Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Mirror.h
timothy daoust 52dcf64db7 Fixed a bug where mirroring did not work correctly with some skeletons
Cherry pick with additional edits from CL18522092, CL18536881, CL18811714

#jira UE-142948
#lockdown laurent.delayan
#rb thomas.sarkanen
#preflight 620ede42c91bcd0017afa29a


#ROBOMERGE-AUTHOR: timothy.daoust
#ROBOMERGE-SOURCE: CL 19090710 via CL 19092613 via CL 19094336 via CL 19095814 via CL 19101845
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19141885 by timothy daoust in ue5-main branch]
2022-02-25 00:11:37 -05:00

198 lines
7.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Animation/AnimNodeBase.h"
#include "Animation/MirrorDataTable.h"
#include "AnimNode_Mirror.generated.h"
USTRUCT(BlueprintInternalUseOnly)
struct ANIMGRAPHRUNTIME_API FAnimNode_MirrorBase : public FAnimNode_Base
{
GENERATED_BODY()
public:
FAnimNode_MirrorBase();
virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
virtual void Evaluate_AnyThread(FPoseContext& Output) override;
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// Get the MirrorDataTable
virtual UMirrorDataTable* GetMirrorDataTable() const;
// Set the MirrorDataTable
virtual bool SetMirrorDataTable(UMirrorDataTable* MirrorTable);
// Get Mirror State
virtual bool GetMirror() const;
// How long to blend using inertialization when switching mirrored state
virtual float GetBlendTimeOnMirrorStateChange() const;
// Should bones mirror
virtual bool GetBoneMirroring() const;
// Should the curves mirror
virtual bool GetCurveMirroring() const;
// Should attributes mirror (based on the bone mirroring data in the mirror data table)
virtual bool GetAttributeMirroring() const;
// Whether to reset (reinitialize) the child (source) pose when the mirror state changes
virtual bool GetResetChildOnMirrorStateChange() const;
// Set Mirror State
virtual bool SetMirror(bool bInMirror);
// Set how long to blend using inertialization when switching mirrored state
// @return true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
virtual bool SetBlendTimeOnMirrorStateChange(float InBlendTime);
// Set if bones mirror
// @return true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
virtual bool SetBoneMirroring(bool bInBoneMirroring);
// Set if curves mirror
// @return true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
virtual bool SetCurveMirroring(bool bInCurveMirroring);
// Set if attributes mirror
// @return true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
virtual bool SetAttributeMirroring(bool bInAttributeMirroring);
// Set whether to reset (reinitialize) the child (source) pose when the mirror state changes
// @return true if the value was set (it is dynamic), or false if it could not (it is not dynamic or pin exposed)
virtual bool SetResetChildOnMirrorStateChange(bool bInResetChildOnMirrorStateChange);
/** This only used by custom handlers, and it is advanced feature. */
virtual void SetSourceLinkNode(FAnimNode_Base* NewLinkNode);
/** This only used by custom handlers, and it is advanced feature. */
virtual FAnimNode_Base* GetSourceLinkNode();
protected:
UPROPERTY(EditAnywhere, Category = Links)
FPoseLink Source;
private:
bool bMirrorState;
bool bMirrorStateIsValid;
void FillCompactPoseAndComponentRefRotations(const FBoneContainer& BoneContainer);
// Compact pose format of Mirror Bone Map
TCustomBoneIndexArray<FCompactPoseBoneIndex, FCompactPoseBoneIndex> CompactPoseMirrorBones;
// Pre-calculated component space of reference pose, which allows mirror to work with any joint orient
TCustomBoneIndexArray<FQuat, FCompactPoseBoneIndex> ComponentSpaceRefRotations;
};
USTRUCT(BlueprintInternalUseOnly)
struct ANIMGRAPHRUNTIME_API FAnimNode_Mirror : public FAnimNode_MirrorBase
{
GENERATED_BODY()
friend class UAnimGraphNode_Mirror;
public:
FAnimNode_Mirror();
virtual UMirrorDataTable* GetMirrorDataTable() const override;
