Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_Trail.cpp
Jack Porter 2792c7c559 Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#jira 0
#rb None

[CL 4161603 by Jack Porter in Dev-Mobile branch]
2018-06-26 08:42:47 -04:00

330 lines
11 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "BoneControllers/AnimNode_Trail.h"
#include "Animation/AnimInstanceProxy.h"
/////////////////////////////////////////////////////
// FAnimNode_Trail
DECLARE_CYCLE_STAT(TEXT("Trail Eval"), STAT_Trail_Eval, STATGROUP_Anim);
FAnimNode_Trail::FAnimNode_Trail()
: ChainLength(2)
, ChainBoneAxis(EAxis::X)
, bInvertChainBoneAxis(false)
, TrailRelaxation_DEPRECATED(10.f)
, RelaxationSpeedScale(1.f)
, bLimitStretch(false)
, StretchLimit(0)
, FakeVelocity(FVector::ZeroVector)
, bActorSpaceFakeVel(false)
, bHadValidStrength(false)
{
FRichCurve* TrailRelaxRichCurve = TrailRelaxationSpeed.GetRichCurve();
TrailRelaxRichCurve->AddKey(0.f, 10.f);
TrailRelaxRichCurve->AddKey(1.f, 5.f);
}
void FAnimNode_Trail::UpdateInternal(const FAnimationUpdateContext& Context)
{
FAnimNode_SkeletalControlBase::UpdateInternal(Context);
ThisTimstep += Context.GetDeltaTime();
}
void FAnimNode_Trail::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += "(";
AddDebugNodeData(DebugLine);
DebugLine += FString::Printf(TEXT(" Active: %s)"), *TrailBone.BoneName.ToString());
DebugData.AddDebugItem(DebugLine);
ComponentPose.GatherDebugData(DebugData);
}
void FAnimNode_Trail::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms)
{
SCOPE_CYCLE_COUNTER(STAT_Trail_Eval);
check(OutBoneTransforms.Num() == 0);
const float TimeStep = ThisTimstep;
ThisTimstep = 0.f;
if( ChainBoneIndices.Num() <= 0 )
{
return;
}
checkSlow (ChainBoneIndices.Num() == ChainLength);
checkSlow (PerJointTrailData.Num() == ChainLength);
// The incoming BoneIndex is the 'end' of the spline chain. We need to find the 'start' by walking SplineLength bones up hierarchy.
// Fail if we walk past the root bone.
const FBoneContainer& BoneContainer = Output.Pose.GetPose().GetBoneContainer();
const FTransform& ComponentTransform = Output.AnimInstanceProxy->GetComponentTransform();
FTransform BaseTransform;
if (BaseJoint.IsValidToEvaluate(BoneContainer))
{
FCompactPoseBoneIndex BasePoseIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(BaseJoint.BoneIndex));
FTransform BaseBoneTransform = Output.Pose.GetComponentSpaceTransform(BasePoseIndex);
BaseTransform = BaseBoneTransform * ComponentTransform;
}
else
{
BaseTransform = ComponentTransform;
}
OutBoneTransforms.AddZeroed(ChainLength);
// this should be checked outside
checkSlow (TrailBone.IsValidToEvaluate(BoneContainer));
// If we have >0 this frame, but didn't last time, record positions of all the bones.
// Also do this if number has changed or array is zero.
//@todo I don't think this will work anymore. if Alpha is too small, it won't call evaluate anyway
// so this has to change. AFAICT, this will get called only FIRST TIME
bool bHasValidStrength = (Alpha > 0.f);
if(bHasValidStrength && !bHadValidStrength)
{
for(int32 i=0; i<ChainBoneIndices.Num(); i++)
{
if (BoneContainer.Contains(ChainBoneIndices[i]))
{
FCompactPoseBoneIndex ChildIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(ChainBoneIndices[i]));
const FTransform& ChainTransform = Output.Pose.GetComponentSpaceTransform(ChildIndex);
TrailBoneLocations[i] = ChainTransform.GetTranslation();
}
else
{
TrailBoneLocations[i] = FVector::ZeroVector;
}
}
OldBaseTransform = BaseTransform;
}
bHadValidStrength = bHasValidStrength;
// transform between last frame and now.
