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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
283 lines
11 KiB
C++
283 lines
11 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphRuntimePrivatePCH.h"
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#include "BoneControllers/AnimNode_BoneDrivenController.h"
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#include "AnimInstanceProxy.h"
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/////////////////////////////////////////////////////
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// FAnimNode_BoneDrivenController
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FAnimNode_BoneDrivenController::FAnimNode_BoneDrivenController()
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: SourceComponent(EComponentType::None)
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, Multiplier(1.0f)
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, bUseRange(false)
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, RangeMin(-1.0f)
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, RangeMax(1.0f)
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, RemappedMin(0.0f)
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, RemappedMax(1.0f)
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, DestinationMode(EDrivenDestinationMode::Bone)
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, TargetComponent_DEPRECATED(EComponentType::None)
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, bAffectTargetTranslationX(false)
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, bAffectTargetTranslationY(false)
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, bAffectTargetTranslationZ(false)
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, bAffectTargetRotationX(false)
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, bAffectTargetRotationY(false)
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, bAffectTargetRotationZ(false)
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, bAffectTargetScaleX(false)
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, bAffectTargetScaleY(false)
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, bAffectTargetScaleZ(false)
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, ModificationMode(EDrivenBoneModificationMode::AddToInput)
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{
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}
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void FAnimNode_BoneDrivenController::GatherDebugData(FNodeDebugData& DebugData)
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{
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FString DebugLine = DebugData.GetNodeName(this);
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DebugLine += "(";
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AddDebugNodeData(DebugLine);
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if (DestinationMode == EDrivenDestinationMode::Bone)
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{
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DebugLine += FString::Printf(TEXT(" DrivingBone: %s\nDrivenBone: %s"), *SourceBone.BoneName.ToString(), *TargetBone.BoneName.ToString());
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}
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else
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{
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DebugLine += FString::Printf(TEXT(" DrivingBone: %s\nDrivenParameter: %s"), *SourceBone.BoneName.ToString(), *ParameterName.ToString());
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}
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DebugData.AddDebugItem(DebugLine);
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ComponentPose.GatherDebugData(DebugData);
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}
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void FAnimNode_BoneDrivenController::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutCSBoneTransforms)
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{
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check(OutCSBoneTransforms.Num() == 0);
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// Early out if we're not driving from or to anything
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if (SourceComponent == EComponentType::None || DestinationMode != EDrivenDestinationMode::Bone)
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{
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return;
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}
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// Get the Local space transform and the ref pose transform to see how the transform for the source bone has changed
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const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
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const FTransform& SourceRefPoseBoneTransform = BoneContainer.GetRefPoseArray()[SourceBone.BoneIndex];
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const FTransform SourceCurrentBoneTransform = MeshBases.GetLocalSpaceTransform(SourceBone.GetCompactPoseIndex(BoneContainer));
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const float FinalDriverValue = ExtractSourceValue(SourceCurrentBoneTransform, SourceRefPoseBoneTransform);
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// Calculate a new local-space bone position by adding or replacing target components in the current local space position
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const FCompactPoseBoneIndex TargetBoneIndex = TargetBone.GetCompactPoseIndex(BoneContainer);
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const FTransform OriginalLocalTM = MeshBases.GetLocalSpaceTransform(TargetBoneIndex);
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FVector NewTrans(OriginalLocalTM.GetTranslation());
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FVector NewScale(OriginalLocalTM.GetScale3D());
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FQuat NewRot(OriginalLocalTM.GetRotation());
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if (ModificationMode == EDrivenBoneModificationMode::AddToInput)
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{
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// Add the mapped value to the target components
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if (bAffectTargetTranslationX) { NewTrans.X += FinalDriverValue; }
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if (bAffectTargetTranslationY) { NewTrans.Y += FinalDriverValue; }
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if (bAffectTargetTranslationZ) { NewTrans.Z += FinalDriverValue; }
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if (bAffectTargetRotationX || bAffectTargetRotationY || bAffectTargetRotationZ)
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{
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FVector NewRotDeltaEuler(ForceInitToZero);
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if (bAffectTargetRotationX) { NewRotDeltaEuler.X = FinalDriverValue; }
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if (bAffectTargetRotationY) { NewRotDeltaEuler.Y = FinalDriverValue; }
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if (bAffectTargetRotationZ) { NewRotDeltaEuler.Z = FinalDriverValue; }
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NewRot = NewRot * FQuat::MakeFromEuler(NewRotDeltaEuler);
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}
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if (bAffectTargetScaleX) { NewScale.X += FinalDriverValue; }
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if (bAffectTargetScaleY) { NewScale.Y += FinalDriverValue; }
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if (bAffectTargetScaleZ) { NewScale.Z += FinalDriverValue; }
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}
