Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_HandIKRetargeting.cpp
Marcus Wassmer cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00

129 lines
4.8 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "BoneControllers/AnimNode_HandIKRetargeting.h"
/////////////////////////////////////////////////////
// FAnimNode_HandIKRetargeting
FAnimNode_HandIKRetargeting::FAnimNode_HandIKRetargeting()
: HandFKWeight(0.5f)
{
}
void FAnimNode_HandIKRetargeting::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += "(";
AddDebugNodeData(DebugLine);
DebugLine += FString::Printf(TEXT(" HandFKWeight: %f)"), HandFKWeight);
for (int32 BoneIndex = 0; BoneIndex < IKBonesToMove.Num(); BoneIndex++)
{
DebugLine += FString::Printf(TEXT(", %s)"), *IKBonesToMove[BoneIndex].BoneName.ToString());
}
DebugLine += FString::Printf(TEXT(")"));
DebugData.AddDebugItem(DebugLine);
ComponentPose.GatherDebugData(DebugData);
}
void FAnimNode_HandIKRetargeting::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms)
{
checkSlow(OutBoneTransforms.Num() == 0);
const FBoneContainer& BoneContainer = Output.Pose.GetPose().GetBoneContainer();
FVector FKLocation = FVector::ZeroVector;
FVector IKLocation = FVector::ZeroVector;
if (FAnimWeight::IsFullWeight(HandFKWeight))
{
const FCompactPoseBoneIndex RightHandFKBoneIndex = RightHandFK.GetCompactPoseIndex(BoneContainer);
const FCompactPoseBoneIndex RightHandIKBoneIndex = RightHandIK.GetCompactPoseIndex(BoneContainer);
FKLocation = Output.Pose.GetComponentSpaceTransform(RightHandFKBoneIndex).GetTranslation();
IKLocation = Output.Pose.GetComponentSpaceTransform(RightHandIKBoneIndex).GetTranslation();
}
else if (!FAnimWeight::IsRelevant(HandFKWeight))
{
const FCompactPoseBoneIndex LeftHandFKBoneIndex = LeftHandFK.GetCompactPoseIndex(BoneContainer);
const FCompactPoseBoneIndex LeftHandIKBoneIndex = LeftHandIK.GetCompactPoseIndex(BoneContainer);
FKLocation = Output.Pose.GetComponentSpaceTransform(LeftHandFKBoneIndex).GetTranslation();
IKLocation = Output.Pose.GetComponentSpaceTransform(LeftHandIKBoneIndex).GetTranslation();
}
else
{
const FCompactPoseBoneIndex RightHandFKBoneIndex = RightHandFK.GetCompactPoseIndex(BoneContainer);
const FCompactPoseBoneIndex RightHandIKBoneIndex = RightHandIK.GetCompactPoseIndex(BoneContainer);
const FCompactPoseBoneIndex LeftHandFKBoneIndex = LeftHandFK.GetCompactPoseIndex(BoneContainer);
const FCompactPoseBoneIndex LeftHandIKBoneIndex = LeftHandIK.GetCompactPoseIndex(BoneContainer);
const FVector RightHandFKLocation = Output.Pose.GetComponentSpaceTransform(RightHandFKBoneIndex).GetTranslation();
const FVector RightHandIKLocation = Output.Pose.GetComponentSpaceTransform(RightHandIKBoneIndex).GetTranslation();
const FVector LeftHandFKLocation = Output.Pose.GetComponentSpaceTransform(LeftHandFKBoneIndex).GetTranslation();
const FVector LeftHandIKLocation = Output.Pose.GetComponentSpaceTransform(LeftHandIKBoneIndex).GetTranslation();
// Compute weight FK and IK hand location. And translation from IK to FK.
FKLocation = FMath::Lerp<FVector>(LeftHandFKLocation, RightHandFKLocation, HandFKWeight);
IKLocation = FMath::Lerp<FVector>(LeftHandIKLocation, RightHandIKLocation, HandFKWeight);
}
const FVector IK_To_FK_Translation = FKLocation - IKLocation;
// If we're not translating, don't send any bones to update.
if (!IK_To_FK_Translation.IsNearlyZero())
{
// Move desired bones
for (const FBoneReference& BoneReference : IKBonesToMove)
{
if (BoneReference.IsValidToEvaluate(BoneContainer))
{
const FCompactPoseBoneIndex BoneIndex = BoneReference.GetCompactPoseIndex(BoneContainer);
FTransform BoneTransform = Output.Pose.GetComponentSpaceTransform(BoneIndex);
BoneTransform.AddToTranslation(IK_To_FK_Translation);
OutBoneTransforms.Add(FBoneTransform(BoneIndex, BoneTransform));
}
}
if (OutBoneTransforms.Num() > 0)
{
OutBoneTransforms.Sort(FCompareBoneTransformIndex());
}
}
}
bool FAnimNode_HandIKRetargeting::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
{
if (RightHandFK.IsValidToEvaluate(RequiredBones)
&& LeftHandFK.IsValidToEvaluate(RequiredBones)
&& RightHandIK.IsValidToEvaluate(RequiredBones)
&& LeftHandIK.IsValidToEvaluate(RequiredBones))
{
// we need at least one bone to move valid.
for (int32 BoneIndex = 0; BoneIndex < IKBonesToMove.Num(); BoneIndex++)
{
if (IKBonesToMove[BoneIndex].IsValidToEvaluate(RequiredBones))
{
return true;
}
}
}
return false;
}
void FAnimNode_HandIKRetargeting::InitializeBoneReferences(const FBoneContainer& RequiredBones)
{
RightHandFK.Initialize(RequiredBones);
LeftHandFK.Initialize(RequiredBones);
RightHandIK.Initialize(RequiredBones);
LeftHandIK.Initialize(RequiredBones);
for (int32 BoneIndex = 0; BoneIndex < IKBonesToMove.Num(); BoneIndex++)
{
IKBonesToMove[BoneIndex].Initialize(RequiredBones);
}
}