Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_SpringBone.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

226 lines
7.1 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphRuntimePrivatePCH.h"
#include "BoneControllers/AnimNode_SpringBone.h"
#include "Animation/AnimInstanceProxy.h"
/////////////////////////////////////////////////////
// FAnimNode_SpringBone
FAnimNode_SpringBone::FAnimNode_SpringBone()
: bLimitDisplacement(false)
, MaxDisplacement(0.0f)
, SpringStiffness(50.0f)
, SpringDamping(4.0f)
, ErrorResetThresh(256.0f)
, bNoZSpring_DEPRECATED(false)
, bTranslateX(true)
, bTranslateY(true)
, bTranslateZ(true)
, bRotateX(false)
, bRotateY(false)
, bRotateZ(false)
, RemainingTime(0.f)
, bHadValidStrength(false)
, BoneLocation(FVector::ZeroVector)
, BoneVelocity(FVector::ZeroVector)
{
}
void FAnimNode_SpringBone::Initialize(const FAnimationInitializeContext& Context)
{
FAnimNode_SkeletalControlBase::Initialize(Context);
RemainingTime = 0.0f;
}
void FAnimNode_SpringBone::CacheBones(const FAnimationCacheBonesContext& Context)
{
FAnimNode_SkeletalControlBase::CacheBones(Context);
}
void FAnimNode_SpringBone::UpdateInternal(const FAnimationUpdateContext& Context)
{
FAnimNode_SkeletalControlBase::UpdateInternal(Context);
RemainingTime += Context.GetDeltaTime();
// Fixed step simulation at 120hz
FixedTimeStep = (1.f / 120.f) * TimeDilation;
}
void FAnimNode_SpringBone::GatherDebugData(FNodeDebugData& DebugData)
{
const float ActualBiasedAlpha = AlphaScaleBias.ApplyTo(Alpha);
//MDW_TODO Add more output info?
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("(Alpha: %.1f%% RemainingTime: %.3f)"), ActualBiasedAlpha*100.f, RemainingTime);
DebugData.AddDebugItem(DebugLine);
ComponentPose.GatherDebugData(DebugData);
}
FORCEINLINE void CopyToVectorByFlags(FVector& DestVec, const FVector& SrcVec, bool bX, bool bY, bool bZ)
{
if (bX)
{
DestVec.X = SrcVec.X;
}
if (bY)
{
DestVec.Y = SrcVec.Y;
}
if (bZ)
{
DestVec.Z = SrcVec.Z;
}
}
void FAnimNode_SpringBone::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{
check(OutBoneTransforms.Num() == 0);
const bool bNoOffset = !bTranslateX && !bTranslateY && !bTranslateZ;
if (bNoOffset)
{
return;
}
// Location of our bone in world space
const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
const FCompactPoseBoneIndex SpringBoneIndex = SpringBone.GetCompactPoseIndex(BoneContainer);
const FTransform& SpaceBase = MeshBases.GetComponentSpaceTransform(SpringBoneIndex);
FTransform BoneTransformInWorldSpace = (SkelComp != NULL) ? SpaceBase * SkelComp->GetComponentToWorld() : SpaceBase;
FVector const TargetPos = BoneTransformInWorldSpace.GetLocation();
AActor* SkelOwner = (SkelComp != NULL) ? SkelComp->GetOwner() : NULL;
if ((SkelComp != NULL) && (SkelComp->GetAttachParent() != NULL) && (SkelOwner == NULL))
{
SkelOwner = SkelComp->GetAttachParent()->GetOwner();
}
// Init values first time
if (RemainingTime == 0.0f)
{
BoneLocation = TargetPos;
BoneVelocity = FVector::ZeroVector;
}
while (RemainingTime > FixedTimeStep)
{
// Update location of our base by how much our base moved this frame.
FVector const BaseTranslation = SkelOwner ? (SkelOwner->GetVelocity() * FixedTimeStep) : FVector::ZeroVector;
BoneLocation += BaseTranslation;
// Reinit values if outside reset threshold
if (((TargetPos - BoneLocation).SizeSquared() > (ErrorResetThresh*ErrorResetThresh)))
{
BoneLocation = TargetPos;
BoneVelocity = FVector::ZeroVector;
}
// Calculate error vector.