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else if (ModificationMode == EDrivenBoneModificationMode::ReplaceComponent)
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{
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// Replace the target components with the mapped value
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if (bAffectTargetTranslationX) { NewTrans.X = FinalDriverValue; }
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if (bAffectTargetTranslationY) { NewTrans.Y = FinalDriverValue; }
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if (bAffectTargetTranslationZ) { NewTrans.Z = FinalDriverValue; }
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if (bAffectTargetRotationX || bAffectTargetRotationY || bAffectTargetRotationZ)
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{
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FVector NewRotEuler(NewRot.Euler());
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if (bAffectTargetRotationX) { NewRotEuler.X = FinalDriverValue; }
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if (bAffectTargetRotationY) { NewRotEuler.Y = FinalDriverValue; }
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if (bAffectTargetRotationZ) { NewRotEuler.Z = FinalDriverValue; }
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NewRot = FQuat::MakeFromEuler(NewRotEuler);
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}
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if (bAffectTargetScaleX) { NewScale.X = FinalDriverValue; }
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if (bAffectTargetScaleY) { NewScale.Y = FinalDriverValue; }
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if (bAffectTargetScaleZ) { NewScale.Z = FinalDriverValue; }
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}
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else if (ModificationMode == EDrivenBoneModificationMode::AddToRefPose)
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{
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const FTransform RefPoseTransform = MeshBases.GetPose().GetRefPose(TargetBoneIndex);
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// Add the mapped value to the ref pose components
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if (bAffectTargetTranslationX) { NewTrans.X = RefPoseTransform.GetTranslation().X + FinalDriverValue; }
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if (bAffectTargetTranslationY) { NewTrans.Y = RefPoseTransform.GetTranslation().Y + FinalDriverValue; }
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if (bAffectTargetTranslationZ) { NewTrans.Z = RefPoseTransform.GetTranslation().Z + FinalDriverValue; }
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if (bAffectTargetRotationX || bAffectTargetRotationY || bAffectTargetRotationZ)
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{
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const FVector RefPoseRotEuler(RefPoseTransform.GetRotation().Euler());
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// Replace any components that are being driven with their ref pose value first and create a delta rotation as well
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FVector SourceRotationEuler(NewRot.Euler());
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FVector NewRotDeltaEuler(ForceInitToZero);
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if (bAffectTargetRotationX) { SourceRotationEuler.X = RefPoseRotEuler.X; NewRotDeltaEuler.X = FinalDriverValue; }
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if (bAffectTargetRotationY) { SourceRotationEuler.Y = RefPoseRotEuler.Y; NewRotDeltaEuler.Y = FinalDriverValue; }
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if (bAffectTargetRotationZ) { SourceRotationEuler.Z = RefPoseRotEuler.Z; NewRotDeltaEuler.Z = FinalDriverValue; }
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// Combine the (modified) source and the delta rotation
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NewRot = FQuat::MakeFromEuler(SourceRotationEuler) * FQuat::MakeFromEuler(NewRotDeltaEuler);
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}
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if (bAffectTargetScaleX) { NewScale.X = RefPoseTransform.GetScale3D().X + FinalDriverValue; }
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if (bAffectTargetScaleY) { NewScale.Y = RefPoseTransform.GetScale3D().Y + FinalDriverValue; }
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if (bAffectTargetScaleZ) { NewScale.Z = RefPoseTransform.GetScale3D().Z + FinalDriverValue; }
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}
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else
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{
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ensureMsgf(false, TEXT("Unknown entry in EDrivenBoneModificationMode"));
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}
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const FTransform ModifiedLocalTM(NewRot, NewTrans, NewScale);
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// If we have a parent, concatenate the transform, otherwise just take the new transform
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const FCompactPoseBoneIndex ParentIndex = MeshBases.GetPose().GetParentBoneIndex(TargetBoneIndex);
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if (ParentIndex != INDEX_NONE)
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{
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const FTransform& ParentTM = MeshBases.GetComponentSpaceTransform(ParentIndex);
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OutCSBoneTransforms.Add(FBoneTransform(TargetBoneIndex, ModifiedLocalTM * ParentTM));
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}
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else
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{
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OutCSBoneTransforms.Add(FBoneTransform(TargetBoneIndex, ModifiedLocalTM));
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}
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}
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void FAnimNode_BoneDrivenController::EvaluateComponentSpaceInternal(FComponentSpacePoseContext& Context)
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{
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// Early out if we're not driving from or to anything
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if (SourceComponent == EComponentType::None || DestinationMode == EDrivenDestinationMode::Bone)
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{
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return;
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}
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// Get the Local space transform and the ref pose transform to see how the transform for the source bone has changed
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const FBoneContainer& BoneContainer = Context.Pose.GetPose().GetBoneContainer();
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const FTransform& SourceRefPoseBoneTransform = BoneContainer.GetRefPoseArray()[SourceBone.BoneIndex];
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const FTransform SourceCurrentBoneTransform = Context.Pose.GetLocalSpaceTransform(SourceBone.GetCompactPoseIndex(BoneContainer));
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const float FinalDriverValue = ExtractSourceValue(SourceCurrentBoneTransform, SourceRefPoseBoneTransform);
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if (DestinationMode == EDrivenDestinationMode::MorphTarget || DestinationMode == EDrivenDestinationMode::MaterialParameter)
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{
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// Morph target and Material parameter curves
