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- Moved all skeletal control nodes to start out Upgrade Note: Modules containing custom animation nodes will need to have a dependency on the new "AnimGraphRuntime" module added to their Build.cs file #codereview lina.halper [CL 2582755 by Michael Noland in Main branch]
96 lines
3.5 KiB
C++
96 lines
3.5 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphRuntimePrivatePCH.h"
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#include "BoneControllers/AnimNode_HandIKRetargeting.h"
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/////////////////////////////////////////////////////
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// FAnimNode_HandIKRetargeting
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FAnimNode_HandIKRetargeting::FAnimNode_HandIKRetargeting()
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: HandFKWeight(0.5f)
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{
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}
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void FAnimNode_HandIKRetargeting::GatherDebugData(FNodeDebugData& DebugData)
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{
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FString DebugLine = DebugData.GetNodeName(this);
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DebugLine += "(";
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AddDebugNodeData(DebugLine);
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DebugLine += FString::Printf(TEXT(" HandFKWeight: %f)"), HandFKWeight);
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for (int32 BoneIndex = 0; BoneIndex < IKBonesToMove.Num(); BoneIndex++)
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{
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DebugLine += FString::Printf(TEXT(", %s)"), *IKBonesToMove[BoneIndex].BoneName.ToString());
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}
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DebugLine += FString::Printf(TEXT(")"));
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DebugData.AddDebugItem(DebugLine);
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ComponentPose.GatherDebugData(DebugData);
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}
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void FAnimNode_HandIKRetargeting::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
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{
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checkSlow(OutBoneTransforms.Num() == 0);
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const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
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// Get component space transforms for all of our IK and FK bones.
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const FTransform& RightHandFKTM = MeshBases.GetComponentSpaceTransform(RightHandFK.GetCompactPoseIndex(BoneContainer));
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const FTransform& LeftHandFKTM = MeshBases.GetComponentSpaceTransform(LeftHandFK.GetCompactPoseIndex(BoneContainer));
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const FTransform& RightHandIKTM = MeshBases.GetComponentSpaceTransform(RightHandIK.GetCompactPoseIndex(BoneContainer));
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const FTransform& LeftHandIKTM = MeshBases.GetComponentSpaceTransform(LeftHandIK.GetCompactPoseIndex(BoneContainer));
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// Compute weight FK and IK hand location. And translation from IK to FK.
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FVector const FKLocation = FMath::Lerp<FVector>(LeftHandFKTM.GetTranslation(), RightHandFKTM.GetTranslation(), HandFKWeight);
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FVector const IKLocation = FMath::Lerp<FVector>(LeftHandIKTM.GetTranslation(), RightHandIKTM.GetTranslation(), HandFKWeight);
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FVector const IK_To_FK_Translation = FKLocation - IKLocation;
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// If we're not translating, don't send any bones to update.
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if (!IK_To_FK_Translation.IsNearlyZero())
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{
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// Move desired bones
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for (const FBoneReference& BoneReference : IKBonesToMove)
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{
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if (BoneReference.IsValid(BoneContainer))
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{
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FCompactPoseBoneIndex BoneIndex = BoneReference.GetCompactPoseIndex(BoneContainer);
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FTransform BoneTransform = MeshBases.GetComponentSpaceTransform(BoneIndex);
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BoneTransform.AddToTranslation(IK_To_FK_Translation);
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OutBoneTransforms.Add(FBoneTransform(BoneIndex, BoneTransform));
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}
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}
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}
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}
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bool FAnimNode_HandIKRetargeting::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
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{
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if (RightHandFK.IsValid(RequiredBones)
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&& LeftHandFK.IsValid(RequiredBones)
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&& RightHandIK.IsValid(RequiredBones)
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&& LeftHandIK.IsValid(RequiredBones))
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{
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// we need at least one bone to move valid.
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for (int32 BoneIndex = 0; BoneIndex < IKBonesToMove.Num(); BoneIndex++)
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{
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if (IKBonesToMove[BoneIndex].IsValid(RequiredBones))
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{
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return true;
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}
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}
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}
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return false;
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}
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void FAnimNode_HandIKRetargeting::InitializeBoneReferences(const FBoneContainer& RequiredBones)
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{
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RightHandFK.Initialize(RequiredBones);
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LeftHandFK.Initialize(RequiredBones);
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RightHandIK.Initialize(RequiredBones);
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LeftHandIK.Initialize(RequiredBones);
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for (int32 BoneIndex = 0; BoneIndex < IKBonesToMove.Num(); BoneIndex++)
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{
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IKBonesToMove[BoneIndex].Initialize(RequiredBones);
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}
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} |