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#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2839897 on 2016/01/22 by Ori.Cohen
Allow static mesh editor to specify a default collision profile.
#rb Lina.Halper
#UE-2836
Change 2840489 on 2016/01/22 by Ori.Cohen
Fix collision customization so that it respects const editing property
#rb Marc.Audy
Change 2840528 on 2016/01/22 by Ori.Cohen
Fix compile error and actually get value from attribute
Change 2840672 on 2016/01/22 by Zak.Middleton
#ue4 - Include data from USkinnedMeshComponent in USkeletalMeshComponent::GetResourceSize().
#rb Michael.Noland
Change 2841314 on 2016/01/24 by Marc.Audy
Fix depressingly frequent misspellings of 'suppress'
Change 2841323 on 2016/01/24 by Marc.Audy
Reserve worst case memory for TSet Intersect, Union, and Difference to avoid memory allocations during iteration
Ensure that TSet Intersect considers the least number of elements possible
Early out from TSet Contains if Other is larger than this
Clarify comment on TSet Difference
#rb Steve.Robb
Change 2841380 on 2016/01/24 by Aaron.McLeran
UE-25586 Audio assets not correctly reporting resource memory usage
Tested on PC/PS4 and with Editor builds. Memory reporting is working for all cases now.
Change 2841385 on 2016/01/24 by Aaron.McLeran
UE-21210 Adding subtitle priority to USoundWave
Change 2841386 on 2016/01/24 by Marc.Audy
Return null for GameNetDriver if World is null instead of crashing
Change 2841409 on 2016/01/24 by Aaron.McLeran
UE-25514 Removing load for default objects for every sound wave
Change 2841858 on 2016/01/25 by Ori.Cohen
Make sure that PIE face index results are consistent with runtime
#rb Benn.Gallagher
Change 2841977 on 2016/01/25 by Ori.Cohen
Fix object type customization so that it's only enabled when custom is selected. (Accidently broke this in recent change)
Change 2841982 on 2016/01/25 by Marc.Audy
Minor optimization by avoiding recreating FNames repeatedly in constructor
Change 2842169 on 2016/01/25 by Benn.Gallagher
Fixes to animBP compiler and instance to store and double buffer internal machine state weights on the instance. So they can be queried cross-machine without issue.
#rb Lina.Halper
Change 2842390 on 2016/01/25 by Ori.Cohen
Fix in world editing of BodyInstance not working.
No longer serializing Scale3D as this is allways initialized in InitBody.
No longer overwriting MassInKg and renamed to to MassInKgOverride which better reflects what this variable does.
#JIRA UE-25518
#rb Lina.Halper
Change 2843579 on 2016/01/26 by Marc.Audy
Only update replication when it actually changes
Don't check calling SetIsReplicated if the class cannot replicate, instead output an error message
Fix spelling in comment
#rb Ori.Cohen
Change 2843627 on 2016/01/26 by Marc.Audy
Add \\ as a default console key for Italian keyboard layouts
#jira UE-25198
#rb James.Golding
Change 2843628 on 2016/01/26 by Marc.Audy
Don't reconstruct FName on each call to GetHitResultAtScreenPosition
#rb James.Golding
Change 2843671 on 2016/01/26 by Martin.Wilson
Fix incorrect bone transforms being pushed to the renderer during SetSkeletalMesh. This presented as motion blur artifacts in editor
#rb Thomas.Sarkanen
Change 2843768 on 2016/01/26 by Marc.Audy
Inline Get Component functions in TriggerBase
Change 2844003 on 2016/01/26 by Zak.Middleton
#ue4 - Fix FMath::Fmod(X, Y) sometimes returning small negative values for positive X and Y due to float imprecision. Added tests to math tests at startup to check this, and also to better handle results close to Y. Wrap the ensure on Y=0 within a conditional so a breakpoint can be used during debugging (to distinguish between zero and very small input).
#codereview Laurent.Delayen
Change 2844005 on 2016/01/26 by Zak.Middleton
#ue4 - Convert uses of fmod() and fmodf() to use FMath::Fmod() instead.
