Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_BoneDrivenController.cpp
Marc Audy 67e3197eff Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#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

Change 2957866 on 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

Change 2964098 on 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]
2016-05-03 15:44:33 -04:00

283 lines
11 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphRuntimePrivatePCH.h"
#include "BoneControllers/AnimNode_BoneDrivenController.h"
#include "AnimInstanceProxy.h"
/////////////////////////////////////////////////////
// FAnimNode_BoneDrivenController
FAnimNode_BoneDrivenController::FAnimNode_BoneDrivenController()
: SourceComponent(EComponentType::None)
, Multiplier(1.0f)
, bUseRange(false)
, RangeMin(-1.0f)
, RangeMax(1.0f)
, RemappedMin(0.0f)
, RemappedMax(1.0f)
, DestinationMode(EDrivenDestinationMode::Bone)
, TargetComponent_DEPRECATED(EComponentType::None)
, bAffectTargetTranslationX(false)
, bAffectTargetTranslationY(false)
, bAffectTargetTranslationZ(false)
, bAffectTargetRotationX(false)
, bAffectTargetRotationY(false)
, bAffectTargetRotationZ(false)
, bAffectTargetScaleX(false)
, bAffectTargetScaleY(false)
, bAffectTargetScaleZ(false)
, ModificationMode(EDrivenBoneModificationMode::AddToInput)
{
}
void FAnimNode_BoneDrivenController::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += "(";
AddDebugNodeData(DebugLine);
if (DestinationMode == EDrivenDestinationMode::Bone)
{
DebugLine += FString::Printf(TEXT(" DrivingBone: %s\nDrivenBone: %s"), *SourceBone.BoneName.ToString(), *TargetBone.BoneName.ToString());
}
else
{
DebugLine += FString::Printf(TEXT(" DrivingBone: %s\nDrivenParameter: %s"), *SourceBone.BoneName.ToString(), *ParameterName.ToString());
}
DebugData.AddDebugItem(DebugLine);
ComponentPose.GatherDebugData(DebugData);
}
void FAnimNode_BoneDrivenController::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutCSBoneTransforms)
{
check(OutCSBoneTransforms.Num() == 0);
// Early out if we're not driving from or to anything
if (SourceComponent == EComponentType::None || DestinationMode != EDrivenDestinationMode::Bone)
{
return;
}
// Get the Local space transform and the ref pose transform to see how the transform for the source bone has changed
const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
const FTransform& SourceRefPoseBoneTransform = BoneContainer.GetRefPoseArray()[SourceBone.BoneIndex];
const FTransform SourceCurrentBoneTransform = MeshBases.GetLocalSpaceTransform(SourceBone.GetCompactPoseIndex(BoneContainer));
const float FinalDriverValue = ExtractSourceValue(SourceCurrentBoneTransform, SourceRefPoseBoneTransform);
// Calculate a new local-space bone position by adding or replacing target components in the current local space position
const FCompactPoseBoneIndex TargetBoneIndex = TargetBone.GetCompactPoseIndex(BoneContainer);
const FTransform OriginalLocalTM = MeshBases.GetLocalSpaceTransform(TargetBoneIndex);
FVector NewTrans(OriginalLocalTM.GetTranslation());
FVector NewScale(OriginalLocalTM.GetScale3D());
FQuat NewRot(OriginalLocalTM.GetRotation());
if (ModificationMode == EDrivenBoneModificationMode::AddToInput)
{
// Add the mapped value to the target components
if (bAffectTargetTranslationX) { NewTrans.X += FinalDriverValue; }
if (bAffectTargetTranslationY) { NewTrans.Y += FinalDriverValue; }
if (bAffectTargetTranslationZ) { NewTrans.Z += FinalDriverValue; }
if (bAffectTargetRotationX || bAffectTargetRotationY || bAffectTargetRotationZ)
{
FVector NewRotDeltaEuler(ForceInitToZero);
if (bAffectTargetRotationX) { NewRotDeltaEuler.X = FinalDriverValue; }
if (bAffectTargetRotationY) { NewRotDeltaEuler.Y = FinalDriverValue; }
if (bAffectTargetRotationZ) { NewRotDeltaEuler.Z = FinalDriverValue; }
NewRot = NewRot * FQuat::MakeFromEuler(NewRotDeltaEuler);
}
if (bAffectTargetScaleX) { NewScale.X += FinalDriverValue; }
if (bAffectTargetScaleY) { NewScale.Y += FinalDriverValue; }
if (bAffectTargetScaleZ) { NewScale.Z += FinalDriverValue; }
}
else if (ModificationMode == EDrivenBoneModificationMode::ReplaceComponent)
{
// Replace the target components with the mapped value
if (bAffectTargetTranslationX) { NewTrans.X = FinalDriverValue; }
if (bAffectTargetTranslationY) { NewTrans.Y = FinalDriverValue; }
if (bAffectTargetTranslationZ) { NewTrans.Z = FinalDriverValue; }
if (bAffectTargetRotationX || bAffectTargetRotationY || bAffectTargetRotationZ)
{
FVector NewRotEuler(NewRot.Euler());
if (bAffectTargetRotationX) { NewRotEuler.X = FinalDriverValue; }
