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UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_PoseByName.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

69 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimNodes/AnimNode_PoseByName.h"
#include "Animation/AnimInstanceProxy.h"
#include "Animation/AnimTrace.h"
/////////////////////////////////////////////////////
// FAnimPoseByNameNode
void FAnimNode_PoseByName::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
FAnimNode_PoseHandler::Initialize_AnyThread(Context);
}
void FAnimNode_PoseByName::RebuildPoseList(const FBoneContainer& InBoneContainer, const UPoseAsset* InPoseAsset)
{
PoseExtractContext.PoseCurves.Reset();
const TArray<FSmartName>& PoseNames = InPoseAsset->GetPoseNames();
const int32 PoseIndex = InPoseAsset->GetPoseIndexByName(PoseName);
TArray<uint16> const& LUTIndex = InBoneContainer.GetUIDToArrayLookupTable();
if (PoseIndex != INDEX_NONE && ensure(LUTIndex.IsValidIndex(PoseNames[PoseIndex].UID)) && LUTIndex[PoseNames[PoseIndex].UID] != MAX_uint16)
{
// we keep pose index as that is the fastest way to search when extracting pose asset
PoseExtractContext.PoseCurves.Add(FPoseCurve(PoseIndex, PoseNames[PoseIndex].UID, 0.f));
}
}
void FAnimNode_PoseByName::UpdateAssetPlayer(const FAnimationUpdateContext& Context)
{
FAnimNode_PoseHandler::UpdateAssetPlayer(Context);
// update pose extraction context if the name differs
if (CurrentPoseName != PoseName)
{
RebuildPoseList(Context.AnimInstanceProxy->GetRequiredBones(), PoseAsset);
CurrentPoseName = PoseName;
}
TRACE_ANIM_NODE_VALUE(Context, TEXT("Pose Asset"), CurrentPoseAsset.IsValid() ? *CurrentPoseAsset.Get()->GetName() : TEXT("None"));
TRACE_ANIM_NODE_VALUE(Context, TEXT("Pose"), *PoseName.ToString());
}
void FAnimNode_PoseByName::Evaluate_AnyThread(FPoseContext& Output)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread)
// make sure we have curve to eval
if ((CurrentPoseAsset.IsValid()) && (PoseExtractContext.PoseCurves.Num() > 0) && (Output.AnimInstanceProxy->IsSkeletonCompatible(CurrentPoseAsset->GetSkeleton())))
{
// we only have one
PoseExtractContext.PoseCurves[0].Value = PoseWeight;
// only give pose curve, we don't set any more curve here
CurrentPoseAsset->GetAnimationPose(Output.Pose, Output.Curve, PoseExtractContext);
}
else
{
Output.ResetToRefPose();
}
}
void FAnimNode_PoseByName::GatherDebugData(FNodeDebugData& DebugData)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData)
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("('%s' Pose: %s)"), CurrentPoseAsset.IsValid()? *CurrentPoseAsset.Get()->GetName() : TEXT("None"), *PoseName.ToString());
DebugData.AddDebugItem(DebugLine, true);
}