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228 lines
7.0 KiB
C++
228 lines
7.0 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "BoneControllers/AnimNode_SpringBone.h"
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#include "GameFramework/WorldSettings.h"
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#include "Animation/AnimInstance.h"
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/////////////////////////////////////////////////////
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// FAnimNode_SpringBone
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FAnimNode_SpringBone::FAnimNode_SpringBone()
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: bLimitDisplacement(false)
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, MaxDisplacement(0.0f)
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, SpringStiffness(50.0f)
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, SpringDamping(4.0f)
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, ErrorResetThresh(256.0f)
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, bNoZSpring_DEPRECATED(false)
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, bTranslateX(true)
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, bTranslateY(true)
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, bTranslateZ(true)
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, bRotateX(false)
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, bRotateY(false)
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, bRotateZ(false)
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, RemainingTime(0.f)
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, bHadValidStrength(false)
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, BoneLocation(FVector::ZeroVector)
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, BoneVelocity(FVector::ZeroVector)
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{
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}
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void FAnimNode_SpringBone::Initialize(const FAnimationInitializeContext& Context)
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{
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FAnimNode_SkeletalControlBase::Initialize(Context);
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RemainingTime = 0.0f;
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}
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void FAnimNode_SpringBone::CacheBones(const FAnimationCacheBonesContext& Context)
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{
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FAnimNode_SkeletalControlBase::CacheBones(Context);
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}
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void FAnimNode_SpringBone::UpdateInternal(const FAnimationUpdateContext& Context)
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{
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FAnimNode_SkeletalControlBase::UpdateInternal(Context);
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RemainingTime += Context.GetDeltaTime();
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// Fixed step simulation at 120hz
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FixedTimeStep = (1.f / 120.f) * TimeDilation;
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}
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void FAnimNode_SpringBone::GatherDebugData(FNodeDebugData& DebugData)
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{
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const float ActualBiasedAlpha = AlphaScaleBias.ApplyTo(Alpha);
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//MDW_TODO Add more output info?
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FString DebugLine = DebugData.GetNodeName(this);
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DebugLine += FString::Printf(TEXT("(Alpha: %.1f%% RemainingTime: %.3f)"), ActualBiasedAlpha*100.f, RemainingTime);
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DebugData.AddDebugItem(DebugLine);
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ComponentPose.GatherDebugData(DebugData);
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}
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FORCEINLINE void CopyToVectorByFlags(FVector& DestVec, const FVector& SrcVec, bool bX, bool bY, bool bZ)
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{
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if (bX)
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{
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DestVec.X = SrcVec.X;
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}
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if (bY)
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{
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DestVec.Y = SrcVec.Y;
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}
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if (bZ)
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{
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DestVec.Z = SrcVec.Z;
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}
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}
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void FAnimNode_SpringBone::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
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{
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check(SkelComp);
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check(OutBoneTransforms.Num() == 0);
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const bool bNoOffset = !bTranslateX && !bTranslateY && !bTranslateZ;
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if (bNoOffset)
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{
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return;
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}
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// Location of our bone in world space
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const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
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const FCompactPoseBoneIndex SpringBoneIndex = SpringBone.GetCompactPoseIndex(BoneContainer);
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const FTransform& SpaceBase = MeshBases.GetComponentSpaceTransform(SpringBoneIndex);
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FTransform BoneTransformInWorldSpace = SpaceBase * SkelComp->GetComponentToWorld();
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FVector const TargetPos = BoneTransformInWorldSpace.GetLocation();
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AActor* SkelOwner = SkelComp->GetOwner();
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if (SkelComp->GetAttachParent() != NULL && (SkelOwner == NULL))
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{
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SkelOwner = SkelComp->GetAttachParent()->GetOwner();
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}
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// Init values first time
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if (RemainingTime == 0.0f)
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{
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BoneLocation = TargetPos;
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BoneVelocity = FVector::ZeroVector;
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}
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while (RemainingTime > FixedTimeStep)
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{
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// Update location of our base by how much our base moved this frame.
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FVector const BaseTranslation = SkelOwner ? (SkelOwner->GetVelocity() * FixedTimeStep) : FVector::ZeroVector;
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BoneLocation += BaseTranslation;
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// Reinit values if outside reset threshold
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if (((TargetPos - BoneLocation).SizeSquared() > (ErrorResetThresh*ErrorResetThresh)))
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{
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BoneLocation = TargetPos;
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BoneVelocity = FVector::ZeroVector;
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}
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// Calculate error vector.
