Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_ModifyCurve.cpp
bojan brankov 6596775b00 Added new functionality to ModifyCurve anim node that allows curve manipulation via a name-value map
#jira UE-117365
#rb thomas.sarkanen

#ROBOMERGE-SOURCE: CL 16622472 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v830-16605563)

[CL 16622497 by bojan brankov in ue5-release-engine-test branch]
2021-06-10 09:39:44 -04:00

171 lines
5.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimNodes/AnimNode_ModifyCurve.h"
#include "AnimationRuntime.h"
#include "Animation/AnimInstanceProxy.h"
FAnimNode_ModifyCurve::FAnimNode_ModifyCurve()
{
ApplyMode = EModifyCurveApplyMode::Blend;
Alpha = 1.f;
bInitializeLastValuesMap = false;
}
void FAnimNode_ModifyCurve::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
Super::Initialize_AnyThread(Context);
SourcePose.Initialize(Context);
// Init our last values array to be the right size
if (ApplyMode == EModifyCurveApplyMode::WeightedMovingAverage)
{
LastCurveValues.Reset(CurveValues.Num());
LastCurveValues.AddZeroed(CurveValues.Num());
// Indicate that last values for curve map should be initialized on evaluate since updated CurveMap is not yet available.
bInitializeLastValuesMap = true;
}
}
void FAnimNode_ModifyCurve::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
Super::CacheBones_AnyThread(Context);
SourcePose.CacheBones(Context);
}
void FAnimNode_ModifyCurve::Evaluate_AnyThread(FPoseContext& Output)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread)
FPoseContext SourceData(Output);
SourcePose.Evaluate(SourceData);
Output = SourceData;
// Morph target and Material parameter curves
USkeleton* Skeleton = Output.AnimInstanceProxy->GetSkeleton();
// Check if Last Values Map should be initialized. This has to be done if curve map is changed in the node graph without compiling.
if (bInitializeLastValuesMap)
{
// CurveMap is initialized so Last curve map values can be stored.
LastCurveMapValues.Reset();
LastCurveMapValues.Reserve(CurveMap.Num());
for (auto It = CurveMap.CreateConstIterator(); It; ++It)
{
LastCurveMapValues.Add(It.Key(), 0.0f);
}
bInitializeLastValuesMap = false;
}
// Process curve map if available.
for (auto& CurveNameValue : CurveMap)
{
SmartName::UID_Type NameUID = Skeleton->GetUIDByName(USkeleton::AnimCurveMappingName, CurveNameValue.Key);
if (NameUID != SmartName::MaxUID)
{
float CurrentValue = Output.Curve.Get(NameUID);
float NewValue = CurveNameValue.Value;
if (ApplyMode == EModifyCurveApplyMode::WeightedMovingAverage)
{
float* LastValue = LastCurveMapValues.Find(CurveNameValue.Key);
if (LastValue)
{
ProcessCurveWMAOperation(Output, NameUID, CurrentValue, NewValue, *LastValue);
}
}
else
{
ProcessCurveOperation(ApplyMode, Output, NameUID, CurrentValue, NewValue);
}
}
}
// Process custom selected curve pins.
check(CurveNames.Num() == CurveValues.Num());
for (int32 ModIdx = 0; ModIdx < CurveNames.Num(); ModIdx++)
{
FName CurveName = CurveNames[ModIdx];
SmartName::UID_Type NameUID = Skeleton->GetUIDByName(USkeleton::AnimCurveMappingName, CurveName);
if (NameUID != SmartName::MaxUID)
{
float NewValue = CurveValues[ModIdx];
float CurrentValue = Output.Curve.Get(NameUID);
if (ApplyMode == EModifyCurveApplyMode::WeightedMovingAverage)
{
check(LastCurveValues.Num() == CurveValues.Num())
float& LastValue = LastCurveValues[ModIdx];
ProcessCurveWMAOperation(Output, NameUID, CurrentValue, NewValue, LastValue);
}
else
{
ProcessCurveOperation(ApplyMode, Output, NameUID, CurrentValue, NewValue);
}
}
}
}
void FAnimNode_ModifyCurve::ProcessCurveOperation(const EModifyCurveApplyMode& InApplyMode, FPoseContext& Output, const SmartName::UID_Type& NameUID, float CurrentValue, float NewValue)
{
// Use ApplyMode enum to decide how to apply
if (InApplyMode == EModifyCurveApplyMode::Add)
{
Output.Curve.Set(NameUID, CurrentValue + NewValue);
}
else if (InApplyMode == EModifyCurveApplyMode::Scale)
{
Output.Curve.Set(NameUID, CurrentValue * NewValue);
}
else if (InApplyMode == EModifyCurveApplyMode::RemapCurve)
{
const float RemapScale = 1.f / FMath::Max(1.f - NewValue, 0.01f);
const float RemappedValue = FMath::Min(FMath::Max(CurrentValue - NewValue, 0.f) * RemapScale, 1.f);
Output.Curve.Set(NameUID, RemappedValue);
}
else if (InApplyMode == EModifyCurveApplyMode::Blend)
{
float UseAlpha = FMath::Clamp(Alpha, 0.f, 1.f);
Output.Curve.Set(NameUID, FMath::Lerp(CurrentValue, NewValue, UseAlpha));
}
}
void FAnimNode_ModifyCurve::ProcessCurveWMAOperation(FPoseContext& Output, const SmartName::UID_Type& NameUID, float CurrentValue, float NewValue, float& InOutLastValue)
{
const float WAvg = FMath::WeightedMovingAverage(CurrentValue, InOutLastValue, Alpha);
// Update the last curve value for next run
InOutLastValue = WAvg;
Output.Curve.Set(NameUID, WAvg);
}
void FAnimNode_ModifyCurve::Update_AnyThread(const FAnimationUpdateContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Update_AnyThread)
// Run update on input pose nodes
SourcePose.Update(Context);
// Evaluate any BP logic plugged into this node
GetEvaluateGraphExposedInputs().Execute(Context);
}
#if WITH_EDITOR
void FAnimNode_ModifyCurve::AddCurve(const FName& InName, float InValue)
{
CurveValues.Add(InValue);
CurveNames.Add(InName);
}
void FAnimNode_ModifyCurve::RemoveCurve(int32 PoseIndex)
{
CurveValues.RemoveAt(PoseIndex);
CurveNames.RemoveAt(PoseIndex);
}
#endif // WITH_EDITOR