Also see CL 2844003
[CL 2855709 by Marc Audy in Main branch]
226 lines
7.1 KiB
C++
226 lines
7.1 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphRuntimePrivatePCH.h"
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#include "BoneControllers/AnimNode_SpringBone.h"
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#include "Animation/AnimInstanceProxy.h"
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/////////////////////////////////////////////////////
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// FAnimNode_SpringBone
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FAnimNode_SpringBone::FAnimNode_SpringBone()
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: bLimitDisplacement(false)
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, MaxDisplacement(0.0f)
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, SpringStiffness(50.0f)
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, SpringDamping(4.0f)
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, ErrorResetThresh(256.0f)
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, bNoZSpring_DEPRECATED(false)
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, bTranslateX(true)
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, bTranslateY(true)
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, bTranslateZ(true)
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, bRotateX(false)
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, bRotateY(false)
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, bRotateZ(false)
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, RemainingTime(0.f)
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, bHadValidStrength(false)
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, BoneLocation(FVector::ZeroVector)
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, BoneVelocity(FVector::ZeroVector)
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{
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}
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void FAnimNode_SpringBone::Initialize(const FAnimationInitializeContext& Context)
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{
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FAnimNode_SkeletalControlBase::Initialize(Context);
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RemainingTime = 0.0f;
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}
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void FAnimNode_SpringBone::CacheBones(const FAnimationCacheBonesContext& Context)
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{
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FAnimNode_SkeletalControlBase::CacheBones(Context);
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}
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void FAnimNode_SpringBone::UpdateInternal(const FAnimationUpdateContext& Context)
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{
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FAnimNode_SkeletalControlBase::UpdateInternal(Context);
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RemainingTime += Context.GetDeltaTime();
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// Fixed step simulation at 120hz
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FixedTimeStep = (1.f / 120.f) * TimeDilation;
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}
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void FAnimNode_SpringBone::GatherDebugData(FNodeDebugData& DebugData)
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{
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const float ActualAlpha = AlphaScaleBias.ApplyTo(Alpha);
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//MDW_TODO Add more output info?
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FString DebugLine = DebugData.GetNodeName(this);
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DebugLine += FString::Printf(TEXT("(Alpha: %.1f%% RemainingTime: %.3f)"), ActualAlpha*100.f, RemainingTime);
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DebugData.AddDebugItem(DebugLine);
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ComponentPose.GatherDebugData(DebugData);
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}
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FORCEINLINE void CopyToVectorByFlags(FVector& DestVec, const FVector& SrcVec, bool bX, bool bY, bool bZ)
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{
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if (bX)
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{
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DestVec.X = SrcVec.X;
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}
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if (bY)
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{
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DestVec.Y = SrcVec.Y;
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}
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if (bZ)
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{
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DestVec.Z = SrcVec.Z;
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}
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}
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void FAnimNode_SpringBone::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
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{
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check(OutBoneTransforms.Num() == 0);
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const bool bNoOffset = !bTranslateX && !bTranslateY && !bTranslateZ;
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if (bNoOffset)
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{
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return;
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}
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// Location of our bone in world space
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const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
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const FCompactPoseBoneIndex SpringBoneIndex = SpringBone.GetCompactPoseIndex(BoneContainer);
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const FTransform& SpaceBase = MeshBases.GetComponentSpaceTransform(SpringBoneIndex);
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FTransform BoneTransformInWorldSpace = (SkelComp != NULL) ? SpaceBase * SkelComp->GetComponentToWorld() : SpaceBase;
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FVector const TargetPos = BoneTransformInWorldSpace.GetLocation();
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AActor* SkelOwner = (SkelComp != NULL) ? SkelComp->GetOwner() : NULL;
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if ((SkelComp != NULL) && (SkelComp->GetAttachParent() != NULL) && (SkelOwner == NULL))
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{
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SkelOwner = SkelComp->GetAttachParent()->GetOwner();
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}
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// Init values first time
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if (RemainingTime == 0.0f)
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{
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BoneLocation = TargetPos;
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BoneVelocity = FVector::ZeroVector;
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}
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while (RemainingTime > FixedTimeStep)
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{
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// Update location of our base by how much our base moved this frame.
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FVector const BaseTranslation = SkelOwner ? (SkelOwner->GetVelocity() * FixedTimeStep) : FVector::ZeroVector;
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BoneLocation += BaseTranslation;
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// Reinit values if outside reset threshold
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if (((TargetPos - BoneLocation).SizeSquared() > (ErrorResetThresh*ErrorResetThresh)))
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{
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BoneLocation = TargetPos;
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BoneVelocity = FVector::ZeroVector;
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}
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// Calculate error vector.