virtual bool SetMirrorDataTable(UMirrorDataTable* MirrorTable) override;
virtual bool GetMirror() const override;
virtual float GetBlendTimeOnMirrorStateChange() const override;
virtual bool GetBoneMirroring() const override;
virtual bool GetCurveMirroring() const override;
virtual bool GetAttributeMirroring() const override;
virtual bool GetResetChildOnMirrorStateChange() const override;
virtual bool SetMirror(bool bInMirror) override;
virtual bool SetBlendTimeOnMirrorStateChange(float InBlendTime) override;
virtual bool SetBoneMirroring(bool bInBoneMirroring) override;
virtual bool SetCurveMirroring(bool bInCurveMirroring) override;
virtual bool SetAttributeMirroring(bool bInAttributeMirroring) override;
virtual bool SetResetChildOnMirrorStateChange(bool bInResetChildOnMirrorStateChange) override;
protected:
#if WITH_EDITORONLY_DATA
UPROPERTY(EditAnywhere, Category = Settings, meta = (PinShownByDefault, FoldProperty))
bool bMirror = true;
UPROPERTY(EditAnywhere, Category = Settings, meta = (FoldProperty))
TObjectPtr<UMirrorDataTable> MirrorDataTable = nullptr;
// Inertialization blend time to use when transitioning between mirrored and unmirrored states
UPROPERTY(EditAnywhere, Category = MirrorTransition, meta = (PinHiddenByDefault, FoldProperty))
float BlendTime = 0.0f;
// Whether to reset (reinitialize) the child (source) pose when the mirror state changes
UPROPERTY(EditAnywhere, Category = MirrorTransition, meta = (FoldProperty))
bool bResetChild = false;
UPROPERTY(EditAnywhere, Category = MirroredChannels, meta=(DisplayName="Bone", FoldProperty))
bool bBoneMirroring = true;
UPROPERTY(EditAnywhere, Category = MirroredChannels, meta=(DisplayName = "Curve", FoldProperty))
bool bCurveMirroring = true;
UPROPERTY(EditAnywhere, Category = MirroredChannels, meta=(DisplayName = "Attributes", FoldProperty))
bool bAttributeMirroring = true;
#endif
};
USTRUCT(BlueprintInternalUseOnly)
struct ANIMGRAPHRUNTIME_API FAnimNode_Mirror_Standalone : public FAnimNode_MirrorBase
{
GENERATED_BODY()
friend class UAnimGraphNode_Mirror;
public:
FAnimNode_Mirror_Standalone();
virtual UMirrorDataTable* GetMirrorDataTable() const override;
virtual bool SetMirrorDataTable(UMirrorDataTable* MirrorTable) override;
virtual bool GetMirror() const override;
virtual float GetBlendTimeOnMirrorStateChange() const override;
virtual bool GetBoneMirroring() const override;
virtual bool GetCurveMirroring() const override;
virtual bool GetAttributeMirroring() const override;
virtual bool GetResetChildOnMirrorStateChange() const override;
virtual bool SetMirror(bool bInMirror) override;
virtual bool SetBlendTimeOnMirrorStateChange(float InBlendTime) override;
virtual bool SetBoneMirroring(bool bInBoneMirroring) override;
virtual bool SetCurveMirroring(bool bInCurveMirroring) override;
virtual bool SetAttributeMirroring(bool bInAttributeMirroring) override;
virtual bool SetResetChildOnMirrorStateChange(bool bInResetChildOnMirrorStateChange) override;
protected:
UPROPERTY(EditAnywhere, Category = Settings, meta = (PinShownByDefault))
bool bMirror = true;
UPROPERTY(EditAnywhere, Category = Settings)
TObjectPtr<UMirrorDataTable> MirrorDataTable = nullptr;
// Inertialization blend time to use when transitioning between mirrored and unmirrored states
UPROPERTY(EditAnywhere, Category = MirrorTransition, meta = (PinHiddenByDefault, FoldProperty))
float BlendTime = 0.0f;
// Whether to reset (reinitialize) the child (source) pose when the mirror state changes
UPROPERTY(EditAnywhere, Category = MirrorTransition, meta = (FoldProperty))
bool bResetChild = false;
UPROPERTY(EditAnywhere, Category = MirroredChannels, meta = (DisplayName = "Bone", FoldProperty))
bool bBoneMirroring = true;
UPROPERTY(EditAnywhere, Category = MirroredChannels, meta = (DisplayName = "Curve", FoldProperty))
bool bCurveMirroring = true;
UPROPERTY(EditAnywhere, Category = MirroredChannels, meta = (DisplayName = "Attributes", FoldProperty))
bool bAttributeMirroring = true;
};