Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_ModifyBone.cpp
Martin Wilson ae71a8cca5 Added FCompactPose, contains only the bone transforms needed by RequiredBones. Allows us to do animation evaluation without having to refer to required bones array all the time
API Breaking Changes

Removed Functions:
FA2CSPose::SafeSetCSBoneTransforms
FA2CSPose::LocalBlendCSBoneTransforms

Member Type Changes:
- int32 -> FCompactPoseBoneIndex
--- FBoneTransform::BoneIndex
--- FABRIKChainLink::BoneIndex
- FA2CSPose -> FCSPose<FCompactPose>
--- FAnimNode_SkeletalControlBase::ForwardedPose
--- FComponentSpacePoseContext::Pose
- FA2Pose -> FCompactPose
--- FSlotEvaluationPose::Pose
--- FAnimNode_TransitionPoseEvaluator::CachedPose
--- FAnimNode_SaveCachedPose::CachedPose
--- FPoseContext::Pose

Paramater Changes:
- FA2Pose& -> FCompactPose&
--- UAnimSingleNodeInstance::InternalBlendSpaceEvaluatePose (FA2Pose& Pose -> FCompactPose&)
--- UAnimInstance::SequenceEvaluatePose
--- UAnimInstance::BlendSequences
--- UAnimInstance::CopyPose
--- UAnimInstance::ApplyAdditiveSequence
--- UAnimInstance::BlendSpaceEvaluatePose
--- UAnimInstance::BlendRotationOffset
--- UAnimInstance::GetSlotWeight
--- UAnimInstance::SlotEvaluatePose
- FA2CSPose& -> FCSPose<FCompactPose>&
--- FAnimNode_SkeletalControlBase::EvaluateBoneTransforms
--- UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace
--- UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace
--- UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation
--- UAnimPreviewInstance::ApplyBoneControllers
- TArray<FTransform> -> FCompactPose
--- UAnimPreviewInstance::SetKeyImplementation
--- UAnimSequence::GetAnimationPose
--- UAnimSequence::GetBonePose
--- UAnimSequence::GetBonePose_Additive
--- UAnimSequence::GetAdditiveBasePose
--- UAnimSequence::GetBonePose_AdditiveMeshRotationOnly
--- FAnimationRuntime::BlendPosesTogether ( + Removed NumPoses and RequiredBones )
--- FAnimationRuntime::BlendPosesTogetherPerBone  ( + Removed NumPoses and RequiredBones )
--- FAnimationRuntime::BlendPosesTogetherPerBoneInMeshSpace ( + Removed NumPoses and RequiredBones )
--- FAnimationRuntime::BlendPosesPerBoneFilter ( + Removed Skeleton and RequiredBones )
--- FAnimationRuntime::GetPoseFromSequence ( + Removed  RequiredBones )
--- FAnimationRuntime::GetPoseFromAnimTrack ( + Removed  RequiredBones )
--- FAnimationRuntime::FillWithRetargetBaseRefPose ( + Removed  RequiredBones )
--- FAnimationRuntime::ConvertPoseToAdditive ( + Removed  RequiredBones )
--- FAnimationRuntime::ConvertPoseToMeshRotation ( + Removed  RequiredBones )
--- FAnimationRuntime::BlendPosesAccumulate ( + Removed  RequiredBones )
--- FAnimationRuntime::BlendAdditivePose ( + Removed  RequiredBones )
--- FAnimationRuntime::GetPoseFromBlendSpace ( + Removed  RequiredBones )
--- FAnimationRuntime::ConvertCSTransformToBoneSpace
--- FAnimationRuntime::ConvertBoneSpaceTransformToCS
--- FAnimationRuntime::BlendMeshPosesPerBoneWeights ( + Removed Skeleton and RequiredBones )
--- FAnimationRuntime::BlendLocalPosesPerBoneWeights ( + Removed Skeleton and RequiredBones )
- TArray<FTransform> -> FTransform
--- UAnimSequence::ResetRootBoneForRootMotion
- int32 -> FCompactPoseBoneIndex
--- UAnimSequence::RetargetBoneTransform

FAnimationRuntime: Many changes to animation operation functions, removal of NumPoses and RequiredBones, conversion of TArray<FTransform> to FCompactPose

Removed USTRUCT markup from FBoneTransform
Removed UPROPERTY markup from FAnimNode_TransitionPoseEvaluator::CachedPose

