Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_WheelHandler.cpp
Michael Noland 7c0f5172ac Animation: Started moving animation nodes out of Engine into a new AnimGraphRuntime module
- 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]
2015-06-10 10:57:15 -04:00

163 lines
5.1 KiB
C++

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