FTransform OldToNewTM = OldBaseTransform.GetRelativeTransform(BaseTransform);
// Add fake velocity if present to all but root bone
if(!FakeVelocity.IsZero())
{
FVector FakeMovement = -FakeVelocity * TimeStep;
if (bActorSpaceFakeVel)
{
FTransform BoneToWorld(Output.AnimInstanceProxy->GetActorTransform());
BoneToWorld.RemoveScaling();
FakeMovement = BoneToWorld.TransformVector(FakeMovement);
}
FakeMovement = BaseTransform.InverseTransformVector(FakeMovement);
// Then add to each bone
for(int32 i=1; i<TrailBoneLocations.Num(); i++)
{
TrailBoneLocations[i] += FakeMovement;
}
}
// Root bone of trail is not modified.
FCompactPoseBoneIndex RootIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(ChainBoneIndices[0]));
const FTransform& ChainTransform = Output.Pose.GetComponentSpaceTransform(RootIndex);
OutBoneTransforms[0] = FBoneTransform(RootIndex, ChainTransform);
TrailBoneLocations[0] = ChainTransform.GetTranslation();
// Starting one below head of chain, move bones.
// this Parent/Child relationship is backward. From start joint (from bottom) to end joint(higher parent )
for(int32 i=1; i<ChainBoneIndices.Num(); i++)
{
// Parent bone position in component space.
FCompactPoseBoneIndex ParentIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(ChainBoneIndices[i - 1]));
FVector ParentPos = TrailBoneLocations[i-1];
FVector ParentAnimPos = Output.Pose.GetComponentSpaceTransform(ParentIndex).GetTranslation();
// Child bone position in component space.
FCompactPoseBoneIndex ChildIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(ChainBoneIndices[i]));
FVector ChildPos = OldToNewTM.TransformPosition(TrailBoneLocations[i]); // move from 'last frames component' frame to 'this frames component' frame
FVector ChildAnimPos = Output.Pose.GetComponentSpaceTransform(ChildIndex).GetTranslation();
// Desired parent->child offset.
FVector TargetDelta = (ChildAnimPos - ParentAnimPos);
// Desired child position.
FVector ChildTarget = ParentPos + TargetDelta;
// Find vector from child to target
FVector Error = (ChildTarget - ChildPos);
// Calculate how much to push the child towards its target
const float SpeedScale = RelaxationSpeedScaleInputProcessor.ApplyTo(RelaxationSpeedScale, TimeStep);
const float Correction = FMath::Clamp<float>(TimeStep * SpeedScale * PerJointTrailData[i].TrailRelaxationSpeedPerSecond, 0.f, 1.f);
// Scale correction vector and apply to get new world-space child position.
TrailBoneLocations[i] = ChildPos + (Error * Correction);
// If desired, prevent bones stretching too far.
if(bLimitStretch)
{
float RefPoseLength = TargetDelta.Size();
FVector CurrentDelta = TrailBoneLocations[i] - TrailBoneLocations[i-1];
float CurrentLength = CurrentDelta.Size();
// If we are too far - cut it back (just project towards parent particle).
if( (CurrentLength - RefPoseLength > StretchLimit) && CurrentLength > SMALL_NUMBER )
{
FVector CurrentDir = CurrentDelta / CurrentLength;
TrailBoneLocations[i] = TrailBoneLocations[i-1] + (CurrentDir * (RefPoseLength + StretchLimit));
}
}
// Modify child matrix
OutBoneTransforms[i] = FBoneTransform(ChildIndex, Output.Pose.GetComponentSpaceTransform(ChildIndex));
OutBoneTransforms[i].Transform.SetTranslation(TrailBoneLocations[i]);
// Modify rotation of parent matrix to point at this one.
// Calculate the direction that parent bone is currently pointing.
FVector CurrentBoneDir = OutBoneTransforms[i-1].Transform.TransformVector( GetAlignVector(ChainBoneAxis, bInvertChainBoneAxis) );
CurrentBoneDir = CurrentBoneDir.GetSafeNormal(SMALL_NUMBER);
// Calculate vector from parent to child.
FVector NewBoneDir = FVector(OutBoneTransforms[i].Transform.GetTranslation() - OutBoneTransforms[i - 1].Transform.GetTranslation()).GetSafeNormal(SMALL_NUMBER);
// Calculate a quaternion that gets us from our current rotation to the desired one.
FQuat DeltaLookQuat = FQuat::FindBetweenNormals(CurrentBoneDir, NewBoneDir);
FTransform DeltaTM( DeltaLookQuat, FVector(0.f) );
// Apply to the current parent bone transform.
