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Before: 3648 unity files Total CPU Time: 47886.140625 s Total time in Parallel executor: 498.81 seconds After: 3548 unity files Total CPU Time: 46643.828125 s Total time in Parallel executor: 486.06 seconds #jira #preflight [CL 22173263 by marc audy in ue5-main branch]
163 lines
5.0 KiB
C++
163 lines
5.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BoneControllers/AnimNode_SkeletalControlBase.h"
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#include "Animation/AnimInstanceProxy.h"
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#include "Engine/SkeletalMeshSocket.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_SkeletalControlBase)
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/////////////////////////////////////////////////////
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// FAnimNode_SkeletalControlBase
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void FAnimNode_SkeletalControlBase::Initialize_AnyThread(const FAnimationInitializeContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
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FAnimNode_Base::Initialize_AnyThread(Context);
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ComponentPose.Initialize(Context);
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AlphaBoolBlend.Reinitialize();
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AlphaScaleBiasClamp.Reinitialize();
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}
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void FAnimNode_SkeletalControlBase::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
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FAnimNode_Base::CacheBones_AnyThread(Context);
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InitializeBoneReferences(Context.AnimInstanceProxy->GetRequiredBones());
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ComponentPose.CacheBones(Context);
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}
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void FAnimNode_SkeletalControlBase::UpdateInternal(const FAnimationUpdateContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(UpdateInternal)
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}
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void FAnimNode_SkeletalControlBase::UpdateComponentPose_AnyThread(const FAnimationUpdateContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(UpdateComponentPose_AnyThread)
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ComponentPose.Update(Context);
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}
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void FAnimNode_SkeletalControlBase::Update_AnyThread(const FAnimationUpdateContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Update_AnyThread)
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UpdateComponentPose_AnyThread(Context);
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ActualAlpha = 0.f;
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if (IsLODEnabled(Context.AnimInstanceProxy))
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{
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GetEvaluateGraphExposedInputs().Execute(Context);
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// Apply the skeletal control if it's valid
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switch (AlphaInputType)
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{
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case EAnimAlphaInputType::Float :
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ActualAlpha = AlphaScaleBias.ApplyTo(AlphaScaleBiasClamp.ApplyTo(Alpha, Context.GetDeltaTime()));
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break;
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case EAnimAlphaInputType::Bool :
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ActualAlpha = AlphaBoolBlend.ApplyTo(bAlphaBoolEnabled, Context.GetDeltaTime());
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break;
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case EAnimAlphaInputType::Curve :
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if (UAnimInstance* AnimInstance = Cast<UAnimInstance>(Context.AnimInstanceProxy->GetAnimInstanceObject()))
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{
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ActualAlpha = AlphaScaleBiasClamp.ApplyTo(AnimInstance->GetCurveValue(AlphaCurveName), Context.GetDeltaTime());
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}
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break;
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};
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// Make sure Alpha is clamped between 0 and 1.
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ActualAlpha = FMath::Clamp<float>(ActualAlpha, 0.f, 1.f);
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if (FAnimWeight::IsRelevant(ActualAlpha) && IsValidToEvaluate(Context.AnimInstanceProxy->GetSkeleton(), Context.AnimInstanceProxy->GetRequiredBones()))
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{
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UpdateInternal(Context);
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}
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}
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TRACE_ANIM_NODE_VALUE(Context, TEXT("Alpha"), ActualAlpha);
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}
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bool ContainsNaN(const TArray<FBoneTransform> & BoneTransforms)
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{
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for (int32 i = 0; i < BoneTransforms.Num(); ++i)
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{
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if (BoneTransforms[i].Transform.ContainsNaN())
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{
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return true;
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}
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}
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return false;
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}
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void FAnimNode_SkeletalControlBase::EvaluateComponentPose_AnyThread(FComponentSpacePoseContext& Output)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(EvaluateComponentPose_AnyThread)
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// Evaluate the input
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ComponentPose.EvaluateComponentSpace(Output);
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}
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void FAnimNode_SkeletalControlBase::EvaluateComponentSpaceInternal(FComponentSpacePoseContext& Context)
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{
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}
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void FAnimNode_SkeletalControlBase::EvaluateComponentSpace_AnyThread(FComponentSpacePoseContext& Output)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(EvaluateComponentSpace_AnyThread)
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// Cache the incoming node IDs in a base context
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FAnimationBaseContext CachedContext(Output);
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EvaluateComponentPose_AnyThread(Output);
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#if WITH_EDITORONLY_DATA
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// save current pose before applying skeletal control to compute the exact gizmo location in AnimGraphNode
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ForwardedPose.CopyPose(Output.Pose);
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#endif // #if WITH_EDITORONLY_DATA
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#if DO_CHECK
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// this is to ensure Source data does not contain NaN
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ensure(Output.ContainsNaN() == false);
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#endif
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// Apply the skeletal control if it's valid
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if (FAnimWeight::IsRelevant(ActualAlpha) && IsValidToEvaluate(Output.AnimInstanceProxy->GetSkeleton(), Output.AnimInstanceProxy->GetRequiredBones()))
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{
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Output.SetNodeIds(CachedContext);
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EvaluateComponentSpaceInternal(Output);
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BoneTransforms.Reset(BoneTransforms.Num());
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EvaluateSkeletalControl_AnyThread(Output, BoneTransforms);
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if (BoneTransforms.Num() > 0)
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{
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const float BlendWeight = FMath::Clamp<float>(ActualAlpha, 0.f, 1.f);
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Output.Pose.LocalBlendCSBoneTransforms(BoneTransforms, BlendWeight);
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}
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// we check NaN when you get out of this function in void FComponentSpacePoseLink::EvaluateComponentSpace(FComponentSpacePoseContext& Output)
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}
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}
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void FAnimNode_SkeletalControlBase::AddDebugNodeData(FString& OutDebugData)
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{
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OutDebugData += FString::Printf(TEXT("Alpha: %.1f%%"), ActualAlpha*100.f);
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}
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void FAnimNode_SkeletalControlBase::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms)
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{
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}
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void FAnimNode_SkeletalControlBase::SetAlpha(float InAlpha)
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{
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Alpha = InAlpha;
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ActualAlpha = InAlpha;
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}
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float FAnimNode_SkeletalControlBase::GetAlpha() const
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{
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return ActualAlpha;
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}
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