FVector const Error = (TargetPos - BoneLocation);
FVector const DampingForce = SpringDamping * BoneVelocity;
FVector const SpringForce = SpringStiffness * Error;
// Calculate force based on error and vel
FVector const Acceleration = SpringForce - DampingForce;
// Integrate velocity
// Make sure damping with variable frame rate actually dampens velocity. Otherwise Spring will go nuts.
float const CutOffDampingValue = 1.f/FixedTimeStep;
if (SpringDamping > CutOffDampingValue)
{
float const SafetyScale = CutOffDampingValue / SpringDamping;
BoneVelocity += SafetyScale * (Acceleration * FixedTimeStep);
}
else
{
BoneVelocity += (Acceleration * FixedTimeStep);
}
// Clamp velocity to something sane (|dX/dt| <= ErrorResetThresh)
float const BoneVelocityMagnitude = BoneVelocity.Size();
if (BoneVelocityMagnitude * FixedTimeStep > ErrorResetThresh)
{
BoneVelocity *= (ErrorResetThresh / (BoneVelocityMagnitude * FixedTimeStep));
}
// Integrate position
FVector const OldBoneLocation = BoneLocation;
FVector const DeltaMove = (BoneVelocity * FixedTimeStep);
BoneLocation += DeltaMove;
// Filter out spring translation based on our filter properties
CopyToVectorByFlags(BoneLocation, TargetPos, !bTranslateX, !bTranslateY, !bTranslateZ);
// If desired, limit error
if (bLimitDisplacement)
{
FVector CurrentDisp = BoneLocation - TargetPos;
// Too far away - project back onto sphere around target.
if (CurrentDisp.SizeSquared() > FMath::Square(MaxDisplacement))
{
FVector DispDir = CurrentDisp.GetSafeNormal();
BoneLocation = TargetPos + (MaxDisplacement * DispDir);
}
}
// Update velocity to reflect post processing done to bone location.
BoneVelocity = (BoneLocation - OldBoneLocation) / FixedTimeStep;
check( !BoneLocation.ContainsNaN() );
check( !BoneVelocity.ContainsNaN() );
RemainingTime -= FixedTimeStep;
}
// Now convert back into component space and output - rotation is unchanged.
FTransform OutBoneTM = SpaceBase;
OutBoneTM.SetLocation( SkelComp->GetComponentToWorld().InverseTransformPosition(BoneLocation) );
const bool bUseRotation = bRotateX || bRotateY || bRotateZ;
if (bUseRotation)
{
FCompactPoseBoneIndex ParentBoneIndex = MeshBases.GetPose().GetParentBoneIndex(SpringBoneIndex);
const FTransform& ParentSpaceBase = MeshBases.GetComponentSpaceTransform(ParentBoneIndex);
FVector ParentToTarget = (TargetPos - ParentSpaceBase.GetLocation()).GetSafeNormal();
FVector ParentToCurrent = (BoneLocation - ParentSpaceBase.GetLocation()).GetSafeNormal();
FQuat AdditionalRotation = FQuat::FindBetweenNormals(ParentToTarget, ParentToCurrent);
// Filter rotation based on our filter properties
FVector EularRot = AdditionalRotation.Euler();
CopyToVectorByFlags(EularRot, FVector::ZeroVector, !bRotateX, !bRotateY, !bRotateZ);
OutBoneTM.SetRotation(FQuat::MakeFromEuler(EularRot) * OutBoneTM.GetRotation());
}
// Output new transform for current bone.
OutBoneTransforms.Add(FBoneTransform(SpringBoneIndex, OutBoneTM));
}
bool FAnimNode_SpringBone::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
{
return (SpringBone.IsValid(RequiredBones));
}
void FAnimNode_SpringBone::InitializeBoneReferences(const FBoneContainer& RequiredBones)
{
SpringBone.Initialize(RequiredBones);
}
void FAnimNode_SpringBone::PreUpdate(const UAnimInstance* InAnimInstance)
{
const USkeletalMeshComponent* SkelComp = InAnimInstance->GetSkelMeshComponent();
const UWorld* World = SkelComp->GetWorld();
check(World->GetWorldSettings());
TimeDilation = World->GetWorldSettings()->GetEffectiveTimeDilation();
}