Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_LayeredBoneBlend.cpp
Thomas Sarkanen 6adfe86822 Fix crashes, inconsistencies and performance issues with layered blend per bone node
Introduces a serial number to FBoneContainer that allows easier refreshing of bone-relative data. Eventually the overall CacheBones path could be superseded with lazy-update systems based on this serial number.

#jira UE-116464 - Layered blend per bone crash
#rb Jurre.deBaare

[CL 16466917 by Thomas Sarkanen in ue5-main branch]
2021-05-26 07:55:41 -04:00

308 lines
10 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimNodes/AnimNode_LayeredBoneBlend.h"
#include "AnimationRuntime.h"
#include "Animation/AnimInstanceProxy.h"
#include "Animation/AnimTrace.h"
#define DEFAULT_SOURCEINDEX 0xFF
/////////////////////////////////////////////////////
// FAnimNode_LayeredBoneBlend
void FAnimNode_LayeredBoneBlend::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
FAnimNode_Base::Initialize_AnyThread(Context);
const int NumPoses = BlendPoses.Num();
checkSlow(BlendWeights.Num() == NumPoses);
// initialize children
BasePose.Initialize(Context);
if (NumPoses > 0)
{
for (int32 ChildIndex = 0; ChildIndex < NumPoses; ++ChildIndex)
{
BlendPoses[ChildIndex].Initialize(Context);
}
}
}
void FAnimNode_LayeredBoneBlend::RebuildPerBoneBlendWeights(const USkeleton* InSkeleton)
{
if (InSkeleton)
{
if (BlendMode == ELayeredBoneBlendMode::BranchFilter)
{
FAnimationRuntime::CreateMaskWeights(PerBoneBlendWeights, LayerSetup, InSkeleton);
}
else
{
FAnimationRuntime::CreateMaskWeights(PerBoneBlendWeights, BlendMasks, InSkeleton);
}
SkeletonGuid = InSkeleton->GetGuid();
VirtualBoneGuid = InSkeleton->GetVirtualBoneGuid();
}
}
bool FAnimNode_LayeredBoneBlend::ArePerBoneBlendWeightsValid(const USkeleton* InSkeleton) const
{
return (InSkeleton->GetGuid() == SkeletonGuid && InSkeleton->GetVirtualBoneGuid() == VirtualBoneGuid);
}
void FAnimNode_LayeredBoneBlend::UpdateCachedBoneData(const FBoneContainer& RequiredBones, const USkeleton* Skeleton)
{
if(RequiredBones.GetSerialNumber() == RequiredBonesSerialNumber)
{
return;
}
if (!ArePerBoneBlendWeightsValid(Skeleton))
{
RebuildPerBoneBlendWeights(Skeleton);
}
// build desired bone weights
const TArray<FBoneIndexType>& RequiredBoneIndices = RequiredBones.GetBoneIndicesArray();
const int32 NumRequiredBones = RequiredBoneIndices.Num();
DesiredBoneBlendWeights.SetNumZeroed(NumRequiredBones);
for (int32 RequiredBoneIndex=0; RequiredBoneIndex<NumRequiredBones; RequiredBoneIndex++)
{
const int32 SkeletonBoneIndex = RequiredBones.GetSkeletonIndex(FCompactPoseBoneIndex(RequiredBoneIndex));
if (ensure(SkeletonBoneIndex != INDEX_NONE))
{
DesiredBoneBlendWeights[RequiredBoneIndex] = PerBoneBlendWeights[SkeletonBoneIndex];
}
}
CurrentBoneBlendWeights.Reset(DesiredBoneBlendWeights.Num());
CurrentBoneBlendWeights.AddZeroed(DesiredBoneBlendWeights.Num());
//Reinitialize bone blend weights now that we have cleared them
FAnimationRuntime::UpdateDesiredBoneWeight(DesiredBoneBlendWeights, CurrentBoneBlendWeights, BlendWeights);
TArray<uint16> const& CurveUIDFinder = RequiredBones.GetUIDToArrayLookupTable();
