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154 lines
5.5 KiB
C++
154 lines
5.5 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "AnimGraphNode_TwoBoneIK.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_TwoBoneIK
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_TwoBoneIK::UAnimGraphNode_TwoBoneIK(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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FText UAnimGraphNode_TwoBoneIK::GetControllerDescription() const
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{
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return LOCTEXT("TwoBoneIK", "Two Bone IK");
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}
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FText UAnimGraphNode_TwoBoneIK::GetTooltipText() const
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{
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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.");
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}
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FText UAnimGraphNode_TwoBoneIK::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if ((TitleType == ENodeTitleType::ListView) && (Node.IKBone.BoneName == NAME_None))
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{
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return GetControllerDescription();
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}
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else if (!CachedNodeTitles.IsTitleCached(TitleType))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
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Args.Add(TEXT("BoneName"), FText::FromName(Node.IKBone.BoneName));
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// FText::Format() is slow, so we cache this to save on performance
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if (TitleType == ENodeTitleType::ListView)
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{
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_IKBone_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args));
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}
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else
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{
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_IKBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args));
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}
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}
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return CachedNodeTitles[TitleType];
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}
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void UAnimGraphNode_TwoBoneIK::Draw( FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp ) const
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{
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if ( SkelMeshComp && SkelMeshComp->SkeletalMesh && SkelMeshComp->SkeletalMesh->Skeleton )
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{
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USkeleton * Skeleton = SkelMeshComp->SkeletalMesh->Skeleton;
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DrawTargetLocation(PDI, SkelMeshComp, Skeleton, Node.EffectorLocationSpace, Node.EffectorSpaceBoneName,Node.EffectorLocation, FColor(255,128,128), FColor(180,128,128));
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DrawTargetLocation(PDI, SkelMeshComp, Skeleton, Node.JointTargetLocationSpace, Node.JointTargetSpaceBoneName,Node.JointTargetLocation, FColor(128, 255, 128), FColor(128,180,128));
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}
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}
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void UAnimGraphNode_TwoBoneIK::DrawTargetLocation(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelComp, USkeleton * Skeleton, uint8 SpaceBase, FName SpaceBoneName, const FVector & TargetLocation, const FColor & TargetColor, const FColor & BoneColor) const
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{
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const bool bInBoneSpace = (SpaceBase == BCS_ParentBoneSpace) || (SpaceBase == BCS_BoneSpace);
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const int32 SpaceBoneIndex = bInBoneSpace ? Skeleton->GetReferenceSkeleton().FindBoneIndex(SpaceBoneName) : INDEX_NONE;
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// Transform EffectorLocation from EffectorLocationSpace to ComponentSpace.
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FTransform TargetTransform = FTransform (TargetLocation);
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FTransform CSTransform;
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ConvertToComponentSpaceTransform(SkelComp, Skeleton, TargetTransform, CSTransform, SpaceBoneIndex, SpaceBase);
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FTransform WorldTransform = CSTransform * SkelComp->ComponentToWorld;
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DrawCoordinateSystem( PDI, WorldTransform.GetLocation(), WorldTransform.GetRotation().Rotator(), 20.f, SDPG_Foreground );
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DrawWireDiamond( PDI, WorldTransform.ToMatrixWithScale(), 2.f, TargetColor, SDPG_Foreground );
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if (bInBoneSpace)
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{
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ConvertToComponentSpaceTransform(SkelComp, Skeleton, FTransform::Identity, CSTransform, SpaceBoneIndex, SpaceBase);
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WorldTransform = CSTransform * SkelComp->ComponentToWorld;
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DrawCoordinateSystem( PDI, WorldTransform.GetLocation(), WorldTransform.GetRotation().Rotator(), 20.f, SDPG_Foreground );
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DrawWireDiamond( PDI, WorldTransform.ToMatrixWithScale(), 2.f, BoneColor, SDPG_Foreground );
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}
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}
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void UAnimGraphNode_TwoBoneIK::ConvertToComponentSpaceTransform(USkeletalMeshComponent* SkelComp, USkeleton * Skeleton, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, uint8 Space) const
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{
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switch( Space )
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{
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case BCS_WorldSpace :
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{
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OutCSTransform = InTransform;
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OutCSTransform.SetToRelativeTransform(SkelComp->ComponentToWorld);
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}
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break;
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case BCS_ComponentSpace :
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{
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// Component Space, no change.
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OutCSTransform = InTransform;
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}
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break;
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case BCS_ParentBoneSpace :
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if( BoneIndex != INDEX_NONE )
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{
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const int32 ParentIndex = Skeleton->GetReferenceSkeleton().GetParentIndex(BoneIndex);
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if( ParentIndex != INDEX_NONE )
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{
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const int32 MeshParentIndex = Skeleton->GetMeshBoneIndexFromSkeletonBoneIndex(SkelComp->SkeletalMesh, ParentIndex);
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if (MeshParentIndex != INDEX_NONE)
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{
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const FTransform ParentTM = SkelComp->GetBoneTransform(MeshParentIndex);
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OutCSTransform = InTransform * ParentTM;
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}
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else
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{
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OutCSTransform = InTransform;
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}
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}
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}
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break;
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case BCS_BoneSpace :
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if( BoneIndex != INDEX_NONE )
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{
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const int32 MeshBoneIndex = Skeleton->GetMeshBoneIndexFromSkeletonBoneIndex(SkelComp->SkeletalMesh, BoneIndex);
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if (MeshBoneIndex != INDEX_NONE)
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{
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const FTransform BoneTM = SkelComp->GetBoneTransform(MeshBoneIndex);
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OutCSTransform = InTransform * BoneTM;
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}
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else
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{
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OutCSTransform = InTransform;
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}
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}
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break;
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default:
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if( SkelComp->SkeletalMesh )
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{
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UE_LOG(LogAnimation, Warning, TEXT("ConvertToComponentSpaceTransform: Unknown BoneSpace %d for Mesh: %s"), Space, *SkelComp->SkeletalMesh->GetFName().ToString() );
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}
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else
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{
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UE_LOG(LogAnimation, Warning, TEXT("ConvertToComponentSpaceTransform: Unknown BoneSpace %d for Skeleton: %s"), Space, *Skeleton->GetFName().ToString() );
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}
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break;
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}
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}
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#undef LOCTEXT_NAMESPACE
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