[CL 2556671 by Martin Wilson in Main branch]
2015-05-19 06:19:22 -04:00

278 lines
8.8 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimGraphNode_ModifyBone.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_ModifyBone
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_ModifyBone::UAnimGraphNode_ModifyBone(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
CurWidgetMode = (int32)FWidget::WM_Rotate;
}
FText UAnimGraphNode_ModifyBone::GetControllerDescription() const
{
return LOCTEXT("TransformModifyBone", "Transform (Modify) Bone");
}
FText UAnimGraphNode_ModifyBone::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_ModifyBone_Tooltip", "The Transform Bone node alters the transform - i.e. Translation, Rotation, or Scale - of the bone");
}
FText UAnimGraphNode_ModifyBone::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.BoneToModify.BoneName == NAME_None))
{
return GetControllerDescription();
}
// @TODO: the bone can be altered in the property editor, so we have to
// choose to mark this dirty when that happens for this to properly work
else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
{
FFormatNamedArguments Args;
Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
Args.Add(TEXT("BoneName"), FText::FromName(Node.BoneToModify.BoneName));
// FText::Format() is slow, so we cache this to save on performance
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_ModifyBone_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args), this);
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_ModifyBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args), this);
}
}
return CachedNodeTitles[TitleType];
}
FVector UAnimGraphNode_ModifyBone::GetWidgetLocation(const USkeletalMeshComponent* SkelComp, FAnimNode_SkeletalControlBase* AnimNode)
{
USkeleton * Skeleton = SkelComp->SkeletalMesh->Skeleton;
FVector WidgetLoc = FVector::ZeroVector;
// if the current widget mode is translate, then shows the widget according to translation space
if (CurWidgetMode == FWidget::WM_Translate)
{
FCSPose<FCompactPose>& MeshBases = AnimNode->ForwardedPose;
WidgetLoc = ConvertWidgetLocation(SkelComp, MeshBases, Node.BoneToModify.BoneName, GetNodeValue(FString("Translation"), Node.Translation), Node.TranslationSpace);
if (MeshBases.GetPose().IsValid() && Node.TranslationMode == BMM_Additive)
{
if(Node.TranslationSpace == EBoneControlSpace::BCS_WorldSpace ||
Node.TranslationSpace == EBoneControlSpace::BCS_ComponentSpace)
{
const FMeshPoseBoneIndex MeshBoneIndex(SkelComp->GetBoneIndex(Node.BoneToModify.BoneName));
const FCompactPoseBoneIndex BoneIndex = MeshBases.GetPose().GetBoneContainer().MakeCompactPoseIndex(MeshBoneIndex);
if (BoneIndex != INDEX_NONE)
{
const FTransform& BoneTM = MeshBases.GetComponentSpaceTransform(BoneIndex);
WidgetLoc += BoneTM.GetLocation();
}
}
}
}
else // if the current widget mode is not translate mode, then show the widget on the bone to modify
{
int32 MeshBoneIndex = SkelComp->GetBoneIndex(Node.BoneToModify.BoneName);
if (MeshBoneIndex != INDEX_NONE)
{
const FTransform BoneTM = SkelComp->GetBoneTransform(MeshBoneIndex);
WidgetLoc = BoneTM.GetLocation();
}
}
return WidgetLoc;
}
EBoneModificationMode UAnimGraphNode_ModifyBone::GetBoneModificationMode(int32 InWidgetMode)
{
FWidget::EWidgetMode InMode = (FWidget::EWidgetMode)InWidgetMode;
switch (InMode)
{
case FWidget::WM_Translate:
return Node.TranslationMode;
break;
case FWidget::WM_Rotate:
return Node.RotationMode;
break;
case FWidget::WM_Scale:
return Node.ScaleMode;
break;
case FWidget::WM_TranslateRotateZ:
case FWidget::WM_2D:
break;
}
return EBoneModificationMode::BMM_Ignore;
}
int32 UAnimGraphNode_ModifyBone::GetNextWidgetMode(int32 InWidgetMode)
{
FWidget::EWidgetMode InMode = (FWidget::EWidgetMode)InWidgetMode;
switch (InMode)
{
case FWidget::WM_Translate:
return FWidget::WM_Rotate;
case FWidget::WM_Rotate:
return FWidget::WM_Scale;
case FWidget::WM_Scale:
return FWidget::WM_Translate;
case FWidget::WM_TranslateRotateZ:
case FWidget::WM_2D:
break;
}
return (int32)FWidget::WM_None;
}
int32 UAnimGraphNode_ModifyBone::FindValidWidgetMode(int32 InWidgetMode)
{
FWidget::EWidgetMode InMode = (FWidget::EWidgetMode)InWidgetMode;
