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When use the first child option we now find the first child with animation, FN rigs and 3rd party rigs may not have the animation on the first child of the root. Don't draw virtual bones when drawing skeleton and use default bone rendering. Just dirty root motion cache on changes. Passing in the PreviousTransform to the anim proxy, this is just wip for the refactor to remove the root motion caching. #jira UE-167374 #jira UE-167371 #jira UE-167991 #preflight 63603b41d13ad22d722ee5b4 #rb max.chen [CL 22889771 by Mike Zyracki in ue5-main branch]
314 lines
12 KiB
C++
314 lines
12 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimSequencerInstanceProxy.h"
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#include "AnimSequencerInstance.h"
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#include "Components/SkeletalMeshComponent.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimSequencerInstanceProxy)
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void FAnimSequencerInstanceProxy::Initialize(UAnimInstance* InAnimInstance)
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{
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FAnimInstanceProxy::Initialize(InAnimInstance);
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ConstructNodes();
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FullBodyBlendNode.bAdditiveNode = false;
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FullBodyBlendNode.bNormalizeAlpha = true;
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AdditiveBlendNode.bAdditiveNode = true;
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AdditiveBlendNode.bNormalizeAlpha = false;
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FullBodyBlendNode.ResetPoses();
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AdditiveBlendNode.ResetPoses();
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SnapshotNode.SnapshotName = UAnimSequencerInstance::SequencerPoseName;
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ClearSequencePlayerAndMirrorMaps();
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UpdateCounter.Reset();
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RootMotionOverride.Reset();
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}
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bool FAnimSequencerInstanceProxy::Evaluate(FPoseContext& Output)
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{
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SequencerRootNode.Evaluate_AnyThread(Output);
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if (RootMotionOverride.IsSet())
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{
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if (!RootMotionOverride.GetValue().bBlendFirstChildOfRoot)
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{
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for (const FCompactPoseBoneIndex BoneIndex : Output.Pose.ForEachBoneIndex())
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{
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if (BoneIndex.IsRootBone())
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{
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Output.Pose[BoneIndex] = RootMotionOverride.GetValue().RootMotion;
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break;
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}
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}
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}
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else if (RootMotionOverride.GetValue().ChildBoneIndex != INDEX_NONE)
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{
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FCompactPoseBoneIndex PoseIndex = Output.Pose.GetBoneContainer().GetCompactPoseIndexFromSkeletonIndex(RootMotionOverride.GetValue().ChildBoneIndex);
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if (PoseIndex.IsValid())
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{
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Output.Pose[PoseIndex] = RootMotionOverride.GetValue().RootMotion;
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}
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}
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}
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RootBoneTransform.Reset();
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if (SwapRootBone != ESwapRootBone::SwapRootBone_None)
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{
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for (const FCompactPoseBoneIndex BoneIndex : Output.Pose.ForEachBoneIndex())
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{
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if (BoneIndex.IsRootBone())
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{
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RootBoneTransform = Output.Pose[BoneIndex];
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Output.Pose[BoneIndex] = FTransform::Identity;
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break;
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}
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}
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}
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return true;
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}
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void FAnimSequencerInstanceProxy::PostEvaluate(UAnimInstance* InAnimInstance)
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{
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if (GetSkelMeshComponent() && SwapRootBone != ESwapRootBone::SwapRootBone_None)
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{
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if (RootBoneTransform.IsSet())
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{
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FTransform RelativeTransform = RootBoneTransform.GetValue();
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if (InitialTransform.IsSet())
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{
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RelativeTransform = RootBoneTransform.GetValue() * InitialTransform.GetValue();
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}
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if (SwapRootBone == ESwapRootBone::SwapRootBone_Component)
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{
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GetSkelMeshComponent()->SetRelativeLocationAndRotation(RelativeTransform.GetLocation(), RelativeTransform.GetRotation().Rotator());
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}
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else if (SwapRootBone == ESwapRootBone::SwapRootBone_Actor)
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{
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AActor* Actor = GetSkelMeshComponent()->GetOwner();
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if (Actor && Actor->GetRootComponent())
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{
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Actor->GetRootComponent()->SetRelativeLocationAndRotation(RelativeTransform.GetLocation(), RelativeTransform.GetRotation().Rotator());
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}
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}
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}
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}
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}
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void FAnimSequencerInstanceProxy::UpdateAnimationNode(const FAnimationUpdateContext& InContext)
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{
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UpdateCounter.Increment();
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SequencerRootNode.Update_AnyThread(InContext);
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}
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void FAnimSequencerInstanceProxy::ConstructNodes()
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{
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// construct node link node for full body and additive to apply additive node
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SequencerRootNode.Base.SetLinkNode(&FullBodyBlendNode);
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SequencerRootNode.Additive.SetLinkNode(&AdditiveBlendNode);
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}
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void FAnimSequencerInstanceProxy::ClearSequencePlayerAndMirrorMaps()
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{
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for (TPair<uint32, FSequencerPlayerBase*>& Iter : SequencerToPlayerMap)
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{
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delete Iter.Value;
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}
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SequencerToPlayerMap.Empty();
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for (TPair<uint32, FAnimNode_Mirror_Standalone*>& Iter : SequencerToMirrorMap)
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{
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delete Iter.Value;
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}
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SequencerToMirrorMap.Empty();
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}
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void FAnimSequencerInstanceProxy::ResetPose()
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{
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SequencerRootNode.Base.SetLinkNode(&SnapshotNode);
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//force evaluation?
