Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_AnimDynamics.cpp
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

584 lines
20 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphRuntimePrivatePCH.h"
#include "AnimNode_AnimDynamics.h"
#include "Animation/AnimInstanceProxy.h"
DEFINE_STAT(STAT_AnimDynamicsOverall);
DEFINE_STAT(STAT_AnimDynamicsWindData);
DEFINE_STAT(STAT_AnimDynamicsBoneEval);
DEFINE_STAT(STAT_AnimDynamicsSubSteps);
TAutoConsoleVariable<int32> CVarRestrictLod(TEXT("p.AnimDynamicsRestrictLOD"), -1, TEXT("Forces anim dynamics to be enabled for only a specified LOD, -1 to enable on all LODs."));
TAutoConsoleVariable<int32> CVarEnableDynamics(TEXT("p.AnimDynamics"), 1, TEXT("Enables/Disables anim dynamics node updates."));
TAutoConsoleVariable<int32> CVarEnableAdaptiveSubstep(TEXT("p.AnimDynamicsAdaptiveSubstep"), 0, TEXT("Enables/disables adaptive substepping. Adaptive substepping will substep the simulation when it is necessary and maintain a debt buffer for time, always trying to utilise as much time as possible."));
TAutoConsoleVariable<int32> CVarAdaptiveSubstepNumDebtFrames(TEXT("p.AnimDynamicsNumDebtFrames"), 5, TEXT("Number of frames to maintain as time debt when using adaptive substepping, this should be at least 1 or the time debt will never be cleared."));
TAutoConsoleVariable<int32> CVarEnableWind(TEXT("p.AnimDynamicsWind"), 1, TEXT("Enables/Disables anim dynamics wind forces globally."));
const float FAnimNode_AnimDynamics::MaxTimeDebt = (1.0f / 60.0f) * 5.0f; // 5 frames max debt
FAnimNode_AnimDynamics::FAnimNode_AnimDynamics()
: BoxExtents(0.0f)
, LocalJointOffset(0.0f)
, GravityScale(1.0f)
, bLinearSpring(false)
, bAngularSpring(false)
, LinearSpringConstant(0.0f)
, AngularSpringConstant(0.0f)
, bEnableWind(true)
, WindScale(1.0f)
, bOverrideLinearDamping(false)
, LinearDampingOverride(0.0f)
, bOverrideAngularDamping(false)
, AngularDampingOverride(0.0f)
, bDoUpdate(true)
, bDoEval(true)
, NumSolverIterationsPreUpdate(4)
, NumSolverIterationsPostUpdate(1)
, bUsePlanarLimit(true)
{
}
void FAnimNode_AnimDynamics::Initialize(const FAnimationInitializeContext& Context)
{
FAnimNode_SkeletalControlBase::Initialize(Context);
FBoneContainer& RequiredBones = Context.AnimInstanceProxy->GetRequiredBones();
BoundBone.Initialize(RequiredBones);
if (bChain)
{
ChainEnd.Initialize(RequiredBones);
}
for(FAnimPhysPlanarLimit& PlanarLimit : PlanarLimits)
{
PlanarLimit.DrivingBone.Initialize(RequiredBones);
}
if(BoundBone.IsValid(RequiredBones))
{
RequestInitialise();
}
NextTimeStep = 0.0f;
TimeDebt = 0.0f;
}
void FAnimNode_AnimDynamics::UpdateInternal(const FAnimationUpdateContext& Context)
{
FAnimNode_SkeletalControlBase::UpdateInternal(Context);
NextTimeStep = Context.GetDeltaTime();
}
void FAnimNode_AnimDynamics::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{
SCOPE_CYCLE_COUNTER(STAT_AnimDynamicsOverall);
int32 RestrictToLOD = CVarRestrictLod.GetValueOnAnyThread();
bool bEnabledForLod = RestrictToLOD >= 0 ? SkelComp->PredictedLODLevel == RestrictToLOD : true;
if (CVarEnableDynamics.GetValueOnAnyThread() == 1 && bEnabledForLod)
{
// Pretty nasty - but there isn't really a good way to get clean bone transforms (without the modification from
// previous runs) so we have to initialize here, checking often so we can restart a simulation in the editor.
