDescription() const { return LOCTEXT("TwoBoneIK", "Two Bone IK"); } FString UAnimGraphNode_TwoBoneIK::GetTooltip() const { return LOCTEXT("AnimGraphNode_TwoBoneIK_Tooltip", "The Two Bone IK control applies an inverse kinematic (IK) solver to a 3-joint chain, such as the limbs of a character.").ToString(); } FText UAnimGraphNode_TwoBoneIK::GetNodeTitle(ENodeTitleType::Type TitleType) const { FFormatNamedArguments Args; Args.Add(TEXT("ControllerDescription"), GetControllerDescription()); Args.Add(TEXT("BoneName"), FText::FromName(Node.IKBone.BoneName)); if(TitleType == ENodeTitleType::ListView) { return FText::Format(LOCTEXT("AnimGraphNode_IKBone_Title", "{ControllerDescription} - Bone: {BoneName}"), Args); } else { return FText::Format(LOCTEXT("AnimGraphNode_IKBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args); } } void UAnimGraphNode_TwoBoneIK::Draw( FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp ) const { if ( SkelMeshComp && SkelMeshComp->SkeletalMesh && SkelMeshComp->SkeletalMesh->Skeleton ) { USkeleton * Skeleton = SkelMeshComp->SkeletalMesh->Skeleton; DrawTargetLocation(PDI, SkelMeshComp, Skeleton, Node.EffectorLocationSpace, Node.EffectorSpaceBoneName,Node.EffectorLocation, FColor(255,128,128), FColor(180,128,128)); DrawTargetLocation(PDI, SkelMeshComp, Skeleton, Node.JointTargetLocationSpace, Node.JointTargetSpaceBoneName,Node.JointTargetLocation, FColor(128, 255, 128), FColor(128,180,128)); } } void UAnimGraphNode_TwoBoneIK::DrawTargetLocation(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelComp, USkeleton * Skeleton, uint8 SpaceBase, FName SpaceBoneName, const FVector & TargetLocation, const FColor & TargetColor, const FColor & BoneColor) const { const bool bInBoneSpace = (SpaceBase == BCS_ParentBoneSpace) || (SpaceBase == BCS_BoneSpace); const int32 SpaceBoneIndex = bInBoneSpace ? Skeleton->GetReferenceSkeleton().FindBoneIndex(SpaceBoneName) : INDEX_NONE; // Transform EffectorLocation from EffectorLocationSpace to ComponentSpace. FTransform TargetTransform = FTransform (TargetLocation); FTransform CSTransform; ConvertToComponentSpaceTransform(SkelComp, Skeleton, TargetTransform, CSTransform, SpaceBoneIndex, SpaceBase); FTransform WorldTransform = CSTransform * SkelComp->ComponentToWorld; DrawCoordinateSystem( PDI, WorldTransform.GetLocation(), WorldTransform.GetRotation().Rotator(), 20.f, SDPG_Foreground ); DrawWireDiamond( PDI, WorldTransform.ToMatrixWithScale(), 2.f, TargetColor, SDPG_Foreground ); if (bInBoneSpace) { ConvertToComponentSpaceTransform(SkelComp, Skeleton, FTransform::Identity, CSTransform, SpaceBoneIndex, SpaceBase); WorldTransform = CSTransform * SkelComp->ComponentToWorld; DrawCoordinateSystem( PDI, WorldTransform.GetLocation(), WorldTransform.GetRotation().Rotator(), 20.f, SDPG_Foreground ); DrawWireDiamond( PDI, WorldTransform.ToMatrixWithScale(), 2.f, BoneColor, SDPG_Foreground ); } } void UAnimGraphNode_TwoBoneIK::ConvertToComponentSpaceTransform(USkeletalMeshComponent* SkelComp, USkeleton * Skeleton, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, uint8 Space) const { switch( Space ) { case BCS_WorldSpace : { OutCSTransform = InTransform; OutCSTransform.SetToRelativeTransform(SkelComp->ComponentToWorld); } break; case BCS_ComponentSpace : { // Component Space, no change. OutCSTransform = InTransform; } break; case BCS_ParentBoneSpace : if( BoneIndex != INDEX_NONE ) { const int32 ParentIndex = Skeleton->GetReferenceSkeleton().GetParentIndex(BoneIndex); if( ParentIndex != INDEX_NONE ) { const int32 MeshParentIndex = Skeleton->GetMeshBoneIndexFromSkeletonBoneIndex(SkelComp->SkeletalMesh, ParentIndex); if (MeshParentIndex != INDEX_NONE) { const FTransform ParentTM = SkelComp->GetBoneTransform(MeshParentIndex); OutCSTransform = InTransform * ParentTM; } else { OutCSTransform = InTransform; } } } break; case BCS_BoneSpace : if( BoneIndex != INDEX_NONE ) { const int32 MeshBoneIndex = Skeleton->GetMeshBoneIndexFromSkeletonBoneIndex(SkelComp->SkeletalMesh, BoneIndex); if (MeshBoneIndex != INDEX_NONE) { const FTransform BoneTM = SkelComp->GetBoneTransform(MeshBoneIndex); OutCSTransform = InTransform * BoneTM; } else { OutCSTransform = InTransform; } } break; default: if( SkelComp->SkeletalMesh ) { UE_LOG(LogAnimation, Warning, TEXT("ConvertToComponentSpaceTransform: Unknown BoneSpace %d for Mesh: %s"), Space, *SkelComp->SkeletalMesh->GetFName().ToString() ); } else { UE_LOG(LogAnimation, Warning, TEXT("ConvertToComponentSpaceTransform: Unknown BoneSpace %d for Skeleton: %s"), Space, *Skeleton->GetFName().ToString() ); } break; } } #undef LOCTEXT_NAMESPACE