Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_SkeletalControlBase.cpp
Nick Penwarden fc669c6fc4 Mergine changes from //depot/UE4 to //UE4/Main
[CL 2749262 by Nick Penwarden in Main branch]
2015-10-31 10:55:13 -04:00

93 lines
2.8 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphRuntimePrivatePCH.h"
#include "BoneControllers/AnimNode_SkeletalControlBase.h"
#include "AnimationUtils.h"
#include "AnimationRuntime.h"
/////////////////////////////////////////////////////
// FAnimNode_SkeletalControlBase
void FAnimNode_SkeletalControlBase::Initialize(const FAnimationInitializeContext& Context)
{
FAnimNode_Base::Initialize(Context);
ComponentPose.Initialize(Context);
}
void FAnimNode_SkeletalControlBase::CacheBones(const FAnimationCacheBonesContext& Context)
{
InitializeBoneReferences(Context.AnimInstance->RequiredBones);
ComponentPose.CacheBones(Context);
}
void FAnimNode_SkeletalControlBase::UpdateInternal(const FAnimationUpdateContext& Context)
{
EvaluateGraphExposedInputs.Execute(Context);
}
void FAnimNode_SkeletalControlBase::Update(const FAnimationUpdateContext& Context)
{
ComponentPose.Update(Context);
if (IsLODEnabled(Context.AnimInstance, LODThreshold))
{
// Apply the skeletal control if it's valid
const float ActualAlpha = AlphaScaleBias.ApplyTo(Alpha);
if ((ActualAlpha >= ZERO_ANIMWEIGHT_THRESH) && IsValidToEvaluate(Context.AnimInstance->CurrentSkeleton, Context.AnimInstance->RequiredBones))
{
UpdateInternal(Context);
}
}
}
bool ContainsNaN(const TArray<FBoneTransform> & BoneTransforms)
{
for (int32 i = 0; i < BoneTransforms.Num(); ++i)
{
if (BoneTransforms[i].Transform.ContainsNaN())
{
return true;
}
}
return false;
}
void FAnimNode_SkeletalControlBase::EvaluateComponentSpace(FComponentSpacePoseContext& Output)
{
// Evaluate the input
ComponentPose.EvaluateComponentSpace(Output);
if (IsLODEnabled(Output.AnimInstance, LODThreshold))
{
// Apply the skeletal control if it's valid
const float ActualAlpha = AlphaScaleBias.ApplyTo(Alpha);
if ((ActualAlpha >= ZERO_ANIMWEIGHT_THRESH) && IsValidToEvaluate(Output.AnimInstance->CurrentSkeleton, Output.AnimInstance->RequiredBones))
{
USkeletalMeshComponent* Component = Output.AnimInstance->GetSkelMeshComponent();
#if WITH_EDITORONLY_DATA
// save current pose before applying skeletal control to compute the exact gizmo location in AnimGraphNode
ForwardedPose = Output.Pose;
#endif // #if WITH_EDITORONLY_DATA
BoneTransforms.Reset(BoneTransforms.Num());
EvaluateBoneTransforms(Component, Output.Pose, BoneTransforms);
checkSlow(!ContainsNaN(BoneTransforms));
if (BoneTransforms.Num() > 0)
{
const float BlendWeight = FMath::Clamp<float>(ActualAlpha, 0.f, 1.f);
Output.Pose.LocalBlendCSBoneTransforms(BoneTransforms, BlendWeight);
}
}
}
}
void FAnimNode_SkeletalControlBase::AddDebugNodeData(FString& OutDebugData)
{
const float ActualAlpha = AlphaScaleBias.ApplyTo(Alpha);
OutDebugData += FString::Printf(TEXT("Alpha: %.1f%%"), ActualAlpha*100.f);
}