const int32 CurveUIDCount = CurveUIDFinder.Num();
const int32 TotalCount = FBlendedCurve::GetValidElementCount(&CurveUIDFinder);
if (TotalCount > 0)
{
CurvePoseSourceIndices.Reset(TotalCount);
// initialize with FF - which is default
CurvePoseSourceIndices.Init(DEFAULT_SOURCEINDEX, TotalCount);
// now go through point to correct source indices. Curve only picks one source index
for (int32 UIDIndex = 0; UIDIndex < CurveUIDCount; ++UIDIndex)
{
int32 CurrentPoseIndex = CurveUIDFinder[UIDIndex];
if (CurrentPoseIndex != MAX_uint16)
{
SmartName::UID_Type CurveUID = (SmartName::UID_Type)UIDIndex;
const FCurveMetaData* CurveMetaData = Skeleton->GetCurveMetaData(CurveUID);
if (CurveMetaData)
{
const TArray<FBoneReference>& LinkedBones = CurveMetaData->LinkedBones;
for (int32 LinkedBoneIndex = 0; LinkedBoneIndex < LinkedBones.Num(); ++LinkedBoneIndex)
{
FCompactPoseBoneIndex CompactPoseIndex = LinkedBones[LinkedBoneIndex].GetCompactPoseIndex(RequiredBones);
if (CompactPoseIndex != INDEX_NONE)
{
if (DesiredBoneBlendWeights[CompactPoseIndex.GetInt()].BlendWeight > 0.f)
{
CurvePoseSourceIndices[CurrentPoseIndex] = DesiredBoneBlendWeights[CompactPoseIndex.GetInt()].SourceIndex;
}
}
}
}
}
}
}
else
{
CurvePoseSourceIndices.Reset();
}
RequiredBonesSerialNumber = RequiredBones.GetSerialNumber();
}
void FAnimNode_LayeredBoneBlend::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
BasePose.CacheBones(Context);
int32 NumPoses = BlendPoses.Num();
for(int32 ChildIndex=0; ChildIndex<NumPoses; ChildIndex++)
{
BlendPoses[ChildIndex].CacheBones(Context);
}
UpdateCachedBoneData(Context.AnimInstanceProxy->GetRequiredBones(), Context.AnimInstanceProxy->GetSkeleton());
}
void FAnimNode_LayeredBoneBlend::Update_AnyThread(const FAnimationUpdateContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Update_AnyThread)
bHasRelevantPoses = false;
int32 RootMotionBlendPose = -1;
float RootMotionWeight = 0.f;
const float RootMotionClearWeight = bBlendRootMotionBasedOnRootBone ? 0.f : 1.f;
if (IsLODEnabled(Context.AnimInstanceProxy))
{
GetEvaluateGraphExposedInputs().Execute(Context);
for (int32 ChildIndex = 0; ChildIndex < BlendPoses.Num(); ++ChildIndex)
{
const float ChildWeight = BlendWeights[ChildIndex];
if (FAnimWeight::IsRelevant(ChildWeight))
{
if (bHasRelevantPoses == false)
{
// Update cached data now we know we might be valid
UpdateCachedBoneData(Context.AnimInstanceProxy->GetRequiredBones(), Context.AnimInstanceProxy->GetSkeleton());
// Update weights
FAnimationRuntime::UpdateDesiredBoneWeight(DesiredBoneBlendWeights, CurrentBoneBlendWeights, BlendWeights);
bHasRelevantPoses = true;
if(bBlendRootMotionBasedOnRootBone)
{
const float NewRootMotionWeight = CurrentBoneBlendWeights[0].BlendWeight;
if(NewRootMotionWeight > ZERO_ANIMWEIGHT_THRESH)
{
RootMotionWeight = NewRootMotionWeight;
RootMotionBlendPose = CurrentBoneBlendWeights[0].SourceIndex;
}
}
}
const float ThisPoseRootMotionWeight = (ChildIndex == RootMotionBlendPose) ? RootMotionWeight : RootMotionClearWeight;
BlendPoses[ChildIndex].Update(Context.FractionalWeightAndRootMotion(ChildWeight, ThisPoseRootMotionWeight));
}
}
}
else
{
// Clear BlendWeights if disabled by LODThreshold.