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}
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void FAnimSequencerInstanceProxy::ResetNodes()
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{
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FMemory::Memzero(FullBodyBlendNode.DesiredAlphas.GetData(), FullBodyBlendNode.DesiredAlphas.GetAllocatedSize());
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FMemory::Memzero(AdditiveBlendNode.DesiredAlphas.GetData(), AdditiveBlendNode.DesiredAlphas.GetAllocatedSize());
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}
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FAnimSequencerInstanceProxy::~FAnimSequencerInstanceProxy()
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{
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ClearSequencePlayerAndMirrorMaps();
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}
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void FAnimSequencerInstanceProxy::InitAnimTrack(UAnimSequenceBase* InAnimSequence, uint32 SequenceId)
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{
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if (InAnimSequence != nullptr)
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{
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FSequencerPlayerAnimSequence* PlayerState = FindPlayer<FSequencerPlayerAnimSequence>(SequenceId);
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if (PlayerState == nullptr)
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{
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const bool bIsAdditive = InAnimSequence->IsValidAdditive();
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FAnimNode_MultiWayBlend& BlendNode = (bIsAdditive) ? AdditiveBlendNode : FullBodyBlendNode;
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// you shouldn't allow additive animation to be added here, but if it changes type after
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// you'll see this warning coming up
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if (bIsAdditive && InAnimSequence->GetAdditiveAnimType() == AAT_RotationOffsetMeshSpace)
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{
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// this doesn't work
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UE_LOG(LogAnimation, Warning, TEXT("ERROR: Animation [%s] in Sequencer has Mesh Space additive animation. No support on mesh space additive animation. "), *GetNameSafe(InAnimSequence));
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}
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const int32 PoseIndex = BlendNode.AddPose() - 1;
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// add the new entry to map
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FSequencerPlayerAnimSequence* NewPlayerState = new FSequencerPlayerAnimSequence();
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NewPlayerState->PoseIndex = PoseIndex;
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NewPlayerState->bAdditive = bIsAdditive;
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SequencerToPlayerMap.Add(SequenceId, NewPlayerState);
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// link player to mirror node,
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FAnimNode_Mirror_Standalone* NewMirrorNode = new FAnimNode_Mirror_Standalone();
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NewMirrorNode->SetMirror(false);
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NewMirrorNode->SetSourceLinkNode(&NewPlayerState->PlayerNode);
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SequencerToMirrorMap.Add(SequenceId, NewMirrorNode);
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// link mirror to blendnode, this will let you trigger notifies and so on
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NewPlayerState->PlayerNode.SetTeleportToExplicitTime(false);
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BlendNode.Poses[PoseIndex].SetLinkNode(NewMirrorNode);
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// set player state
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PlayerState = NewPlayerState;
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}
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// now set animation data to player
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PlayerState->PlayerNode.SetSequence(InAnimSequence);
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PlayerState->PlayerNode.SetExplicitTime(0.f);
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// initialize player
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PlayerState->PlayerNode.Initialize_AnyThread(FAnimationInitializeContext(this));
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FAnimNode_Mirror_Standalone* Mirror = SequencerToMirrorMap.FindRef(SequenceId);
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if (Mirror)
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{
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Mirror->Initialize_AnyThread(FAnimationInitializeContext(this));
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Mirror->CacheBones_AnyThread(FAnimationCacheBonesContext(this));
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}
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}
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}
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/*
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// this isn't used yet. If we want to optimize it, we could do this way, but right now the way sequencer updates, we don't have a good point
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// where we could just clear one sequence id. We just clear all the weights before update.