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FVector const Error = (TargetPos - BoneLocation);
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FVector const DampingForce = SpringDamping * BoneVelocity;
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FVector const SpringForce = SpringStiffness * Error;
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// Calculate force based on error and vel
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FVector const Acceleration = SpringForce - DampingForce;
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// Integrate velocity
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// Make sure damping with variable frame rate actually dampens velocity. Otherwise Spring will go nuts.
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float const CutOffDampingValue = 1.f/FixedTimeStep;
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if (SpringDamping > CutOffDampingValue)
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{
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float const SafetyScale = CutOffDampingValue / SpringDamping;
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BoneVelocity += SafetyScale * (Acceleration * FixedTimeStep);
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}
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else
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{
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BoneVelocity += (Acceleration * FixedTimeStep);
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}
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// Clamp velocity to something sane (|dX/dt| <= ErrorResetThresh)
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float const BoneVelocityMagnitude = BoneVelocity.Size();
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if (BoneVelocityMagnitude * FixedTimeStep > ErrorResetThresh)
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{
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BoneVelocity *= (ErrorResetThresh / (BoneVelocityMagnitude * FixedTimeStep));
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}
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// Integrate position
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FVector const OldBoneLocation = BoneLocation;
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FVector const DeltaMove = (BoneVelocity * FixedTimeStep);
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BoneLocation += DeltaMove;
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// Filter out spring translation based on our filter properties
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CopyToVectorByFlags(BoneLocation, TargetPos, !bTranslateX, !bTranslateY, !bTranslateZ);
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// If desired, limit error
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if (bLimitDisplacement)
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{
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FVector CurrentDisp = BoneLocation - TargetPos;
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// Too far away - project back onto sphere around target.
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if (CurrentDisp.SizeSquared() > FMath::Square(MaxDisplacement))
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{
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FVector DispDir = CurrentDisp.GetSafeNormal();
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BoneLocation = TargetPos + (MaxDisplacement * DispDir);
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}
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}
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// Update velocity to reflect post processing done to bone location.
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BoneVelocity = (BoneLocation - OldBoneLocation) / FixedTimeStep;
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check( !BoneLocation.ContainsNaN() );
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check( !BoneVelocity.ContainsNaN() );
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RemainingTime -= FixedTimeStep;
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}
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// Now convert back into component space and output - rotation is unchanged.
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FTransform OutBoneTM = SpaceBase;
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OutBoneTM.SetLocation( SkelComp->GetComponentToWorld().InverseTransformPosition(BoneLocation) );
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const bool bUseRotation = bRotateX || bRotateY || bRotateZ;
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if (bUseRotation)
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{
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FCompactPoseBoneIndex ParentBoneIndex = MeshBases.GetPose().GetParentBoneIndex(SpringBoneIndex);
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const FTransform& ParentSpaceBase = MeshBases.GetComponentSpaceTransform(ParentBoneIndex);
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FVector ParentToTarget = (TargetPos - ParentSpaceBase.GetLocation()).GetSafeNormal();
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FVector ParentToCurrent = (BoneLocation - ParentSpaceBase.GetLocation()).GetSafeNormal();
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FQuat AdditionalRotation = FQuat::FindBetweenNormals(ParentToTarget, ParentToCurrent);
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// Filter rotation based on our filter properties
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FVector EularRot = AdditionalRotation.Euler();
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CopyToVectorByFlags(EularRot, FVector::ZeroVector, !bRotateX, !bRotateY, !bRotateZ);
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OutBoneTM.SetRotation(FQuat::MakeFromEuler(EularRot) * OutBoneTM.GetRotation());
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}
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// Output new transform for current bone.
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OutBoneTransforms.Add(FBoneTransform(SpringBoneIndex, OutBoneTM));
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}
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bool FAnimNode_SpringBone::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
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{
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return (SpringBone.IsValid(RequiredBones));
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}
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void FAnimNode_SpringBone::InitializeBoneReferences(const FBoneContainer& RequiredBones)
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{
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SpringBone.Initialize(RequiredBones);
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}
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void FAnimNode_SpringBone::PreUpdate(const UAnimInstance* InAnimInstance)
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{
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const USkeletalMeshComponent* SkelComp = InAnimInstance->GetSkelMeshComponent();
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const UWorld* World = SkelComp->GetWorld();
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check(World->GetWorldSettings());
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TimeDilation = World->GetWorldSettings()->GetEffectiveTimeDilation();
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}
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