Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_ModifyBone.cpp
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

116 lines
3.7 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "BoneControllers/AnimNode_ModifyBone.h"
#include "AnimationRuntime.h"
#include "Animation/AnimInstanceProxy.h"
/////////////////////////////////////////////////////
// FAnimNode_ModifyBone
FAnimNode_ModifyBone::FAnimNode_ModifyBone()
: Translation(FVector::ZeroVector)
, Rotation(FRotator::ZeroRotator)
, Scale(FVector(1.0f))
, TranslationMode(BMM_Ignore)
, RotationMode(BMM_Ignore)
, ScaleMode(BMM_Ignore)
, TranslationSpace(BCS_ComponentSpace)
, RotationSpace(BCS_ComponentSpace)
, ScaleSpace(BCS_ComponentSpace)
{
}
void FAnimNode_ModifyBone::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += "(";
AddDebugNodeData(DebugLine);
DebugLine += FString::Printf(TEXT(" Target: %s)"), *BoneToModify.BoneName.ToString());
DebugData.AddDebugItem(DebugLine);
ComponentPose.GatherDebugData(DebugData);
}
void FAnimNode_ModifyBone::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms)
{
check(OutBoneTransforms.Num() == 0);
// the way we apply transform is same as FMatrix or FTransform
// we apply scale first, and rotation, and translation
// if you'd like to translate first, you'll need two nodes that first node does translate and second nodes to rotate.
const FBoneContainer& BoneContainer = Output.Pose.GetPose().GetBoneContainer();
FCompactPoseBoneIndex CompactPoseBoneToModify = BoneToModify.GetCompactPoseIndex(BoneContainer);
FTransform NewBoneTM = Output.Pose.GetComponentSpaceTransform(CompactPoseBoneToModify);
FTransform ComponentTransform = Output.AnimInstanceProxy->GetComponentTransform();
if (ScaleMode != BMM_Ignore)
{
// Convert to Bone Space.
FAnimationRuntime::ConvertCSTransformToBoneSpace(ComponentTransform, Output.Pose, NewBoneTM, CompactPoseBoneToModify, ScaleSpace);
if (ScaleMode == BMM_Additive)
{
NewBoneTM.SetScale3D(NewBoneTM.GetScale3D() * Scale);
}
else
{
NewBoneTM.SetScale3D(Scale);
}
// Convert back to Component Space.
FAnimationRuntime::ConvertBoneSpaceTransformToCS(ComponentTransform, Output.Pose, NewBoneTM, CompactPoseBoneToModify, ScaleSpace);
}
if (RotationMode != BMM_Ignore)
{
// Convert to Bone Space.
FAnimationRuntime::ConvertCSTransformToBoneSpace(ComponentTransform, Output.Pose, NewBoneTM, CompactPoseBoneToModify, RotationSpace);
const FQuat BoneQuat(Rotation);
if (RotationMode == BMM_Additive)
{
NewBoneTM.SetRotation(BoneQuat * NewBoneTM.GetRotation());
}
else
{
NewBoneTM.SetRotation(BoneQuat);
}
// Convert back to Component Space.
FAnimationRuntime::ConvertBoneSpaceTransformToCS(ComponentTransform, Output.Pose, NewBoneTM, CompactPoseBoneToModify, RotationSpace);
}
if (TranslationMode != BMM_Ignore)
{
// Convert to Bone Space.
FAnimationRuntime::ConvertCSTransformToBoneSpace(ComponentTransform, Output.Pose, NewBoneTM, CompactPoseBoneToModify, TranslationSpace);
if (TranslationMode == BMM_Additive)
{
NewBoneTM.AddToTranslation(Translation);
}
else
{
NewBoneTM.SetTranslation(Translation);
}
// Convert back to Component Space.
FAnimationRuntime::ConvertBoneSpaceTransformToCS(ComponentTransform, Output.Pose, NewBoneTM, CompactPoseBoneToModify, TranslationSpace);
}
OutBoneTransforms.Add( FBoneTransform(BoneToModify.GetCompactPoseIndex(BoneContainer), NewBoneTM) );
}
bool FAnimNode_ModifyBone::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
{
// if both bones are valid
return (BoneToModify.IsValidToEvaluate(RequiredBones));
}
void FAnimNode_ModifyBone::InitializeBoneReferences(const FBoneContainer& RequiredBones)
{
BoneToModify.Initialize(RequiredBones);
}