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112 lines
3.1 KiB
C++
112 lines
3.1 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "AnimNodes/AnimNode_ModifyCurve.h"
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#include "AnimationRuntime.h"
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#include "Animation/AnimInstanceProxy.h"
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FAnimNode_ModifyCurve::FAnimNode_ModifyCurve()
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{
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ApplyMode = EModifyCurveApplyMode::Blend;
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Alpha = 1.f;
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}
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void FAnimNode_ModifyCurve::Initialize_AnyThread(const FAnimationInitializeContext& Context)
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{
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Super::Initialize_AnyThread(Context);
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SourcePose.Initialize(Context);
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// Init our last values array to be the right size
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if (ApplyMode == EModifyCurveApplyMode::WeightedMovingAverage)
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{
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LastCurveValues.Reset(CurveValues.Num());
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LastCurveValues.AddZeroed(CurveValues.Num());
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}
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}
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void FAnimNode_ModifyCurve::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
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{
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Super::CacheBones_AnyThread(Context);
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SourcePose.CacheBones(Context);
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}
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void FAnimNode_ModifyCurve::Evaluate_AnyThread(FPoseContext& Output)
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{
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FPoseContext SourceData(Output);
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SourcePose.Evaluate(SourceData);
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Output = SourceData;
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// Morph target and Material parameter curves
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USkeleton* Skeleton = Output.AnimInstanceProxy->GetSkeleton();
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check(CurveNames.Num() == CurveValues.Num());
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for (int32 ModIdx = 0; ModIdx < CurveNames.Num(); ModIdx++)
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{
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FName CurveName = CurveNames[ModIdx];
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SmartName::UID_Type NameUID = Skeleton->GetUIDByName(USkeleton::AnimCurveMappingName, CurveName);
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if (NameUID != SmartName::MaxUID)
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{
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float CurveValue = CurveValues[ModIdx];
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float CurrentValue = Output.Curve.Get(NameUID);
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// Use ApplyMode enum to decide how to apply
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if (ApplyMode == EModifyCurveApplyMode::Add)
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{
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Output.Curve.Set(NameUID, CurrentValue + CurveValue);
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}
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else if (ApplyMode == EModifyCurveApplyMode::Scale)
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{
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Output.Curve.Set(NameUID, CurrentValue * CurveValue);
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}
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else if (ApplyMode == EModifyCurveApplyMode::WeightedMovingAverage)
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{
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check(LastCurveValues.Num() == CurveValues.Num());
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const float LastCurveValue = LastCurveValues[ModIdx];
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const float WAvg = FMath::WeightedMovingAverage(CurrentValue, LastCurveValue, Alpha);
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// Update the last curve value for next run
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LastCurveValues[ModIdx] = WAvg;
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Output.Curve.Set(NameUID, WAvg);
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}
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else if (ApplyMode == EModifyCurveApplyMode::RemapCurve)
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{
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const float RemapScale = 1.f / FMath::Max(1.f - CurveValue, 0.01f);
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const float RemappedValue = FMath::Min(FMath::Max(CurrentValue - CurveValue, 0.f) * RemapScale, 1.f);
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Output.Curve.Set(NameUID, RemappedValue);
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}
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else // Blend
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{
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float UseAlpha = FMath::Clamp(Alpha, 0.f, 1.f);
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Output.Curve.Set(NameUID, FMath::Lerp(CurrentValue, CurveValue, UseAlpha));
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}
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}
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}
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}
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void FAnimNode_ModifyCurve::Update_AnyThread(const FAnimationUpdateContext& Context)
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{
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// Run update on input pose nodes
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SourcePose.Update(Context);
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// Evaluate any BP logic plugged into this node
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GetEvaluateGraphExposedInputs().Execute(Context);
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}
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#if WITH_EDITOR
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void FAnimNode_ModifyCurve::AddCurve(const FName& InName, float InValue)
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{
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CurveValues.Add(InValue);
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CurveNames.Add(InName);
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}
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void FAnimNode_ModifyCurve::RemoveCurve(int32 PoseIndex)
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{
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CurveValues.RemoveAt(PoseIndex);
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CurveNames.RemoveAt(PoseIndex);
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}
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#endif // WITH_EDITOR
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