FWidget::EWidgetMode ValidMode = InMode;
if (InMode == FWidget::WM_None)
{ // starts from Rotate mode
ValidMode = FWidget::WM_Rotate;
}
// find from current widget mode and loop 1 cycle until finding a valid mode
for (int32 Index = 0; Index < 3; Index++)
{
if (GetBoneModificationMode(ValidMode) != BMM_Ignore)
{
return ValidMode;
}
ValidMode = (FWidget::EWidgetMode)GetNextWidgetMode(ValidMode);
}
// if couldn't find a valid mode, returns None
ValidMode = FWidget::WM_None;
return (int32)ValidMode;
}
int32 UAnimGraphNode_ModifyBone::GetWidgetMode(const USkeletalMeshComponent* SkelComp)
{
int32 BoneIndex = SkelComp->GetBoneIndex(Node.BoneToModify.BoneName);
if (BoneIndex != INDEX_NONE)
{
CurWidgetMode = FindValidWidgetMode(CurWidgetMode);
return CurWidgetMode;
}
return (int32)FWidget::WM_None;
}
int32 UAnimGraphNode_ModifyBone::ChangeToNextWidgetMode(const USkeletalMeshComponent* SkelComp, int32 InCurWidgetMode)
{
int32 NextWidgetMode = GetNextWidgetMode(InCurWidgetMode);
CurWidgetMode = FindValidWidgetMode(NextWidgetMode);
return CurWidgetMode;
}
bool UAnimGraphNode_ModifyBone::SetWidgetMode(const USkeletalMeshComponent* SkelComp, int32 InWidgetMode)
{
// if InWidgetMode is available
if (FindValidWidgetMode(InWidgetMode) == InWidgetMode)
{
CurWidgetMode = InWidgetMode;
return true;
}
return false;
}
FName UAnimGraphNode_ModifyBone::FindSelectedBone()
{
return Node.BoneToModify.BoneName;
}
void UAnimGraphNode_ModifyBone::DoTranslation(const USkeletalMeshComponent* SkelComp, FVector& Drag, FAnimNode_Base* InOutAnimNode)
{
FAnimNode_ModifyBone* ModifyBone = static_cast<FAnimNode_ModifyBone*>(InOutAnimNode);
if (ModifyBone->TranslationMode != EBoneModificationMode::BMM_Ignore)
{
FVector Offset = ConvertCSVectorToBoneSpace(SkelComp, Drag, ModifyBone->ForwardedPose, Node.BoneToModify.BoneName, Node.TranslationSpace);
ModifyBone->Translation += Offset;
Node.Translation = ModifyBone->Translation;
}
}
void UAnimGraphNode_ModifyBone::DoRotation(const USkeletalMeshComponent* SkelComp, FRotator& Rotation, FAnimNode_Base* InOutAnimNode)
{
FAnimNode_ModifyBone* ModifyBone = static_cast<FAnimNode_ModifyBone*>(InOutAnimNode);
if (Node.RotationMode != EBoneModificationMode::BMM_Ignore)
{
FQuat DeltaQuat = ConvertCSRotationToBoneSpace(SkelComp, Rotation, ModifyBone->ForwardedPose, Node.BoneToModify.BoneName, Node.RotationSpace);
FQuat PrevQuat(ModifyBone->Rotation);
FQuat NewQuat = DeltaQuat * PrevQuat;
ModifyBone->Rotation = NewQuat.Rotator();
Node.Rotation = ModifyBone->Rotation;
}
}
void UAnimGraphNode_ModifyBone::DoScale(const USkeletalMeshComponent* SkelComp, FVector& Scale, FAnimNode_Base* InOutAnimNode)
{
FAnimNode_ModifyBone* ModifyBone = static_cast<FAnimNode_ModifyBone*>(InOutAnimNode);
if (Node.ScaleMode != EBoneModificationMode::BMM_Ignore)
{
FVector Offset = Scale;
ModifyBone->Scale += Offset;
Node.Scale = ModifyBone->Scale;
}
}
void UAnimGraphNode_ModifyBone::CopyNodeDataTo(FAnimNode_Base* OutAnimNode)
{
FAnimNode_ModifyBone* ModifyBone = static_cast<FAnimNode_ModifyBone*>(OutAnimNode);
// copies Pin values from the internal node to get data which are not compiled yet
ModifyBone->Translation = GetNodeValue(FString("Translation"), Node.Translation);
ModifyBone->Rotation = GetNodeValue(FString("Rotation"), Node.Rotation);
ModifyBone->Scale = GetNodeValue(FString("Scale"), Node.Scale);
// copies Modes
ModifyBone->TranslationMode = Node.TranslationMode;
ModifyBone->RotationMode = Node.RotationMode;
ModifyBone->ScaleMode = Node.ScaleMode;
// copies Spaces
ModifyBone->TranslationSpace = Node.TranslationSpace;
ModifyBone->RotationSpace = Node.RotationSpace;
ModifyBone->ScaleSpace = Node.ScaleSpace;
}
void UAnimGraphNode_ModifyBone::CopyNodeDataFrom(const FAnimNode_Base* InNewAnimNode)
{
const FAnimNode_ModifyBone* ModifyBone = static_cast<const FAnimNode_ModifyBone*>(InNewAnimNode);
switch (CurWidgetMode)
{
case FWidget::WM_Translate:
SetNodeValue(FString("Translation"), Node.Translation, ModifyBone->Translation);
break;
case FWidget::WM_Rotate:
SetNodeValue(FString("Rotation"), Node.Rotation, ModifyBone->Rotation);
break;
case FWidget::WM_Scale:
SetNodeValue(FString("Scale"), Node.Scale, ModifyBone->Scale);
break;
}
}
#undef LOCTEXT_NAMESPACE