Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimPreviewAttacheInstance.cpp
thomas sarkanen 1f0c2aa9dc Making copy pose thread-safe
Moved the work to acquire the bone transforms to PreUpdate on the game thread.
Supported master-pose by checking whether what we are copying is running master-pose (this potentially fixes issues where character heads/hats can detach).
Profiled, this averages ~8us on console per call, so not too bad.

#rb Lina.Halper
[FYI] Lina.Halper

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 4691593 via CL 4692711
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4710653 by thomas sarkanen in Dev-Networking branch]
2019-01-11 13:01:10 -05:00

55 lines
1.6 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimPreviewAttacheInstance.h"
#define LOCTEXT_NAMESPACE "AnimPreviewAttacheInstance"
void FAnimPreviewAttacheInstanceProxy::Initialize(UAnimInstance* InAnimInstance)
{
FAnimInstanceProxy::Initialize(InAnimInstance);
FAnimationInitializeContext InitContext(this);
CopyPoseFromMesh.bUseAttachedParent = true;
CopyPoseFromMesh.Initialize_AnyThread(InitContext);
}
void FAnimPreviewAttacheInstanceProxy::PreUpdate(UAnimInstance* InAnimInstance, float DeltaSeconds)
{
FAnimInstanceProxy::PreUpdate(InAnimInstance, DeltaSeconds);
CopyPoseFromMesh.PreUpdate(InAnimInstance);
}
void FAnimPreviewAttacheInstanceProxy::Update(float DeltaSeconds)
{
// we cant update on a worker thread here because of the key delegate needing to be fired
check(IsInGameThread());
FAnimationUpdateContext UpdateContext(this, DeltaSeconds);
CopyPoseFromMesh.Update_AnyThread(UpdateContext);
FAnimInstanceProxy::Update(DeltaSeconds);
}
bool FAnimPreviewAttacheInstanceProxy::Evaluate(FPoseContext& Output)
{
// we cant evaluate on a worker thread here because of the key delegate needing to be fired
CopyPoseFromMesh.Evaluate_AnyThread(Output);
return true;
}
UAnimPreviewAttacheInstance::UAnimPreviewAttacheInstance(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
RootMotionMode = ERootMotionMode::RootMotionFromEverything;
bUseMultiThreadedAnimationUpdate = false;
}
FAnimInstanceProxy* UAnimPreviewAttacheInstance::CreateAnimInstanceProxy()
{
return new FAnimPreviewAttacheInstanceProxy(this);
}
#undef LOCTEXT_NAMESPACE