if (bRequiresInit)
{
InitPhysics(SkelComp, MeshBases);
bRequiresInit = false;
}
if (bDoUpdate && NextTimeStep > 0.0f)
{
// Wind / Force update
if(CVarEnableWind.GetValueOnAnyThread() == 1 && bEnableWind)
{
SCOPE_CYCLE_COUNTER(STAT_AnimDynamicsWindData);
for(FAnimPhysRigidBody* Body : BaseBodyPtrs)
{
if(SkelComp && SkelComp->GetWorld())
{
Body->bWindEnabled = bEnableWind;
if(Body->bWindEnabled)
{
UWorld* World = SkelComp->GetWorld();
FSceneInterface* Scene = World->Scene;
// Unused by our simulation but needed for the call to GetWindParameters below
float WindMinGust;
float WindMaxGust;
// Setup wind data
Body->bWindEnabled = true;
Scene->GetWindParameters(SkelComp->ComponentToWorld.TransformPosition(Body->Pose.Position), Body->WindData.WindDirection, Body->WindData.WindSpeed, WindMinGust, WindMaxGust);
Body->WindData.WindDirection = SkelComp->ComponentToWorld.Inverse().TransformVector(Body->WindData.WindDirection);
Body->WindData.WindAdaption = FMath::FRandRange(0.0f, 2.0f);
Body->WindData.BodyWindScale = WindScale;
}
}
}
}
else
{
SCOPE_CYCLE_COUNTER(STAT_AnimDynamicsWindData);
// Disable wind.
for(FAnimPhysRigidBody* Body : BaseBodyPtrs)
{
Body->bWindEnabled = false;
}
}
if (CVarEnableAdaptiveSubstep.GetValueOnAnyThread() == 1)
{
float FixedTimeStep = MaxSubstepDeltaTime * CurrentTimeDilation;
// Clamp the fixed timestep down to max physics tick time.
// at high speeds the simulation will not converge as the delta time is too high, this will
// help to keep constraints together at a cost of physical accuracy
FixedTimeStep = FMath::Clamp(FixedTimeStep, 0.0f, MaxPhysicsDeltaTime);
// Calculate number of substeps we should do.
int32 NumIters = FMath::TruncToInt((NextTimeStep + (TimeDebt * CurrentTimeDilation)) / FixedTimeStep);
NumIters = FMath::Clamp(NumIters, 0, MaxSubsteps);
SET_DWORD_STAT(STAT_AnimDynamicsSubSteps, NumIters);
// Store the remaining time as debt for later frames
TimeDebt = (NextTimeStep + TimeDebt) - (NumIters * FixedTimeStep);
TimeDebt = FMath::Clamp(TimeDebt, 0.0f, MaxTimeDebt);
NextTimeStep = FixedTimeStep;
for (int32 Iter = 0; Iter < NumIters; ++Iter)
{
UpdateLimits(SkelComp, MeshBases);
FAnimPhys::PhysicsUpdate(FixedTimeStep, BaseBodyPtrs, LinearLimits, AngularLimits, Springs, NumSolverIterationsPreUpdate, NumSolverIterationsPostUpdate);
}
}
else
{
// Do variable frame-time update
const float MaxDeltaTime = MaxPhysicsDeltaTime;
NextTimeStep = FMath::Min(NextTimeStep, MaxDeltaTime);
UpdateLimits(SkelComp, MeshBases);
FAnimPhys::PhysicsUpdate(NextTimeStep, BaseBodyPtrs, LinearLimits, AngularLimits, Springs, NumSolverIterationsPreUpdate, NumSolverIterationsPostUpdate);
}
}
if (bDoEval)
{
SCOPE_CYCLE_COUNTER(STAT_AnimDynamicsBoneEval);
const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
for (int32 Idx = 0; Idx < BoundBoneReferences.Num(); ++Idx)
{
FBoneReference& CurrentChainBone = BoundBoneReferences[Idx];
FAnimPhysRigidBody& CurrentBody = Bodies[Idx].RigidBody.PhysBody;
// Skip invalid bones
if(!CurrentChainBone.IsValid(BoneContainer))
{
continue;
}
FCompactPoseBoneIndex BoneIndex = CurrentChainBone.GetCompactPoseIndex(BoneContainer);