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FVector const Error = (TargetPos - BoneLocation);
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FVector const DampingForce = SpringDamping * BoneVelocity;
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FVector const SpringForce = SpringStiffness * Error;
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// Calculate force based on error and vel
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FVector const Acceleration = SpringForce - DampingForce;
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// Integrate velocity
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// Make sure damping with variable frame rate actually dampens velocity. Otherwise Spring will go nuts.
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float const CutOffDampingValue = 1.f/FixedTimeStep;
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if (SpringDamping > CutOffDampingValue)
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{
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float const SafetyScale = CutOffDampingValue / SpringDamping;
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BoneVelocity += SafetyScale * (Acceleration * FixedTimeStep);
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}
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else
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{
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BoneVelocity += (Acceleration * FixedTimeStep);
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}
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// Clamp velocity to something sane (|dX/dt| <= ErrorResetThresh)
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float const BoneVelocityMagnitude = BoneVelocity.Size();
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if (BoneVelocityMagnitude * FixedTimeStep > ErrorResetThresh)
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{
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BoneVelocity *= (ErrorResetThresh / (BoneVelocityMagnitude * FixedTimeStep));
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}
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// Integrate position
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FVector const OldBoneLocation = BoneLocation;
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FVector const DeltaMove = (BoneVelocity * FixedTimeStep);
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BoneLocation += DeltaMove;
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// Filter out spring translation based on our filter properties
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CopyToVectorByFlags(BoneLocation, TargetPos, !bTranslateX, !bTranslateY, !bTranslateZ);
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// If desired, limit error
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if (bLimitDisplacement)
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{
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FVector CurrentDisp = BoneLocation - TargetPos;
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// Too far away - project back onto sphere around target.
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if (CurrentDisp.SizeSquared() > FMath::Square(MaxDisplacement))
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{
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FVector DispDir = CurrentDisp.GetSafeNormal();
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BoneLocation = TargetPos + (MaxDisplacement * DispDir);
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}
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}
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// Update velocity to reflect post processing done to bone location.
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BoneVelocity = (BoneLocation - OldBoneLocation) / FixedTimeStep;
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check( !BoneLocation.ContainsNaN() );
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check( !BoneVelocity.ContainsNaN() );
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RemainingTime -= FixedTimeStep;
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}
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// Now convert back into component space and output - rotation is unchanged.
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FTransform OutBoneTM = SpaceBase;
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OutBoneTM.SetLocation( SkelComp->GetComponentToWorld().InverseTransformPosition(BoneLocation) );
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const bool bUseRotation = bRotateX || bRotateY || bRotateZ;
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if (bUseRotation)
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{
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FCompactPoseBoneIndex ParentBoneIndex = MeshBases.GetPose().GetParentBoneIndex(SpringBoneIndex);
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const FTransform& ParentSpaceBase = MeshBases.GetComponentSpaceTransform(ParentBoneIndex);
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FVector ParentToTarget = (TargetPos - ParentSpaceBase.GetLocation()).GetSafeNormal();
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FVector ParentToCurrent = (BoneLocation - ParentSpaceBase.GetLocation()).GetSafeNormal();
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FQuat AdditionalRotation = FQuat::FindBetweenNormals(ParentToTarget, ParentToCurrent);
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// Filter rotation based on our filter properties
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FVector EularRot = AdditionalRotation.Euler();
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CopyToVectorByFlags(EularRot, FVector::ZeroVector, !bRotateX, !bRotateY, !bRotateZ);
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OutBoneTM.SetRotation(FQuat::MakeFromEuler(EularRot) * OutBoneTM.GetRotation());
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}
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// Output new transform for current bone.
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OutBoneTransforms.Add(FBoneTransform(SpringBoneIndex, OutBoneTM));
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}
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bool FAnimNode_SpringBone::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
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{
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return (SpringBone.IsValid(RequiredBones));
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}
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void FAnimNode_SpringBone::InitializeBoneReferences(const FBoneContainer& RequiredBones)
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{
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SpringBone.Initialize(RequiredBones);
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}
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void FAnimNode_SpringBone::PreUpdate(const UAnimInstance* InAnimInstance)
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{
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const USkeletalMeshComponent* SkelComp = InAnimInstance->GetSkelMeshComponent();
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const UWorld* World = SkelComp->GetWorld();
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check(World->GetWorldSettings());
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TimeDilation = World->GetWorldSettings()->GetEffectiveTimeDilation();
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} |