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#rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3021479 on 2016/06/21 by Marc.Audy Fix child actor properties set in the parent's construction script from being wiped out (4.12) #jira UE-31956 Change 3021703 on 2016/06/21 by Marc.Audy Fix crash due to copying properties to registered components and then reregistering them. (4.12) #jira UE-31973 Change 3022105 on 2016/06/21 by Jeremy.Ernst -new test assets for James for PSD node Change 3022621 on 2016/06/22 by James.Golding Add AnimBP for testing PSD Change 3022622 on 2016/06/22 by James.Golding Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes Change 3022656 on 2016/06/22 by James.Golding UE-30537 Fix solid collision geom drawing not working when mirrored Change 3022657 on 2016/06/22 by James.Golding Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash) Change 3022663 on 2016/06/22 by James.Golding UE-31283 Additional extensibility for anim and physics PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology) Change 3022683 on 2016/06/22 by James.Golding - Change OrientationDriver to always use PoseAsset for target poses - Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead Change 3022891 on 2016/06/22 by mason.seay Test asset for component hit Change 3023203 on 2016/06/22 by mason.seay Updated map to use more noticeable sound assets Change 3023335 on 2016/06/22 by Marc.Audy Use AddReferencedObjects instead of iterating array manuallly Change 3023351 on 2016/06/22 by Ori.Cohen Fix the case where physics hit events were passing the wrong component's bone info to the hit event. #JIRA UE-32376 Change 3023368 on 2016/06/22 by mason.seay Renamed actors in World Outliner Change 3023425 on 2016/06/22 by mason.seay Moved asset to new folder and fixed deprecated node Change 3023429 on 2016/06/22 by mason.seay Disabled collision on proc mesh Change 3023553 on 2016/06/22 by Jon.Nabozny Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477. #JIRA UE-31670 Change 3024669 on 2016/06/23 by James.Golding Update PSD test assets (removing unused) Change 3024864 on 2016/06/23 by Marc.Audy Audio Threading! Change 3024877 on 2016/06/23 by James.Golding PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro) Change 3024880 on 2016/06/23 by James.Golding PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem) Change 3024939 on 2016/06/23 by James.Golding - Add SwingOnly options to OrientationDriver - Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h - Calculate gaussian radius per pose, not globally Change 3024940 on 2016/06/23 by James.Golding PoseAsset editor improvements - Replace pose edit box with inline-editable style (with validation) - Add filter highlight - Show curve values for each pose when selected - Add different background for curve list - Filter box only searches pose list, moved location to indicate that Change 3024949 on 2016/06/23 by James.Golding Small update to PSD test AnimBP Change 3025002 on 2016/06/23 by Ori.Cohen Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate. #JIRA UE-32219 Change 3025214 on 2016/06/23 by mason.seay Updated Character Movement Map Change 3025319 on 2016/06/23 by Ori.Cohen Make sure changing skeletal mesh updates the bone index on body instances already created. Change 3025435 on 2016/06/23 by Ori.Cohen Fix welded bodies not updating their collision profile when calling SetCollisionProfile #JIRA UE-32394 Change 3025581 on 2016/06/23 by mason.seay Test asset for slicing procedural mesh Change 3026483 on 2016/06/24 by Marc.Audy Don't reschedule multiple times tick functions used as prerequisites #jira UE-32414 Change 3026498 on 2016/06/24 by mason.seay Updating blueprint for bug repro Change 3026547 on 2016/06/24 by Thomas.Sarkanen Fixed crash in FKismetDebugUtilities::GetWatchText() Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html Change3026598on 2016/06/24 by James.Golding Double clicking on poses now toggles them between 1.0 and 0.0 strength Change 3026768 on 2016/06/24 by Marc.Audy Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings #jira UE-32468 Change 3026802 on 2016/06/24 by Lina.Halper #Pose Asset work # additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3 - When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1] - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp # pose asset preview fix - made sure it adds to curve, so you don't have to use delegate to apply - PreviewOverride is now added to output curve, so we don't have to apply that curve later - only reason of anim instance delegate is now for normal anim blueprint. #pose asset change - Curve extraction happens with ExtractContext, the output curve is stricly output curve - Pose Asset supports Shrink now, but only shrink if full pose - Added PoseHandler to handle most of common stuff between different pose nodes - Still have to work on how to update pose asset - wip - todo: clean up single node player to handle pose asset in a function #code review:Martin.Wilson, James.Golding Change 3026978 on 2016/06/24 by Lina.Halper - Delete DrivePose Curve