FTransform NewBoneTransform(CurrentBody.Pose.Orientation, CurrentBody.Pose.Position + CurrentBody.Pose.Orientation.RotateVector(JointOffsets[Idx]));
OutBoneTransforms.Add(FBoneTransform(BoneIndex, NewBoneTransform));
}
}
}
}
void FAnimNode_AnimDynamics::InitializeBoneReferences(const FBoneContainer& RequiredBones)
{
BoundBone.Initialize(RequiredBones);
if(bChain)
{
ChainEnd.Initialize(RequiredBones);
}
for(FBoneReference& BoneRef : BoundBoneReferences)
{
BoneRef.Initialize(RequiredBones);
}
}
void FAnimNode_AnimDynamics::GatherDebugData(FNodeDebugData& DebugData)
{
const float ActualAlpha = AlphaScaleBias.ApplyTo(Alpha);
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("(Alpha: %.1f%%)"), ActualAlpha*100.f);
DebugData.AddDebugItem(DebugLine);
ComponentPose.GatherDebugData(DebugData.BranchFlow(1.f));
}
bool FAnimNode_AnimDynamics::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
{
bool bValid = BoundBone.IsValid(RequiredBones);
if (bChain)
{
bValid = bValid && ChainEnd.IsValid(RequiredBones);
}
return bValid;
}
int32 FAnimNode_AnimDynamics::GetNumBodies() const
{
return Bodies.Num();
}
const FAnimPhysRigidBody& FAnimNode_AnimDynamics::GetPhysBody(int32 BodyIndex) const
{
return Bodies[BodyIndex].RigidBody.PhysBody;
}
#if WITH_EDITOR
FVector FAnimNode_AnimDynamics::GetBodyLocalJointOffset(int32 BodyIndex) const
{
if (JointOffsets.IsValidIndex(BodyIndex))
{
return JointOffsets[BodyIndex];
}
return FVector::ZeroVector;
}
int32 FAnimNode_AnimDynamics::GetNumBoundBones() const
{
return BoundBoneReferences.Num();
}
const FBoneReference* FAnimNode_AnimDynamics::GetBoundBoneReference(int32 Index) const
{
if(BoundBoneReferences.IsValidIndex(Index))
{
return &BoundBoneReferences[Index];
}
return nullptr;
}
#endif
void FAnimNode_AnimDynamics::InitPhysics(USkeletalMeshComponent* Component, FCSPose<FCompactPose>& MeshBases)
{
// Clear up any existing physics data
TermPhysics();
const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
// List of bone indices in the chain.
TArray<int32> ChainBoneIndices;
TArray<FName> ChainBoneNames;
if(ChainEnd.IsValid(BoneContainer))
{
// Add the end of the chain. We have to walk from the bottom upwards to find a chain
// as walking downwards doesn't guarantee a single end point.
ChainBoneIndices.Add(ChainEnd.BoneIndex);
ChainBoneNames.Add(ChainEnd.BoneName);
int32 ParentBoneIndex = BoneContainer.GetParentBoneIndex(ChainEnd.BoneIndex);
// Walk up the chain until we either find the top or hit the root bone
while(ParentBoneIndex != 0)
{
ChainBoneIndices.Add(ParentBoneIndex);
ChainBoneNames.Add(Component->GetBoneName(ParentBoneIndex));
if(ParentBoneIndex == BoundBone.BoneIndex)
{
// Found the top of the chain
break;
}
ParentBoneIndex = BoneContainer.GetParentBoneIndex(ParentBoneIndex);
}
// Bail if we can't find a chain, and let the user know
if(ParentBoneIndex != BoundBone.BoneIndex)
{
UE_LOG(LogAnimation, Error, TEXT("AnimDynamics: Attempted to find bone chain starting at %s and ending at %s but failed."), *BoundBone.BoneName.ToString(), *ChainEnd.BoneName.ToString());
return;
}
}
else
{
// No chain specified, just use the bound bone
ChainBoneIndices.Add(BoundBone.BoneIndex);
ChainBoneNames.Add(BoundBone.BoneName);
}
