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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]
163 lines
5.1 KiB
C++
163 lines
5.1 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphRuntimePrivatePCH.h"
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#include "AnimationRuntime.h"
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#include "BoneControllers/AnimNode_WheelHandler.h"
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#include "GameFramework/WheeledVehicle.h"
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#include "Vehicles/WheeledVehicleMovementComponent.h"
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#include "Vehicles/VehicleWheel.h"
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/////////////////////////////////////////////////////
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// FAnimNode_WheelHandler
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FAnimNode_WheelHandler::FAnimNode_WheelHandler()
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{
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}
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void FAnimNode_WheelHandler::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 += ")";
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DebugData.AddDebugItem(DebugLine);
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for(const auto & WheelSim : WheelSimulators)
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{
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if (WheelSim.BoneReference.BoneIndex != INDEX_NONE)
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{
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DebugLine = FString::Printf(TEXT(" [Wheel Index : %d] Bone: %s , Rotation Offset : %s, Location Offset : %s"),
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WheelSim.WheelIndex, *WheelSim.BoneReference.BoneName.ToString(), *WheelSim.RotOffset.ToString(), *WheelSim.LocOffset.ToString());
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}
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else
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{
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DebugLine = FString::Printf(TEXT(" [Wheel Index : %d] Bone: %s (invalid bone)"),
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WheelSim.WheelIndex, *WheelSim.BoneReference.BoneName.ToString());
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}
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DebugData.AddDebugItem(DebugLine);
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}
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ComponentPose.GatherDebugData(DebugData);
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}
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void FAnimNode_WheelHandler::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 FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
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for(const auto & WheelSim : WheelSimulators)
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{
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if (WheelSim.BoneReference.IsValid(BoneContainer))
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{
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FCompactPoseBoneIndex WheelSimBoneIndex = WheelSim.BoneReference.GetCompactPoseIndex(BoneContainer);
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// the way we apply transform is same as FMatrix or FTransform
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// we apply scale first, and rotation, and translation
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// if you'd like to translate first, you'll need two nodes that first node does translate and second nodes to rotate.
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FTransform NewBoneTM = MeshBases.GetComponentSpaceTransform(WheelSimBoneIndex);
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FAnimationRuntime::ConvertCSTransformToBoneSpace(SkelComp, MeshBases, NewBoneTM, WheelSimBoneIndex, BCS_ComponentSpace);
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// Apply rotation offset
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const FQuat BoneQuat(WheelSim.RotOffset);
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NewBoneTM.SetRotation(BoneQuat * NewBoneTM.GetRotation());
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// Apply loc offset
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NewBoneTM.AddToTranslation(WheelSim.LocOffset);
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// Convert back to Component Space.
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FAnimationRuntime::ConvertBoneSpaceTransformToCS(SkelComp, MeshBases, NewBoneTM, WheelSimBoneIndex, BCS_ComponentSpace);
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// add back to it
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OutBoneTransforms.Add(FBoneTransform(WheelSimBoneIndex, NewBoneTM));
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}
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}
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}
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bool FAnimNode_WheelHandler::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
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{
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// if both bones are valid
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for(const auto & WheelSim : WheelSimulators)
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{
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// if one of them is valid
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if (WheelSim.BoneReference.IsValid(RequiredBones) == true)
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{
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return true;
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}
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}
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return false;
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}
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void FAnimNode_WheelHandler::InitializeBoneReferences(const FBoneContainer& RequiredBones)
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{
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for (auto & WheelSim : WheelSimulators)
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{
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WheelSim.BoneReference.Initialize(RequiredBones);
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}
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// sort by bone indices
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WheelSimulators.Sort([](FWheelSimulator L, FWheelSimulator R) { return L.BoneReference.BoneIndex < R.BoneReference.BoneIndex; });
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}
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void FAnimNode_WheelHandler::Update(const FAnimationUpdateContext& Context)
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{
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if(VehicleSimComponent)
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{
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for(auto & WheelSim : WheelSimulators)
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{
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if(VehicleSimComponent->Wheels.IsValidIndex(WheelSim.WheelIndex))
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{
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UVehicleWheel* Wheel = VehicleSimComponent->Wheels[WheelSim.WheelIndex];
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if(Wheel != nullptr)
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{
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WheelSim.RotOffset.Pitch = Wheel->GetRotationAngle();
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WheelSim.RotOffset.Yaw = Wheel->GetSteerAngle();
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WheelSim.RotOffset.Roll = 0.f;
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WheelSim.LocOffset.X = 0.f;
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WheelSim.LocOffset.Y = 0.f;
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WheelSim.LocOffset.Z = Wheel->GetSuspensionOffset();
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}
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}
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}
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}
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FAnimNode_SkeletalControlBase::Update(Context);
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}
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void FAnimNode_WheelHandler::Initialize(const FAnimationInitializeContext& Context)
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{
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// TODO: only check vehicle anim instance
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// UVehicleAnimInstance
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AWheeledVehicle * Vehicle = Cast<AWheeledVehicle> ((CastChecked<USkeletalMeshComponent> (Context.AnimInstance->GetOuter()))->GetOwner());
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;
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// we only support vehicle for this class
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if(Vehicle != nullptr)
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{
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VehicleSimComponent = Vehicle->GetVehicleMovementComponent();
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int32 NumOfwheels = VehicleSimComponent->WheelSetups.Num();
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if(NumOfwheels > 0)
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{
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WheelSimulators.Empty(NumOfwheels);
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WheelSimulators.AddZeroed(NumOfwheels);
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// now add wheel data
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for(int32 WheelIndex = 0; WheelIndex<WheelSimulators.Num(); ++WheelIndex)
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{
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FWheelSimulator & WheelSim = WheelSimulators[WheelIndex];
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const FWheelSetup& WheelSetup = VehicleSimComponent->WheelSetups[WheelIndex];
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// set data
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WheelSim.WheelIndex = WheelIndex;
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WheelSim.BoneReference.BoneName = WheelSetup.BoneName;
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WheelSim.LocOffset = FVector::ZeroVector;
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WheelSim.RotOffset = FRotator::ZeroRotator;
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}
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}
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}
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FAnimNode_SkeletalControlBase::Initialize(Context);
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} |