type - Renamed TriggerEvent to DriveAttribute for consistency - Replaced drive pose to drive attribute - right now it can't have 0 curve type flags, so everything is DriveAttribute #code review: James.Golding, Martin.Wilson Change 3027113 on 2016/06/24 by mason.seay Test Pose Assets Change 3027454 on 2016/06/24 by Aaron.McLeran UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize https://answers.unrealengine.com/questions/441080/audio-crash.html http://crashreporter/Crashes/Show/5689478 Change 3027519 on 2016/06/24 by Lina.Halper Reverted FTransform name change as that causes compile errors due to lack of deprecated messages - not worth to keep the old functions and add new one #code review: Martin.Wilson Change 3027887 on 2016/06/25 by Lina.Halper Fix clang build warning Change 3028703 on 2016/06/27 by Lukasz.Furman gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active #ue4 Change 3028792 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change 3028950 on 2016/06/27 by Lukasz.Furman compilation fix for gameplay debugger Change3029003on 2016/06/27 by Ori.Cohen Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation Change3029019on 2016/06/27 by Lina.Halper Update pose from source asset Change 3029094 on 2016/06/27 by Marc.Audy If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true. Change 3029308 on 2016/06/27 by Jeremy.Ernst -adding test animation for PSD node. Has morphs built in to compare against driver result Change 3029372 on 2016/06/27 by Marc.Audy Fix compile error after merge Also just fix the logic to be explicit rather than using suppression for static analysis warning Change 3029493 on 2016/06/27 by Ori.Cohen Move PhysicsAsset.h out of public engine header. Change 3029550 on 2016/06/27 by Lina.Halper Fix crash with Nan when additive blending of poses\ Change 3029659 on 2016/06/27 by Aaron.McLeran Adding new minor feature to add new concurrency mode - stop by lowest priorty but prevent new rather than stop oldest. Change 3029673 on 2016/06/27 by Aaron.McLeran #JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found. Implementation in CL 3024124 Change 3030470 on 2016/06/28 by Ori.Cohen Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING #JIRA UE-32561 Change 3030586 on 2016/06/28 by Lina.Halper Preview curve fix from anim curve viewer #code review: Martin.Wilson Change 3031054 on 2016/06/28 by Aaron.McLeran #jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework Change 3031535 on 2016/06/28 by mason.seay Re-saving concurrency asset Change 3031691 on 2016/06/28 by Marc.Audy Fix stat sounds not turning on correctly unless a sort was specified #jira UE-32597 Change 3031883 on 2016/06/28 by Zak.Middleton #ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments. Change 3031898 on 2016/06/28 by Zak.Middleton #ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes). #udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html Change 3032539 on 2016/06/29 by Marc.Audy Don't destroy AudioDevices before draining audio commands and stopping audio thread #jira UE-32611 Change 3032633 on 2016/06/29 by Marc.Audy In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic. #jira UE-32574 Change 3032644 on 2016/06/29 by Lina.Halper - Fixed issue where pose node evaluator doesn't show up in the menu with asset - it showed twice of pose node (none) - jira UE-32358 - Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly - jira UE-32359 - support create pose menu from create asset - UE-32596 - added create pose asset from current pose - update source should refresh list - UE-32576 - fixed blendspace to be in the blendspaces category Change 3032847 on 2016/06/29 by Tom.Looman Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics. Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison. #jira UE-32103 Change 3033124 on 2016/06/29 by Jon.Nabozny Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated. #JIRA: UE-13673 Change 3033155 on 2016/06/29 by Lina.Halper - montage is playing and montage is pure - made montage parameter to be mostly const (except play), and made it consistently pointer Change 3033157 on 2016/06/29 by Lina.Halper Check in missing file Change 3033456 on 2016/06/29 by Lukasz.Furman fixed path following changes broken by merge #ue4 Change 3033956 on 2016/06/30 by bruce.nesbit PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87) #test PIE Change 3034019 on 2016/06/30 by Benn.Gallagher Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance. Caveats: - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance. #jira UEFW-1 Change 3034085 on 2016/06/30 by Benn.Gallagher Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together. Change 3034162 on 2016/06/30 by Martin.Wilson Refactor bone reference widget so that selection tree can be used seperately Change 3034205 on 2016/06/30 by Lina.Halper #ANIM: fix issue with addiitve blending with non-full weight applying wrong scale #jira: UE-32643, UE-32593 Change 3034339 on 2016/06/30 by James.Golding Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab Change 3034426 on 2016/06/30 by Martin.Wilson CIS