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68 lines
1.9 KiB
C++
68 lines
1.9 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "AnimNodes/AnimNode_RotateRootBone.h"
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/////////////////////////////////////////////////////
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// FAnimNode_RotateRootBone
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void FAnimNode_RotateRootBone::Initialize(const FAnimationInitializeContext& Context)
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{
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FAnimNode_Base::Initialize(Context);
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BasePose.Initialize(Context);
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}
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void FAnimNode_RotateRootBone::CacheBones(const FAnimationCacheBonesContext& Context)
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{
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BasePose.CacheBones(Context);
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}
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void FAnimNode_RotateRootBone::Update(const FAnimationUpdateContext& Context)
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{
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EvaluateGraphExposedInputs.Execute(Context);
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BasePose.Update(Context);
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}
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void FAnimNode_RotateRootBone::Evaluate(FPoseContext& Output)
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{
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// Evaluate the input
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BasePose.Evaluate(Output);
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checkSlow(!FMath::IsNaN(Yaw) && FMath::IsFinite(Yaw));
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checkSlow(!FMath::IsNaN(Pitch) && FMath::IsFinite(Pitch));
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if (!FMath::IsNearlyZero(Pitch, KINDA_SMALL_NUMBER) || !FMath::IsNearlyZero(Yaw, KINDA_SMALL_NUMBER))
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{
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// Build our desired rotation
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const FRotator DeltaRotation(Pitch, Yaw, 0.f);
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const FQuat DeltaQuat(DeltaRotation);
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const FQuat MeshToComponentQuat(MeshToComponent);
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// Convert our rotation from Component Space to Mesh Space.
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const FQuat MeshSpaceDeltaQuat = MeshToComponentQuat.Inverse() * DeltaQuat * MeshToComponentQuat;
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// Apply rotation to root bone.
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FCompactPoseBoneIndex RootBoneIndex(0);
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Output.Pose[RootBoneIndex].SetRotation(Output.Pose[RootBoneIndex].GetRotation() * MeshSpaceDeltaQuat);
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Output.Pose[RootBoneIndex].NormalizeRotation();
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}
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}
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void FAnimNode_RotateRootBone::GatherDebugData(FNodeDebugData& DebugData)
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{
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FString DebugLine = DebugData.GetNodeName(this);
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DebugLine += FString::Printf(TEXT("(Pitch: %.2f Yaw: %.2f)"), Pitch, Yaw);
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DebugData.AddDebugItem(DebugLine);
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BasePose.GatherDebugData(DebugData);
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}
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FAnimNode_RotateRootBone::FAnimNode_RotateRootBone()
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: Pitch(0.0f)
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, Yaw(0.0f)
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, MeshToComponent(FRotator::ZeroRotator)
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{
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}
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