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USkeleton* Skeleton = Context.AnimInstanceProxy->GetSkeleton();
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FSmartNameMapping::UID NameUID;
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Skeleton->AddSmartNameAndModify(USkeleton::AnimCurveMappingName, ParameterName, NameUID);
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Context.Curve.Set(NameUID, FinalDriverValue, (DestinationMode == EDrivenDestinationMode::MorphTarget) ? EAnimCurveFlags::ACF_DrivesMorphTarget : EAnimCurveFlags::ACF_DrivesMaterial);
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}
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}
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const float FAnimNode_BoneDrivenController::ExtractSourceValue(const FTransform &InCurrentBoneTransform, const FTransform &InRefPoseBoneTransform)
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{
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// Resolve source value
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float SourceValue = 0.0f;
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if (SourceComponent < EComponentType::RotationX)
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{
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const FVector TranslationDiff = InCurrentBoneTransform.GetLocation() - InRefPoseBoneTransform.GetLocation();
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SourceValue = TranslationDiff[(int32)(SourceComponent - EComponentType::TranslationX)];
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}
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else if (SourceComponent < EComponentType::Scale)
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{
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const FVector RotationDiff = (InCurrentBoneTransform.GetRotation() * InRefPoseBoneTransform.GetRotation().Inverse()).Euler();
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SourceValue = RotationDiff[(int32)(SourceComponent - EComponentType::RotationX)];
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}
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else if (SourceComponent == EComponentType::Scale)
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{
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const FVector CurrentScale = InCurrentBoneTransform.GetScale3D();
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const FVector RefScale = InRefPoseBoneTransform.GetScale3D();
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const float ScaleDiff = FMath::Max3(CurrentScale[0], CurrentScale[1], CurrentScale[2]) - FMath::Max3(RefScale[0], RefScale[1], RefScale[2]);
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SourceValue = ScaleDiff;
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}
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else
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{
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const FVector ScaleDiff = InCurrentBoneTransform.GetScale3D() - InRefPoseBoneTransform.GetScale3D();
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SourceValue = ScaleDiff[(int32)(SourceComponent - EComponentType::ScaleX)];
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}
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// Determine the resulting value
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float FinalDriverValue = SourceValue;
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if (DrivingCurve != nullptr)
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{
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// Remap thru the curve if set
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FinalDriverValue = DrivingCurve->GetFloatValue(FinalDriverValue);
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}
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else
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{
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// Apply the fixed function remapping/clamping
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if (bUseRange)
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{
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const float Alpha = FMath::Clamp(FMath::GetRangePct(RangeMin, RangeMax, FinalDriverValue), 0.0f, 1.0f);
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FinalDriverValue = FMath::Lerp(RemappedMin, RemappedMax, Alpha);
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}
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FinalDriverValue *= Multiplier;
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}
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return FinalDriverValue;
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}
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bool FAnimNode_BoneDrivenController::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
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{
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return SourceBone.IsValid(RequiredBones) && ( TargetBone.IsValid(RequiredBones) || DestinationMode != EDrivenDestinationMode::Bone );
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}
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void FAnimNode_BoneDrivenController::ConvertTargetComponentToBits()
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{
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switch (TargetComponent_DEPRECATED)
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{
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case EComponentType::TranslationX:
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bAffectTargetTranslationX = true;
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break;
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case EComponentType::TranslationY:
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bAffectTargetTranslationY = true;
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break;
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case EComponentType::TranslationZ:
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bAffectTargetTranslationZ = true;
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break;
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case EComponentType::RotationX:
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bAffectTargetRotationX = true;
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break;
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case EComponentType::RotationY:
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bAffectTargetRotationY = true;
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break;
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case EComponentType::RotationZ:
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bAffectTargetRotationZ = true;
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break;
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case EComponentType::Scale:
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bAffectTargetScaleX = true;
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bAffectTargetScaleY = true;
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bAffectTargetScaleZ = true;
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break;
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}
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}
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void FAnimNode_BoneDrivenController::InitializeBoneReferences(const FBoneContainer& RequiredBones)
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{
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SourceBone.Initialize(RequiredBones);
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TargetBone.Initialize(RequiredBones);
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}
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