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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2945310 on 2016/04/15 by Jon.Nabozny Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked. #JIRA UE-29368 Change 2945490 on 2016/04/15 by Jon.Nabozny Remove extraneous changes introduced in CL-2945310. Change 2946706 on 2016/04/18 by James.Golding Checkin of slice test assets Change 2947895 on 2016/04/19 by Benn.Gallagher PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom) #jira UE-29567 Change 2947944 on 2016/04/19 by Benn.Gallagher Fixed a few extra needless bone container copies Change 2948279 on 2016/04/19 by Marc.Audy Add well defined Map and Set Property names Change 2948280 on 2016/04/19 by Marc.Audy Properly name parameters Change 2948792 on 2016/04/19 by Marc.Audy Remove unused ini class name settings Change 2948917 on 2016/04/19 by Aaron.McLeran UE-29654 FadeIn invalidates Audio Components in 4.11 Change 2949567 on 2016/04/20 by James.Golding - Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half - Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used - Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace. - Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary - Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function Change 2950482 on 2016/04/20 by Aaron.McLeran FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. Change 2951102 on 2016/04/21 by Thomas.Sarkanen Un-deprecated blueprint functions for attachment/detachment Renamed functions to <FuncName> (Deprecated). Hid functions in the BP context menu so new ones cant be added. #jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled. Change 2951173 on 2016/04/21 by James.Golding Fix cap geom generation when more than one polygon is generated Fix CIS warning in KismetProceduralMeshLibrary.cpp Change 2951334 on 2016/04/21 by Osman.Tsjardiwal Add CapMaterial param to SliceProceduralMesh util Change 2951528 on 2016/04/21 by Marc.Audy Fix spelling errors in comments Change 2952933 on 2016/04/22 by Lukasz.Furman fixed behavior tree getting stuck on instantly finished gameplay tasks copy of CL# 2952930 Change 2953948 on 2016/04/24 by James.Golding Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor) Change 2954558 on 2016/04/25 by Marc.Audy Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp #jira UE-29038 Change 2954865 on 2016/04/25 by Aaron.McLeran UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. Change 2955009 on 2016/04/25 by Zak.Middleton #ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf. Change 2955878 on 2016/04/26 by Benn.Gallagher [Epic Friday] - Added spherical constraints to anim dynamics Change 2956380 on 2016/04/26 by Lina.Halper PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance) Change 2956383 on 2016/04/26 by Lina.Halper Fixed to match coding standard Change2957866on 2016/04/27 by Zak.Middleton #ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log. - Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update. - "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging. #tests QA-Surfaces multiplayer, walking in to moving objects and pawns. Change 2957953 on 2016/04/27 by Aaron.McLeran UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. Change 2958011 on 2016/04/27 by Jon.Nabozny CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results. #JIRA UE-29525 Change 2958321 on 2016/04/27 by Lukasz.Furman path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests Change 2959506 on 2016/04/28 by Aaron.McLeran PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) Change 2959686 on 2016/04/28 by Marc.Audy Correctly handle multiple viewpoints when significance is being sorted descending Change 2959773 on 2016/04/28 by Marc.Audy Fix shadowing warning Change 2959785 on 2016/04/28 by Aaron.McLeran UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances Change 2960852 on 2016/04/29 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738 Change 2960946 on 2016/04/29 by Marc.Audy Fix post merge compile error Change 2962501 on 2016/05/02 by Marc.Audy Remove interim GetMutableAttach accessors and use the variables directly now that they are private Change 2962535 on 2016/05/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478 Change 2962578 on 2016/05/02 by Marc.Audy Switch ObjectGraphMove to using UserFlags instead of custom move data Change 2962651 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2962662 on 2016/05/02 by Lukasz.Furman deprecated old implementation of gameplay debugger #jira UE-30011 Change 2962919 on 2016/05/02 by Marc.Audy VS2015 shadow variable fixes Change 2963475 on 2016/05/02 by Mieszko.Zielinski Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4 #jira UE-30176 Change2964098on 2016/05/03 by Marc.Audy Spelling fix Change 2964099 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964156 on 2016/05/03 by Marc.Audy VS2015 shadow variable fixes Change 2964272 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable fixes Change 2964395 on 2016/05/03 by Marc.Audy VS2015 Shadow Variable Fixes Change 2964460 on 2016/05/03 by Marc.Audy Reschedule coolingdown tick functions during pause frames. #jira UE-30221 Change 2964666 on 2016/05/03 by Marc.Audy Fix shipping compile error [CL 2964775 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 ClampedAlpha = FMath::Clamp(FMath::GetRangePct(RangeMin, RangeMax, FinalDriverValue), 0.0f, 1.0f);
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FinalDriverValue = FMath::Lerp(RemappedMin, RemappedMax, ClampedAlpha);
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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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