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60 lines
2.1 KiB
C++
60 lines
2.1 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "BoneControllers/AnimNode_ObserveBone.h"
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#include "AnimationRuntime.h"
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#include "Animation/AnimInstanceProxy.h"
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/////////////////////////////////////////////////////
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// FAnimNode_ObserveBone
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FAnimNode_ObserveBone::FAnimNode_ObserveBone()
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: DisplaySpace(BCS_ComponentSpace)
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, bRelativeToRefPose(false)
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, Translation(FVector::ZeroVector)
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, Rotation(FRotator::ZeroRotator)
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, Scale(FVector(1.0f))
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{
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}
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void FAnimNode_ObserveBone::GatherDebugData(FNodeDebugData& DebugData)
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{
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const FString DebugLine = FString::Printf(TEXT("(Bone: %s has T(%s), R(%s), S(%s))"), *BoneToObserve.BoneName.ToString(), *Translation.ToString(), *Rotation.Euler().ToString(), *Scale.ToString());
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DebugData.AddDebugItem(DebugLine);
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ComponentPose.GatherDebugData(DebugData);
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}
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void FAnimNode_ObserveBone::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms)
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{
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const FBoneContainer& BoneContainer = Output.Pose.GetPose().GetBoneContainer();
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const FCompactPoseBoneIndex BoneIndex = BoneToObserve.GetCompactPoseIndex(BoneContainer);
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FTransform BoneTM = Output.Pose.GetComponentSpaceTransform(BoneIndex);
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// Convert to the specific display space if necessary
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FAnimationRuntime::ConvertCSTransformToBoneSpace(Output.AnimInstanceProxy->GetComponentTransform(), Output.Pose, BoneTM, BoneIndex, DisplaySpace);
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// Convert to be relative to the ref pose if necessary
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if (bRelativeToRefPose)
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{
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const FTransform& SourceOrigRef = BoneContainer.GetRefPoseArray()[BoneToObserve.BoneIndex];
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BoneTM = BoneTM.GetRelativeTransform(SourceOrigRef);
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}
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// Cache off the values for display
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Translation = BoneTM.GetTranslation();
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Rotation = BoneTM.GetRotation().Rotator();
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Scale = BoneTM.GetScale3D();
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}
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bool FAnimNode_ObserveBone::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
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{
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return (BoneToObserve.IsValidToEvaluate(RequiredBones));
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}
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void FAnimNode_ObserveBone::InitializeBoneReferences(const FBoneContainer& RequiredBones)
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{
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BoneToObserve.Initialize(RequiredBones);
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}
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