BlendWeights.Init(0.f, BlendWeights.Num());
}
// initialize children
const float BaseRootMotionWeight = 1.f - RootMotionWeight;
if (BaseRootMotionWeight < ZERO_ANIMWEIGHT_THRESH)
{
BasePose.Update(Context.FractionalWeightAndRootMotion(1.f, BaseRootMotionWeight));
}
else
{
BasePose.Update(Context);
}
TRACE_ANIM_NODE_VALUE(Context, TEXT("Num Poses"), BlendPoses.Num());
}
void FAnimNode_LayeredBoneBlend::Evaluate_AnyThread(FPoseContext& Output)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread)
ANIM_MT_SCOPE_CYCLE_COUNTER(BlendPosesInGraph, !IsInGameThread());
const int NumPoses = BlendPoses.Num();
if ((NumPoses == 0) || !bHasRelevantPoses)
{
BasePose.Evaluate(Output);
}
else
{
FPoseContext BasePoseContext(Output);
// evaluate children
BasePose.Evaluate(BasePoseContext);
TArray<FCompactPose> TargetBlendPoses;
TargetBlendPoses.SetNum(NumPoses);
TArray<FBlendedCurve> TargetBlendCurves;
TargetBlendCurves.SetNum(NumPoses);
TArray<UE::Anim::FStackAttributeContainer> TargetBlendAttributes;
TargetBlendAttributes.SetNum(NumPoses);
for (int32 ChildIndex = 0; ChildIndex < NumPoses; ++ChildIndex)
{
if (FAnimWeight::IsRelevant(BlendWeights[ChildIndex]))
{
FPoseContext CurrentPoseContext(Output);
BlendPoses[ChildIndex].Evaluate(CurrentPoseContext);
TargetBlendPoses[ChildIndex].MoveBonesFrom(CurrentPoseContext.Pose);
TargetBlendCurves[ChildIndex].MoveFrom(CurrentPoseContext.Curve);
TargetBlendAttributes[ChildIndex].MoveFrom(CurrentPoseContext.CustomAttributes);
}
else
{
TargetBlendPoses[ChildIndex].ResetToRefPose(BasePoseContext.Pose.GetBoneContainer());
TargetBlendCurves[ChildIndex].InitFrom(Output.Curve);
}
}
// filter to make sure it only includes curves that is linked to the correct bone filter
TArray<uint16> const* CurveUIDFinder = Output.Curve.UIDToArrayIndexLUT;
const int32 TotalCount = Output.Curve.NumValidCurveCount;
// now go through point to correct source indices. Curve only picks one source index
for (int32 UIDIndex = 0; UIDIndex < CurveUIDFinder->Num(); ++UIDIndex)
{
int32 CurvePoseIndex = Output.Curve.GetArrayIndexByUID(UIDIndex);
if (CurvePoseSourceIndices.IsValidIndex(CurvePoseIndex))
{
int32 SourceIndex = CurvePoseSourceIndices[CurvePoseIndex];
if (SourceIndex != DEFAULT_SOURCEINDEX)
{
// if source index is set, clear base pose curve value
BasePoseContext.Curve.Set(UIDIndex, 0.f);
for (int32 ChildIndex = 0; ChildIndex < NumPoses; ++ChildIndex)
{
if (SourceIndex != ChildIndex)
{
// if not source, clear it
TargetBlendCurves[ChildIndex].Set(UIDIndex, 0.f);
}
}
}
}
}
FAnimationRuntime::EBlendPosesPerBoneFilterFlags BlendFlags = FAnimationRuntime::EBlendPosesPerBoneFilterFlags::None;
if (bMeshSpaceRotationBlend)
{
BlendFlags |= FAnimationRuntime::EBlendPosesPerBoneFilterFlags::MeshSpaceRotation;
}
if (bMeshSpaceScaleBlend)
{
BlendFlags |= FAnimationRuntime::EBlendPosesPerBoneFilterFlags::MeshSpaceScale;
}
FAnimationPoseData AnimationPoseData(Output);
FAnimationRuntime::BlendPosesPerBoneFilter(BasePoseContext.Pose, TargetBlendPoses, BasePoseContext.Curve, TargetBlendCurves, BasePoseContext.CustomAttributes, TargetBlendAttributes, AnimationPoseData, CurrentBoneBlendWeights, BlendFlags, CurveBlendOption);
}
}
void FAnimNode_LayeredBoneBlend::GatherDebugData(FNodeDebugData& DebugData)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData)
const int NumPoses = BlendPoses.Num();
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("(Num Poses: %i)"), NumPoses);
DebugData.AddDebugItem(DebugLine);
BasePose.GatherDebugData(DebugData.BranchFlow(1.f));
for (int32 ChildIndex = 0; ChildIndex < NumPoses; ++ChildIndex)
{
BlendPoses[ChildIndex].GatherDebugData(DebugData.BranchFlow(BlendWeights[ChildIndex]));
}
}