Files
frederick lupien 4da3ce865b Add animstats.h headers to node that use verbose profiling
[REVIEW] [at]thomas.sarkanen
[FYI] Paul.McLaurin, Jose.Villarroel

[CL 26146633 by frederick lupien in 5.3 branch]
2023-06-21 09:42:07 -04:00

155 lines
4.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimNodes/AnimNode_ModifyCurve.h"
#include "AnimationRuntime.h"
#include "Animation/AnimInstanceProxy.h"
#include "Animation/AnimCurveTypes.h"
#include "Animation/AnimStats.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_ModifyCurve)
FAnimNode_ModifyCurve::FAnimNode_ModifyCurve()
{
ApplyMode = EModifyCurveApplyMode::Blend;
Alpha = 1.f;
}
void FAnimNode_ModifyCurve::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
Super::Initialize_AnyThread(Context);
SourcePose.Initialize(Context);
// Init our last values array to be the right size
if (ApplyMode == EModifyCurveApplyMode::WeightedMovingAverage)
{
LastCurve.Empty();
}
}
void FAnimNode_ModifyCurve::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
Super::CacheBones_AnyThread(Context);
SourcePose.CacheBones(Context);
}
void FAnimNode_ModifyCurve::Evaluate_AnyThread(FPoseContext& Output)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread)
ANIM_MT_SCOPE_CYCLE_COUNTER_VERBOSE(ModifyCurve, !IsInGameThread());
FPoseContext SourceData(Output);
SourcePose.Evaluate(SourceData);
Output = SourceData;
// Build internal curves from array & map
FBlendedCurve Curve;
Curve.Reserve(CurveNames.Num());
for(int32 CurveIndex = 0; CurveIndex < CurveNames.Num(); ++CurveIndex)
{
Curve.Add(CurveNames[CurveIndex], CurveValues[CurveIndex]);
}
if(CurveMap.Num() > 0)
{
FBlendedCurve MapCurve;
MapCurve.Reserve(CurveNames.Num());
for(const TPair<FName, float>& NameValuePair : CurveMap)
{
MapCurve.Add(NameValuePair.Key, NameValuePair.Value);
}
// Combine pin & map curves in case they overlap
Curve.Combine(MapCurve);
}
if (ApplyMode == EModifyCurveApplyMode::WeightedMovingAverage)
{
UE::Anim::FNamedValueArrayUtils::Union(Output.Curve, Curve, LastCurve,
[this](UE::Anim::FCurveElement& InOutResult, const UE::Anim::FCurveElement& InCurveElement, const UE::Anim::FCurveElement& InLastCurveElement, UE::Anim::ENamedValueUnionFlags InFlags)
{
// Only apply curves that we are overriding
if(EnumHasAnyFlags(InFlags, UE::Anim::ENamedValueUnionFlags::ValidArg1))
{
InOutResult.Value = ProcessCurveWMAOperation(InCurveElement.Value, InLastCurveElement.Value);
}
});
}
else
{
UE::Anim::FNamedValueArrayUtils::Union(Output.Curve, Curve,
[this](UE::Anim::FCurveElement& InOutResult, const UE::Anim::FCurveElement& InCurveElement, UE::Anim::ENamedValueUnionFlags InFlags)
{
// Only apply curves that we are overriding
if(EnumHasAnyFlags(InFlags, UE::Anim::ENamedValueUnionFlags::ValidArg1))
{
InOutResult.Value = ProcessCurveOperation(InOutResult.Value, InCurveElement.Value);
}
});
}
LastCurve.CopyFrom(Curve);
}
float FAnimNode_ModifyCurve::ProcessCurveOperation(float CurrentValue, float NewValue) const
{
float UseNewValue = CurrentValue;
// Use ApplyMode enum to decide how to apply
if (ApplyMode == EModifyCurveApplyMode::Add)
{
UseNewValue = CurrentValue + NewValue;
}
else if (ApplyMode == EModifyCurveApplyMode::Scale)
{
UseNewValue = CurrentValue * NewValue;
}
else if (ApplyMode == EModifyCurveApplyMode::RemapCurve)
{
const float RemapScale = 1.f / FMath::Max(1.f - NewValue, 0.01f);
UseNewValue = FMath::Min(FMath::Max(CurrentValue - NewValue, 0.f) * RemapScale, 1.f);
}
else if (ApplyMode == EModifyCurveApplyMode::Blend)
{
UseNewValue = NewValue;
}
const float UseAlpha = FMath::Clamp(Alpha, 0.f, 1.f);
return FMath::Lerp(CurrentValue, UseNewValue, UseAlpha);
}
float FAnimNode_ModifyCurve::ProcessCurveWMAOperation(float CurrentValue, float LastValue) const
{
return FMath::WeightedMovingAverage(CurrentValue, LastValue, Alpha);
}
void FAnimNode_ModifyCurve::Update_AnyThread(const FAnimationUpdateContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Update_AnyThread)
// Run update on input pose nodes
SourcePose.Update(Context);
// Evaluate any BP logic plugged into this node
GetEvaluateGraphExposedInputs().Execute(Context);
}
#if WITH_EDITOR
void FAnimNode_ModifyCurve::AddCurve(const FName& InName, float InValue)
{
CurveValues.Add(InValue);
CurveNames.Add(InName);
}
void FAnimNode_ModifyCurve::RemoveCurve(int32 PoseIndex)
{
CurveValues.RemoveAt(PoseIndex);
CurveNames.RemoveAt(PoseIndex);
}
#endif // WITH_EDITOR