Fix Change 3034629 on 2016/06/30 by Lina.Halper Support non-zero curves to be stippred out upon importing Change 3035863 on 2016/07/01 by Marc.Audy When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0 #jira UE-31344 Change 3035916 on 2016/07/01 by Jon.Nabozny Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124 Change 3035973 on 2016/07/01 by Lukasz.Furman fixed hash function for FRecastDebugPathfindingNode #ue4 Change 3036024 on 2016/07/01 by Zak.Middleton #ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache(). Change 3036157 on 2016/07/01 by Marc.Audy Protect against running commands on game thread when the audio device has already been freed #jira UE-32611 Change 3036178 on 2016/07/01 by Marc.Audy Don't bitpack the gamethread specific boolean. Change 3036906 on 2016/07/04 by bruce.nesbit Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE) #tests Compiled Change 3036929 on 2016/07/04 by James.Golding UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw Change 3036930 on 2016/07/04 by James.Golding UE-30414 Move constraint warnings to Message Log Change 3036931 on 2016/07/04 by James.Golding PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus) Change 3037123 on 2016/07/04 by Ori.Cohen Added physical animation preview in PhAT as well as physical animation profiles. Change 3037420 on 2016/07/05 by Jurre.deBaare Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds) #jira UE-32771 Change 3037702 on 2016/07/05 by Thomas.Sarkanen Copying change 3037701 from Release-4.12: Fixed crash when viewing uncompressed animation Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor. #jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona Change 3037837 on 2016/07/05 by Marc.Audy sound stats will now still be displayed when creating a new audio device #jira UE-32743 [CL 3038035 by Marc Audy in Main branch]
285 lines
11 KiB
C++
285 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 = Skeleton->GetUIDByName(USkeleton::AnimCurveMappingName, ParameterName);
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if (NameUID != FSmartNameMapping::MaxUID)
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{
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Context.Curve.Set(NameUID, FinalDriverValue, (DestinationMode == EDrivenDestinationMode::MorphTarget) ? EAnimCurveFlags::ACF_DriveMorphTarget : EAnimCurveFlags::ACF_DriveMaterial);
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}
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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();
|
|
SourceValue = RotationDiff[(int32)(SourceComponent - EComponentType::RotationX)];
|
|
}
|
|
else if (SourceComponent == EComponentType::Scale)
|
|
{
|
|
const FVector CurrentScale = InCurrentBoneTransform.GetScale3D();
|
|
const FVector RefScale = InRefPoseBoneTransform.GetScale3D();
|
|
const float ScaleDiff = FMath::Max3(CurrentScale[0], CurrentScale[1], CurrentScale[2]) - FMath::Max3(RefScale[0], RefScale[1], RefScale[2]);
|
|
SourceValue = ScaleDiff;
|
|
}
|
|
else
|
|
{
|
|
const FVector ScaleDiff = InCurrentBoneTransform.GetScale3D() - InRefPoseBoneTransform.GetScale3D();
|
|
SourceValue = ScaleDiff[(int32)(SourceComponent - EComponentType::ScaleX)];
|
|
}
|
|
|
|
// Determine the resulting value
|
|
float FinalDriverValue = SourceValue;
|
|
if (DrivingCurve != nullptr)
|
|
{
|
|
// Remap thru the curve if set
|
|
FinalDriverValue = DrivingCurve->GetFloatValue(FinalDriverValue);
|
|
}
|
|
else
|
|
{
|
|
// Apply the fixed function remapping/clamping
|
|
if (bUseRange)
|
|
{
|
|
const float ClampedAlpha = FMath::Clamp(FMath::GetRangePct(RangeMin, RangeMax, FinalDriverValue), 0.0f, 1.0f);
|
|
FinalDriverValue = FMath::Lerp(RemappedMin, RemappedMax, ClampedAlpha);
|
|
}
|
|
|
|
FinalDriverValue *= Multiplier;
|
|
}
|
|
|
|
return FinalDriverValue;
|
|
}
|
|
|
|
bool FAnimNode_BoneDrivenController::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
|
|
{
|
|
return SourceBone.IsValid(RequiredBones) && ( TargetBone.IsValid(RequiredBones) || DestinationMode != EDrivenDestinationMode::Bone );
|
|
}
|
|
|
|
void FAnimNode_BoneDrivenController::ConvertTargetComponentToBits()
|
|
{
|
|
switch (TargetComponent_DEPRECATED)
|
|
{
|
|
case EComponentType::TranslationX:
|
|
bAffectTargetTranslationX = true;
|
|
break;
|
|
case EComponentType::TranslationY:
|
|
bAffectTargetTranslationY = true;
|
|
break;
|
|
case EComponentType::TranslationZ:
|
|
bAffectTargetTranslationZ = true;
|
|
break;
|
|
case EComponentType::RotationX:
|
|
bAffectTargetRotationX = true;
|
|
break;
|
|
case EComponentType::RotationY:
|
|
bAffectTargetRotationY = true;
|
|
break;
|
|
case EComponentType::RotationZ:
|
|
bAffectTargetRotationZ = true;
|
|
break;
|
|
case EComponentType::Scale:
|
|
bAffectTargetScaleX = true;
|
|
bAffectTargetScaleY = true;
|
|
bAffectTargetScaleZ = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void FAnimNode_BoneDrivenController::InitializeBoneReferences(const FBoneContainer& RequiredBones)
|
|
{
|
|
SourceBone.Initialize(RequiredBones);
|
|
TargetBone.Initialize(RequiredBones);
|
|
}
|