if (bAffectTargetRotationY) { NewRotEuler.Y = FinalDriverValue; }
if (bAffectTargetRotationZ) { NewRotEuler.Z = FinalDriverValue; }
NewRot = FQuat::MakeFromEuler(NewRotEuler);
}
if (bAffectTargetScaleX) { NewScale.X = FinalDriverValue; }
if (bAffectTargetScaleY) { NewScale.Y = FinalDriverValue; }
if (bAffectTargetScaleZ) { NewScale.Z = FinalDriverValue; }
}
else if (ModificationMode == EDrivenBoneModificationMode::AddToRefPose)
{
const FTransform RefPoseTransform = MeshBases.GetPose().GetRefPose(TargetBoneIndex);
// Add the mapped value to the ref pose components
if (bAffectTargetTranslationX) { NewTrans.X = RefPoseTransform.GetTranslation().X + FinalDriverValue; }
if (bAffectTargetTranslationY) { NewTrans.Y = RefPoseTransform.GetTranslation().Y + FinalDriverValue; }
if (bAffectTargetTranslationZ) { NewTrans.Z = RefPoseTransform.GetTranslation().Z + FinalDriverValue; }
if (bAffectTargetRotationX || bAffectTargetRotationY || bAffectTargetRotationZ)
{
const FVector RefPoseRotEuler(RefPoseTransform.GetRotation().Euler());
// Replace any components that are being driven with their ref pose value first and create a delta rotation as well
FVector SourceRotationEuler(NewRot.Euler());
FVector NewRotDeltaEuler(ForceInitToZero);
if (bAffectTargetRotationX) { SourceRotationEuler.X = RefPoseRotEuler.X; NewRotDeltaEuler.X = FinalDriverValue; }
if (bAffectTargetRotationY) { SourceRotationEuler.Y = RefPoseRotEuler.Y; NewRotDeltaEuler.Y = FinalDriverValue; }
if (bAffectTargetRotationZ) { SourceRotationEuler.Z = RefPoseRotEuler.Z; NewRotDeltaEuler.Z = FinalDriverValue; }
// Combine the (modified) source and the delta rotation
NewRot = FQuat::MakeFromEuler(SourceRotationEuler) * FQuat::MakeFromEuler(NewRotDeltaEuler);
}
if (bAffectTargetScaleX) { NewScale.X = RefPoseTransform.GetScale3D().X + FinalDriverValue; }
if (bAffectTargetScaleY) { NewScale.Y = RefPoseTransform.GetScale3D().Y + FinalDriverValue; }
if (bAffectTargetScaleZ) { NewScale.Z = RefPoseTransform.GetScale3D().Z + FinalDriverValue; }
}
else
{
ensureMsgf(false, TEXT("Unknown entry in EDrivenBoneModificationMode"));
}
const FTransform ModifiedLocalTM(NewRot, NewTrans, NewScale);
// If we have a parent, concatenate the transform, otherwise just take the new transform
const FCompactPoseBoneIndex ParentIndex = MeshBases.GetPose().GetParentBoneIndex(TargetBoneIndex);
if (ParentIndex != INDEX_NONE)
{
const FTransform& ParentTM = MeshBases.GetComponentSpaceTransform(ParentIndex);
OutCSBoneTransforms.Add(FBoneTransform(TargetBoneIndex, ModifiedLocalTM * ParentTM));
}
else
{
OutCSBoneTransforms.Add(FBoneTransform(TargetBoneIndex, ModifiedLocalTM));
}
}
void FAnimNode_BoneDrivenController::EvaluateComponentSpaceInternal(FComponentSpacePoseContext& Context)
{
// Early out if we're not driving from or to anything
if (SourceComponent == EComponentType::None || DestinationMode == EDrivenDestinationMode::Bone)
{
return;
}
// Get the Local space transform and the ref pose transform to see how the transform for the source bone has changed
const FBoneContainer& BoneContainer = Context.Pose.GetPose().GetBoneContainer();
const FTransform& SourceRefPoseBoneTransform = BoneContainer.GetRefPoseArray()[SourceBone.BoneIndex];
const FTransform SourceCurrentBoneTransform = Context.Pose.GetLocalSpaceTransform(SourceBone.GetCompactPoseIndex(BoneContainer));
const float FinalDriverValue = ExtractSourceValue(SourceCurrentBoneTransform, SourceRefPoseBoneTransform);
if (DestinationMode == EDrivenDestinationMode::MorphTarget || DestinationMode == EDrivenDestinationMode::MaterialParameter)
{
// Morph target and Material parameter curves
USkeleton* Skeleton = Context.AnimInstanceProxy->GetSkeleton();
FSmartNameMapping::UID NameUID;
Skeleton->AddSmartNameAndModify(USkeleton::AnimCurveMappingName, ParameterName, NameUID);
Context.Curve.Set(NameUID, FinalDriverValue, (DestinationMode == EDrivenDestinationMode::MorphTarget) ? EAnimCurveFlags::ACF_DrivesMorphTarget : EAnimCurveFlags::ACF_DrivesMaterial);
}
}
const float FAnimNode_BoneDrivenController::ExtractSourceValue(const FTransform &InCurrentBoneTransform, const FTransform &InRefPoseBoneTransform)
{
// Resolve source value
float SourceValue = 0.0f;
if (SourceComponent < EComponentType::RotationX)
{
const FVector TranslationDiff = InCurrentBoneTransform.GetLocation() - InRefPoseBoneTransform.GetLocation();
SourceValue = TranslationDiff[(int32)(SourceComponent - EComponentType::TranslationX)];
}
else if (SourceComponent < EComponentType::Scale)
{
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);
}