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// once they go out of range, they don't get called anymore, so there is no good point of tearing down
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// there is multiple tear down point but we couldn't find where only happens once activated and once getting out
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// because sequencer finds the nearest point, not exact point, it doesn't have good point of tearing down
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void FAnimSequencerInstanceProxy::TermAnimTrack(int32 SequenceId)
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{
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FSequencerPlayerState* PlayerState = FindPlayer(SequenceId);
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if (PlayerState)
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{
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FAnimNode_MultiWayBlend& BlendNode = (PlayerState->bAdditive) ? AdditiveBlendNode : FullBodyBlendNode;
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// remove the pose from blend node
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BlendNode.Poses.RemoveAt(PlayerState->PoseIndex);
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BlendNode.DesiredAlphas.RemoveAt(PlayerState->PoseIndex);
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// remove from Sequence Map
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SequencerToPlayerMap.Remove(SequenceId);
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}
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}*/
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void FAnimSequencerInstanceProxy::UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, uint32 SequenceId, float InPosition, float Weight, bool bFireNotifies)
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{
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UpdateAnimTrack(InAnimSequence, SequenceId, TOptional<FRootMotionOverride>(), TOptional<float>(), InPosition, Weight, bFireNotifies, nullptr);
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}
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void FAnimSequencerInstanceProxy::UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, uint32 SequenceId, TOptional<float> InFromPosition, float InToPosition, float Weight, bool bFireNotifies)
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{
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UpdateAnimTrack(InAnimSequence, SequenceId, TOptional<FRootMotionOverride>(), InFromPosition, InToPosition, Weight, bFireNotifies, nullptr);
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}
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void FAnimSequencerInstanceProxy::UpdateAnimTrackWithRootMotion(UAnimSequenceBase* InAnimSequence, int32 SequenceId, const TOptional<FRootMotionOverride>& RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies)
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{
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UpdateAnimTrack(InAnimSequence, SequenceId, RootMotion, InFromPosition, InToPosition, Weight, bFireNotifies, nullptr);
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}
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void FAnimSequencerInstanceProxy::UpdateAnimTrackWithRootMotion(UAnimSequenceBase* InAnimSequence, int32 SequenceId, const TOptional<FRootMotionOverride>& RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies, UMirrorDataTable* InMirrorDataTable)
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{
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UpdateAnimTrack(InAnimSequence, SequenceId, RootMotion, InFromPosition, InToPosition, Weight, bFireNotifies, InMirrorDataTable);
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}
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void FAnimSequencerInstanceProxy::UpdateAnimTrackWithRootMotion(const FAnimSequencerData& InAnimSequencerData)
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{
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SwapRootBone = InAnimSequencerData.SwapRootBone;
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InitialTransform = InAnimSequencerData.InitialTransform;
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UpdateAnimTrack(InAnimSequencerData.AnimSequence, InAnimSequencerData.SequenceId, InAnimSequencerData.RootMotion, InAnimSequencerData.FromPosition, InAnimSequencerData.ToPosition, InAnimSequencerData.Weight, InAnimSequencerData.bFireNotifies, InAnimSequencerData.MirrorDataTable);
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}
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void FAnimSequencerInstanceProxy::UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, uint32 SequenceId, const TOptional<FRootMotionOverride>& InRootMotionOverride, TOptional<float> InFromPosition, float InToPosition, float Weight, bool bFireNotifies, UMirrorDataTable* InMirrorDataTable)
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{
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EnsureAnimTrack(InAnimSequence, SequenceId);
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FSequencerPlayerAnimSequence* PlayerState = FindPlayer<FSequencerPlayerAnimSequence>(SequenceId);
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PlayerState->PlayerNode.SetExplicitTime(InToPosition);
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if (InFromPosition.IsSet())
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{
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// Set the internal time accumulator at the "from" time so that the player node will correctly evaluate the
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// desired "from/to" range. We also disable the reinitialization code so it doesn't mess up that time we
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// just set.
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PlayerState->PlayerNode.SetExplicitPreviousTime(InFromPosition.GetValue());
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PlayerState->PlayerNode.SetReinitializationBehavior(ESequenceEvalReinit::NoReset);
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}
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FAnimNode_Mirror_Standalone* MirrorNode = SequencerToMirrorMap.FindRef(SequenceId);
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if (MirrorNode)
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{
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MirrorNode->SetMirror(InMirrorDataTable != nullptr);
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UMirrorDataTable* OldMirrorDataTable = MirrorNode->GetMirrorDataTable();
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MirrorNode->SetMirrorDataTable(InMirrorDataTable);
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if (InMirrorDataTable && OldMirrorDataTable != InMirrorDataTable)
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{
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MirrorNode->CacheBones_AnyThread(FAnimationCacheBonesContext(this));
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}
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}
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// if no fire notifies, we can teleport to explicit time
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PlayerState->PlayerNode.SetTeleportToExplicitTime(!bFireNotifies);
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// if moving to 0.f, we mark this to teleport. Otherwise, do not use explicit time
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FAnimNode_MultiWayBlend& BlendNode = (PlayerState->bAdditive) ? AdditiveBlendNode : FullBodyBlendNode;
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BlendNode.DesiredAlphas[PlayerState->PoseIndex] = Weight;
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// if additive, apply alpha value correctlyeTick
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// this will be used when apply additive is blending correct total alpha to additive
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if (PlayerState->bAdditive)
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{
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SequencerRootNode.Alpha = BlendNode.GetTotalAlpha();
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}
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RootMotionOverride = InRootMotionOverride;
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}
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void FAnimSequencerInstanceProxy::EnsureAnimTrack(UAnimSequenceBase* InAnimSequence, uint32 SequenceId)
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{
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FSequencerPlayerAnimSequence* PlayerState = FindPlayer<FSequencerPlayerAnimSequence>(SequenceId);
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if (!PlayerState)
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{
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InitAnimTrack(InAnimSequence, SequenceId);
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}
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else if (PlayerState->PlayerNode.GetSequence() != InAnimSequence)
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{
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PlayerState->PlayerNode.SetSequence(InAnimSequence);
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}
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}
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