Bodies.Reserve(ChainBoneIndices.Num());
// Walk backwards here as the chain was discovered in reverse order
for (int32 Idx = ChainBoneIndices.Num() - 1; Idx >= 0; --Idx)
{
TArray<FAnimPhysShape> BodyShapes;
BodyShapes.Add(FAnimPhysShape::MakeBox(BoxExtents));
FBoneReference LinkBoneRef;
LinkBoneRef.BoneName = ChainBoneNames[Idx];
LinkBoneRef.Initialize(BoneContainer);
// Calculate joint offsets by looking at the length of the bones and extending the provided offset
if (BoundBoneReferences.Num() > 0)
{
FTransform CurrentBoneTransform = MeshBases.GetComponentSpaceTransform(LinkBoneRef.GetCompactPoseIndex(BoneContainer));
FTransform PreviousBoneTransform = MeshBases.GetComponentSpaceTransform(BoundBoneReferences.Last().GetCompactPoseIndex(BoneContainer));
FVector PreviousAnchor = PreviousBoneTransform.TransformPosition(-LocalJointOffset);
float DistanceToAnchor = (PreviousBoneTransform.GetTranslation() - CurrentBoneTransform.GetTranslation()).Size() * 0.5f;
if(LocalJointOffset.SizeSquared() < SMALL_NUMBER)
{
// No offset, just use the position between chain links as the offset
// This is likely to just look horrible, but at least the bodies will
// be placed correctly and not stack up at the top of the chain.
JointOffsets.Add(PreviousAnchor - CurrentBoneTransform.GetTranslation());
}
else
{
// Extend offset along chain.
JointOffsets.Add(LocalJointOffset.GetSafeNormal() * DistanceToAnchor);
}
}
else
{
// No chain to worry about, just use the specified offset.
JointOffsets.Add(LocalJointOffset);
}
BoundBoneReferences.Add(LinkBoneRef);
FTransform BodyTransform = MeshBases.GetComponentSpaceTransform(LinkBoneRef.GetCompactPoseIndex(BoneContainer));
BodyTransform.SetTranslation(BodyTransform.GetTranslation() + BodyTransform.GetRotation().RotateVector(-LocalJointOffset));
FAnimPhysLinkedBody NewChainBody(BodyShapes, BodyTransform.GetTranslation(), LinkBoneRef);
FAnimPhysRigidBody& PhysicsBody = NewChainBody.RigidBody.PhysBody;
PhysicsBody.Pose.Orientation = BodyTransform.GetRotation();
PhysicsBody.PreviousOrientation = PhysicsBody.Pose.Orientation;
PhysicsBody.NextOrientation = PhysicsBody.Pose.Orientation;
PhysicsBody.CollisionType = CollisionType;
switch(PhysicsBody.CollisionType)
{
case AnimPhysCollisionType::CustomSphere:
PhysicsBody.SphereCollisionRadius = SphereCollisionRadius;
break;
case AnimPhysCollisionType::InnerSphere:
PhysicsBody.SphereCollisionRadius = BoxExtents.GetAbsMin() / 2.0f;
break;
case AnimPhysCollisionType::OuterSphere:
PhysicsBody.SphereCollisionRadius = BoxExtents.GetAbsMax() / 2.0f;
break;
default:
break;
}
if (bOverrideLinearDamping)
{
PhysicsBody.bLinearDampingOverriden = true;
PhysicsBody.LinearDamping = LinearDampingOverride;
}
if (bOverrideAngularDamping)
{
PhysicsBody.bAngularDampingOverriden = true;
PhysicsBody.AngularDamping = AngularDampingOverride;
}
PhysicsBody.GravityScale = GravityScale;
// Link to parent
if (Bodies.Num() > 0)
{
NewChainBody.ParentBody = &Bodies.Last().RigidBody;
}
Bodies.Add(NewChainBody);
}
BaseBodyPtrs.Empty();
for(FAnimPhysLinkedBody& Body : Bodies)
{
BaseBodyPtrs.Add(&Body.RigidBody.PhysBody);
}
// Set up transient constraint data
