Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_TwoWayBlend.cpp
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

137 lines
3.4 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimNodes/AnimNode_TwoWayBlend.h"
#include "Animation/AnimInstanceProxy.h"
#include "AnimationRuntime.h"
/////////////////////////////////////////////////////
// FAnimNode_TwoWayBlend
void FAnimNode_TwoWayBlend::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
FAnimNode_Base::Initialize_AnyThread(Context);
A.Initialize(Context);
B.Initialize(Context);
bAIsRelevant = false;
bBIsRelevant = false;
AlphaBoolBlend.Reinitialize();
AlphaScaleBiasClamp.Reinitialize();
}
void FAnimNode_TwoWayBlend::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
{
A.CacheBones(Context);
B.CacheBones(Context);
}
void FAnimNode_TwoWayBlend::Update_AnyThread(const FAnimationUpdateContext& Context)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FAnimationNode_TwoWayBlend_Update);
GetEvaluateGraphExposedInputs().Execute(Context);
InternalBlendAlpha = 0.f;
switch (AlphaInputType)
{
case EAnimAlphaInputType::Float:
InternalBlendAlpha = AlphaScaleBias.ApplyTo(AlphaScaleBiasClamp.ApplyTo(Alpha, Context.GetDeltaTime()));
break;
case EAnimAlphaInputType::Bool:
InternalBlendAlpha = AlphaBoolBlend.ApplyTo(bAlphaBoolEnabled, Context.GetDeltaTime());
break;
case EAnimAlphaInputType::Curve:
if (UAnimInstance* AnimInstance = Cast<UAnimInstance>(Context.AnimInstanceProxy->GetAnimInstanceObject()))
{
InternalBlendAlpha = AlphaScaleBiasClamp.ApplyTo(AnimInstance->GetCurveValue(AlphaCurveName), Context.GetDeltaTime());
}
break;
};
// Make sure Alpha is clamped between 0 and 1.
InternalBlendAlpha = FMath::Clamp<float>(InternalBlendAlpha, 0.f, 1.f);
const bool bNewAIsRelevant = !FAnimWeight::IsFullWeight(InternalBlendAlpha);
const bool bNewBIsRelevant = FAnimWeight::IsRelevant(InternalBlendAlpha);
// when this flag is true, we'll reinitialize the children
if (bResetChildOnActivation)
{
if (bNewAIsRelevant && !bAIsRelevant)
{
FAnimationInitializeContext ReinitializeContext(Context.AnimInstanceProxy);
// reinitialize
A.Initialize(ReinitializeContext);
}
if (bNewBIsRelevant && !bBIsRelevant)
{
FAnimationInitializeContext ReinitializeContext(Context.AnimInstanceProxy);
// reinitialize
B.Initialize(ReinitializeContext);
}
}
bAIsRelevant = bNewAIsRelevant;
bBIsRelevant = bNewBIsRelevant;
if (bBIsRelevant)
{
if (bAIsRelevant)
{
// Blend A and B together
A.Update(Context.FractionalWeight(1.0f - InternalBlendAlpha));
B.Update(Context.FractionalWeight(InternalBlendAlpha));
}
else
{
// Take all of B
B.Update(Context);
}
}
else
{
// Take all of A
A.Update(Context);
}
}
void FAnimNode_TwoWayBlend::Evaluate_AnyThread(FPoseContext& Output)
{
if (bBIsRelevant)
{
if (bAIsRelevant)
{
FPoseContext Pose1(Output);
FPoseContext Pose2(Output);
A.Evaluate(Pose1);
B.Evaluate(Pose2);
FAnimationRuntime::BlendTwoPosesTogether(Pose1.Pose, Pose2.Pose, Pose1.Curve, Pose2.Curve, (1.0f - InternalBlendAlpha), Output.Pose, Output.Curve);
}
else
{
B.Evaluate(Output);
}
}
else
{
A.Evaluate(Output);
}
}
void FAnimNode_TwoWayBlend::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("(Alpha: %.1f%%)"), InternalBlendAlpha *100);
DebugData.AddDebugItem(DebugLine);
A.GatherDebugData(DebugData.BranchFlow(1.f - InternalBlendAlpha));
B.GatherDebugData(DebugData.BranchFlow(InternalBlendAlpha));
}