FTransform TmpTransform = FTransform::Identity;
TmpTransform.CopyRotationPart(OutBoneTransforms[i - 1].Transform);
TmpTransform = TmpTransform * DeltaTM;
OutBoneTransforms[i - 1].Transform.CopyRotationPart(TmpTransform);
}
// For the last bone in the chain, use the rotation from the bone above it.
OutBoneTransforms[ChainLength - 1].Transform.CopyRotationPart(OutBoneTransforms[ChainLength - 2].Transform);
// Update OldBaseTransform
OldBaseTransform = BaseTransform;
}
bool FAnimNode_Trail::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
{
// if bones are valid
if (TrailBone.IsValidToEvaluate(RequiredBones))
{
for (auto& ChainIndex : ChainBoneIndices)
{
if (ChainIndex == INDEX_NONE)
{
// unfortunately there is no easy way to communicate this back to user other than spamming here because this gets called every frame
// originally tried in AnimGraphNode, but that doesn't know hierarchy so I can't verify it there. Maybe should try with USkeleton asset there. @todo
return false;
}
else if (RequiredBones.Contains(ChainIndex) == false)
{
return false;
}
}
}
return (ChainBoneIndices.Num() > 0);
}
void FAnimNode_Trail::InitializeBoneReferences(const FBoneContainer& RequiredBones)
{
TrailBone.Initialize(RequiredBones);
BaseJoint.Initialize(RequiredBones);
// initialize chain bone indices
ChainBoneIndices.Reset();
if (ChainLength > 2 && TrailBone.IsValidToEvaluate(RequiredBones))
{
ChainBoneIndices.AddZeroed(ChainLength);
int32 WalkBoneIndex = TrailBone.BoneIndex;
ChainBoneIndices[ChainLength - 1] = WalkBoneIndex;
for(int32 i = 1; i < ChainLength; i++)
{
//Insert indices at the start of array, so that parents are before children in the array.
int32 TransformIndex = ChainLength - (i + 1);
// if reached to root or invalid, invalidate the data
if(WalkBoneIndex == INDEX_NONE || WalkBoneIndex == 0)
{
ChainBoneIndices[TransformIndex] = INDEX_NONE;
}
else
{
// Get parent bone.
WalkBoneIndex = RequiredBones.GetParentBoneIndex(WalkBoneIndex);
ChainBoneIndices[TransformIndex] = WalkBoneIndex;
}
}
}
}
FVector FAnimNode_Trail::GetAlignVector(EAxis::Type AxisOption, bool bInvert)
{
FVector AxisDir;
if (AxisOption == EAxis::X)
{
AxisDir = FVector(1, 0, 0);
}
else if (AxisOption == EAxis::Y)
{
AxisDir = FVector(0, 1, 0);
}
else
{
AxisDir = FVector(0, 0, 1);
}
if (bInvert)
{
AxisDir *= -1.f;
}
return AxisDir;
}
void FAnimNode_Trail::PostLoad()
{
if (TrailRelaxation_DEPRECATED != 10.f)
{
FRichCurve* TrailRelaxRichCurve = TrailRelaxationSpeed.GetRichCurve();
TrailRelaxRichCurve->Reset();
TrailRelaxRichCurve->AddKey(0.f, TrailRelaxation_DEPRECATED);
TrailRelaxRichCurve->AddKey(1.f, TrailRelaxation_DEPRECATED);
// since we don't know if it's same as default or not, we have to keep default
// if default, the default constructor will take care of it. If not, we'll reset
TrailRelaxation_DEPRECATED = 10.f;
}
}
void FAnimNode_Trail::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
FAnimNode_SkeletalControlBase::Initialize_AnyThread(Context);
// allocated all memory here in initialize
PerJointTrailData.Reset();
TrailBoneLocations.Reset();
if(ChainLength > 2)
{
PerJointTrailData.AddZeroed(ChainLength);
TrailBoneLocations.AddZeroed(ChainLength);
float Interval = (ChainLength > 1)? (1.f/(ChainLength-1)) : 0.f;
const FRichCurve* TrailRelaxRichCurve = TrailRelaxationSpeed.GetRichCurveConst();
check(TrailRelaxRichCurve);
for(int32 Idx=0; Idx<ChainLength; ++Idx)
{
PerJointTrailData[Idx].TrailRelaxationSpeedPerSecond = TrailRelaxRichCurve->Eval(Interval * Idx);
}
}
RelaxationSpeedScaleInputProcessor.Reinitialize();
}