const bool bXAxisLocked = ConstraintSetup.LinearXLimitType != AnimPhysLinearConstraintType::Free && ConstraintSetup.LinearAxesMin.X - ConstraintSetup.LinearAxesMax.X == 0.0f;
const bool bYAxisLocked = ConstraintSetup.LinearYLimitType != AnimPhysLinearConstraintType::Free && ConstraintSetup.LinearAxesMin.Y - ConstraintSetup.LinearAxesMax.Y == 0.0f;
const bool bZAxisLocked = ConstraintSetup.LinearZLimitType != AnimPhysLinearConstraintType::Free && ConstraintSetup.LinearAxesMin.Z - ConstraintSetup.LinearAxesMax.Z == 0.0f;
ConstraintSetup.bLinearFullyLocked = bXAxisLocked && bYAxisLocked && bZAxisLocked;
// Cache physics settings to avoid accessing UPhysicsSettings continuously
if(UPhysicsSettings* Settings = UPhysicsSettings::Get())
{
MaxPhysicsDeltaTime = Settings->MaxPhysicsDeltaTime;
MaxSubstepDeltaTime = Settings->MaxSubstepDeltaTime;
MaxSubsteps = Settings->MaxSubsteps;
}
else
{
MaxPhysicsDeltaTime = (1.0f/30.0f);
MaxSubstepDeltaTime = (1.0f/60.0f);
MaxSubsteps = 4;
}
bRequiresInit = false;
}
void FAnimNode_AnimDynamics::TermPhysics()
{
Bodies.Empty();
LinearLimits.Empty();
AngularLimits.Empty();
Springs.Empty();
BoundBoneReferences.Empty();
JointOffsets.Empty();
}
void FAnimNode_AnimDynamics::UpdateLimits(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases)
{
SCOPE_CYCLE_COUNTER(STAT_AnimDynamicsLimitUpdate);
// We're always going to use the same number so don't realloc
LinearLimits.Empty(LinearLimits.Num());
AngularLimits.Empty(AngularLimits.Num());
Springs.Empty(Springs.Num());
const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
for (int32 Idx = 0; Idx < Bodies.Num(); ++Idx)
{
const FBoneReference& CurrentBoneRef = BoundBoneReferences[Idx];
// If our bone isn't valid, move on
if(!CurrentBoneRef.IsValid(BoneContainer))
{
continue;
}
FAnimPhysLinkedBody& ChainBody = Bodies[Idx];
FAnimPhysRigidBody& RigidBody = Bodies[Idx].RigidBody.PhysBody;
FAnimPhysRigidBody* PrevBody = nullptr;
if (ChainBody.ParentBody)
{
PrevBody = &ChainBody.ParentBody->PhysBody;
}
// Get joint transform
FCompactPoseBoneIndex BoneIndex = CurrentBoneRef.GetCompactPoseIndex(BoneContainer);
FTransform BoundBoneTransform = MeshBases.GetComponentSpaceTransform(BoneIndex);
FTransform ShapeTransform = BoundBoneTransform;
// Local offset to joint for Body1
FVector Body1JointOffset = LocalJointOffset;
if (PrevBody)
{
// Get the correct offset
Body1JointOffset = JointOffsets[Idx];
// Modify the shape transform to be correct in Body0 frame
ShapeTransform = FTransform(FQuat::Identity, -Body1JointOffset);
}
if (ConstraintSetup.bLinearFullyLocked)
{
// Rather than calculate prismatic limits, just lock the transform (1 limit instead of 6)
FAnimPhys::ConstrainPositionNailed(NextTimeStep, LinearLimits, PrevBody, ShapeTransform.GetTranslation(), &RigidBody, Body1JointOffset);
}
else
{
if (ConstraintSetup.LinearXLimitType != AnimPhysLinearConstraintType::Free)
{
FAnimPhys::ConstrainAlongDirection(NextTimeStep, LinearLimits, PrevBody, ShapeTransform.GetTranslation(), &RigidBody, Body1JointOffset, ShapeTransform.GetRotation().GetAxisX(), FVector2D(ConstraintSetup.LinearAxesMin.X, ConstraintSetup.LinearAxesMax.X));
}
if (ConstraintSetup.LinearYLimitType != AnimPhysLinearConstraintType::Free)
