Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_CurveSource.cpp
lina halper d0c2cc6b74 support correct sourcepose for curvesource node
https://udn.unrealengine.com/questions/407109/view.html

#rb:Martin.Wilson
#code review:Thomas.Sarkanen
#jira: none

#ROBOMERGE-OWNER: jason.bestimt
#ROBOMERGE-AUTHOR: lina.halper
#ROBOMERGE-SOURCE: CL 4800727 via CL 4803681 via CL 4804958
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)

[CL 4805113 by lina halper in Dev-VR branch]
2019-01-24 16:34:09 -05:00

121 lines
3.9 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimNodes/AnimNode_CurveSource.h"
#include "AnimationRuntime.h"
#include "Animation/AnimInstanceProxy.h"
FAnimNode_CurveSource::FAnimNode_CurveSource()
: SourceBinding(ICurveSourceInterface::DefaultBinding)
, Alpha(1.0f)
{
}
void FAnimNode_CurveSource::PreUpdate(const UAnimInstance* AnimInstance)
{
// re-bind to our named curve source in pre-update
// we do this here to allow re-binding of the source without reinitializing the whole
// anim graph. If the source goes away (e.g. if an audio component is destroyed) or the
// binding changes then we can re-bind to a new object
if (CurveSource.GetObject() == nullptr || Cast<ICurveSourceInterface>(CurveSource.GetObject())->Execute_GetBindingName(CurveSource.GetObject()) != SourceBinding)
{
ICurveSourceInterface* PotentialCurveSource = nullptr;
auto IsSpecifiedCurveSource = [&PotentialCurveSource](UObject* InObject, const FName& InSourceBinding, TScriptInterface<ICurveSourceInterface>& InOutCurveSource)
{
PotentialCurveSource = Cast<ICurveSourceInterface>(InObject);
if (PotentialCurveSource && PotentialCurveSource->Execute_GetBindingName(InObject) == InSourceBinding)
{
InOutCurveSource.SetObject(InObject);
InOutCurveSource.SetInterface(PotentialCurveSource);
return true;
}
return false;
};
AActor* Actor = AnimInstance->GetOwningActor();
if (Actor)
{
// check if our actor implements our interface
if (IsSpecifiedCurveSource(Actor, SourceBinding, CurveSource))
{
return;
}
for (TFieldIterator<UObjectProperty> PropertyIt(Actor->GetClass(), EFieldIteratorFlags::IncludeSuper); PropertyIt; ++PropertyIt)
{
UObjectProperty* ObjProp = *PropertyIt;
UActorComponent* ActorComponent = Cast<UActorComponent>(ObjProp->GetObjectPropertyValue(ObjProp->ContainerPtrToValuePtr<void>(Actor)));
if (IsSpecifiedCurveSource(ActorComponent, SourceBinding, CurveSource))
{
return;
}
}
const TSet<UActorComponent*>& ActorOwnedComponents = Actor->GetComponents();
for (UActorComponent* OwnedComponent : ActorOwnedComponents)
{
if (IsSpecifiedCurveSource(OwnedComponent, SourceBinding, CurveSource))
{
return;
}
}
}
}
}
class FExternalCurveScratchArea : public TThreadSingleton<FExternalCurveScratchArea>
{
public:
TArray<FNamedCurveValue> NamedCurveValues;
};
void FAnimNode_CurveSource::Evaluate_AnyThread(FPoseContext& Output)
{
SourcePose.Evaluate(Output);
if (CurveSource.GetInterface() != nullptr)
{
TArray<FNamedCurveValue>& NamedCurveValues = FExternalCurveScratchArea::Get().NamedCurveValues;
NamedCurveValues.Reset();
CurveSource->Execute_GetCurves(CurveSource.GetObject(), NamedCurveValues);
USkeleton* Skeleton = Output.AnimInstanceProxy->GetSkeleton();
for (FNamedCurveValue NamedValue : NamedCurveValues)
{
SmartName::UID_Type NameUID = Skeleton->GetUIDByName(USkeleton::AnimCurveMappingName, NamedValue.Name);
if (NameUID != SmartName::MaxUID)
{
const float CurrentValue = Output.Curve.Get(NameUID);
const float ClampedAlpha = FMath::Clamp(Alpha, 0.0f, 1.0f);
Output.Curve.Set(NameUID, FMath::Lerp(CurrentValue, NamedValue.Value, ClampedAlpha));
}
}
}
}
void FAnimNode_CurveSource::Update_AnyThread(const FAnimationUpdateContext& Context)
{
// Evaluate any BP logic plugged into this node
GetEvaluateGraphExposedInputs().Execute(Context);
SourcePose.Update(Context);
}
void FAnimNode_CurveSource::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
FAnimNode_Base::Initialize_AnyThread(Context);
SourcePose.Initialize(Context);
}
void FAnimNode_CurveSource::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
{
FAnimNode_Base::CacheBones_AnyThread(Context);
SourcePose.CacheBones(Context);
}
void FAnimNode_CurveSource::GatherDebugData(FNodeDebugData& DebugData)
{
FAnimNode_Base::GatherDebugData(DebugData);
SourcePose.GatherDebugData(DebugData.BranchFlow(1.f));
}