{
FAnimPhys::ConstrainAlongDirection(NextTimeStep, LinearLimits, PrevBody, ShapeTransform.GetTranslation(), &RigidBody, Body1JointOffset, ShapeTransform.GetRotation().GetAxisY(), FVector2D(ConstraintSetup.LinearAxesMin.Y, ConstraintSetup.LinearAxesMax.Y));
}
if (ConstraintSetup.LinearZLimitType != AnimPhysLinearConstraintType::Free)
{
FAnimPhys::ConstrainAlongDirection(NextTimeStep, LinearLimits, PrevBody, ShapeTransform.GetTranslation(), &RigidBody, Body1JointOffset, ShapeTransform.GetRotation().GetAxisZ(), FVector2D(ConstraintSetup.LinearAxesMin.Z, ConstraintSetup.LinearAxesMax.Z));
}
}
if (ConstraintSetup.AngularConstraintType == AnimPhysAngularConstraintType::Angular)
{
#if WITH_EDITOR
// Check the ranges are valid when running in the editor, log if something is wrong
if(ConstraintSetup.AngularLimitsMin.X > ConstraintSetup.AngularLimitsMax.X ||
ConstraintSetup.AngularLimitsMin.Y > ConstraintSetup.AngularLimitsMax.Y ||
ConstraintSetup.AngularLimitsMin.Z > ConstraintSetup.AngularLimitsMax.Z)
{
UE_LOG(LogAnimation, Warning, TEXT("AnimDynamics: Min/Max angular limits for bone %s incorrect, at least one min axis value is greater than the corresponding max."), *BoundBone.BoneName.ToString());
}
#endif
// Add angular limits. any limit with 360+ degree range is ignored and left free.
FAnimPhys::ConstrainAngularRange(NextTimeStep, AngularLimits, PrevBody, &RigidBody, ShapeTransform.GetRotation(), ConstraintSetup.TwistAxis, ConstraintSetup.AngularLimitsMin, ConstraintSetup.AngularLimitsMax);
}
else
{
FAnimPhys::ConstrainConeAngle(NextTimeStep, AngularLimits, PrevBody, BoundBoneTransform.GetRotation().GetAxisX(), &RigidBody, FVector(1.0f, 0.0f, 0.0f), ConstraintSetup.ConeAngle);
}
if(PlanarLimits.Num() > 0)
{
for(FAnimPhysPlanarLimit& PlanarLimit : PlanarLimits)
{
FTransform LimitPlaneTransform = PlanarLimit.PlaneTransform;
if(PlanarLimit.DrivingBone.IsValid(BoneContainer))
{
FCompactPoseBoneIndex DrivingBoneIndex = PlanarLimit.DrivingBone.GetCompactPoseIndex(BoneContainer);
LimitPlaneTransform *= MeshBases.GetComponentSpaceTransform(DrivingBoneIndex);// * LimitPlaneTransform;
}
FAnimPhys::ConstrainPlanar(NextTimeStep, LinearLimits, &RigidBody, LimitPlaneTransform);
}
}
// Add spring if we need spring forces
if (bAngularSpring || bLinearSpring)
{
FAnimPhys::CreateSpring(Springs, PrevBody, ShapeTransform.GetTranslation(), &RigidBody, FVector::ZeroVector);
FAnimPhysSpring& NewSpring = Springs.Last();
NewSpring.SpringConstantLinear = LinearSpringConstant;
NewSpring.SpringConstantAngular = AngularSpringConstant;
NewSpring.AngularTarget = ConstraintSetup.AngularTarget.GetSafeNormal();
NewSpring.AngularTargetAxis = ConstraintSetup.AngularTargetAxis;
NewSpring.TargetOrientationOffset = ShapeTransform.GetRotation();
NewSpring.bApplyAngular = bAngularSpring;
NewSpring.bApplyLinear = bLinearSpring;
}
}
}
void FAnimNode_AnimDynamics::PreUpdate(const UAnimInstance* InAnimInstance)
{
const USkeletalMeshComponent* SkelComp = InAnimInstance->GetSkelMeshComponent();
const UWorld* World = SkelComp->GetWorld();
check(World->GetWorldSettings());
CurrentTimeDilation = World->GetWorldSettings()->GetEffectiveTimeDilation();
}