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Runtime notes: - Removes 'smart name' usage across the animation systems. - Changed curve blending from a uniform array (sized per skeleton) to a sparse array of sorted named values. Blends and other combiners are performed using a dual iteration 'tape merge'. - Skeleton curves are no longer guaranteed to cover all curve names that can be found at runtime. Editor notes: - Curve metadata (flags, bone links etc.) is still present on the skeleton, but can also now exist on a skeletal mesh - Curve metadata (for morph targets) is still populated on import - Curves can now be used arbitrarily at runtime New features: - New Find/Replace dialog that allows for batch-replacing curves and notifies across all of a project's assets - New curve debugger tab in various Persona editors that allows for viewing curve values live. This also now allows viewing curves for specific pose watches. - Pose watches now output curve tracks to the Rewind Debugger #rb Jurre.deBaare,Nicholas.Frechette,Sara.Schvartzman,Helge.Mathee,Kiaran.Ritchie,Jaime.Cifuentes,Martin.Wilson,Keith.Yerex,Andrean.Franc (and more!) #jira UE-167776 #jira UE-173716 #jira UE-110407 #preflight 63fc98c81206d91a2bc3ab90 #preflight 63f3ad4f81646f1f24c240c2 [CL 24421496 by Thomas Sarkanen in ue5-main branch]
152 lines
4.3 KiB
C++
152 lines
4.3 KiB
C++
// Copyright 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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#include "Animation/AnimCurveTypes.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_ModifyCurve)
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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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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
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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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LastCurve.Empty();
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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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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
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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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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread)
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FPoseContext SourceData(Output);
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SourcePose.Evaluate(SourceData);
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Output = SourceData;
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// Build internal curves from array & map
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FBlendedCurve Curve;
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Curve.Reserve(CurveNames.Num());
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for(int32 CurveIndex = 0; CurveIndex < CurveNames.Num(); ++CurveIndex)
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{
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Curve.Add(CurveNames[CurveIndex], CurveValues[CurveIndex]);
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}
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if(CurveMap.Num() > 0)
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{
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FBlendedCurve MapCurve;
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MapCurve.Reserve(CurveNames.Num());
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for(const TPair<FName, float>& NameValuePair : CurveMap)
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{
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MapCurve.Add(NameValuePair.Key, NameValuePair.Value);
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}
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// Combine pin & map curves in case they overlap
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Curve.Combine(MapCurve);
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}
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if (ApplyMode == EModifyCurveApplyMode::WeightedMovingAverage)
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{
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UE::Anim::FNamedValueArrayUtils::Union(Output.Curve, Curve, LastCurve,
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[this](UE::Anim::FCurveElement& InOutResult, const UE::Anim::FCurveElement& InCurveElement, const UE::Anim::FCurveElement& InLastCurveElement, UE::Anim::ENamedValueUnionFlags InFlags)
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{
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// Only apply curves that we are overriding
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if(EnumHasAnyFlags(InFlags, UE::Anim::ENamedValueUnionFlags::ValidArg1))
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{
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InOutResult.Value = ProcessCurveWMAOperation(InCurveElement.Value, InLastCurveElement.Value);
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}
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});
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}
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else
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{
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UE::Anim::FNamedValueArrayUtils::Union(Output.Curve, Curve,
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[this](UE::Anim::FCurveElement& InOutResult, const UE::Anim::FCurveElement& InCurveElement, UE::Anim::ENamedValueUnionFlags InFlags)
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{
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// Only apply curves that we are overriding
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if(EnumHasAnyFlags(InFlags, UE::Anim::ENamedValueUnionFlags::ValidArg1))
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{
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InOutResult.Value = ProcessCurveOperation(InOutResult.Value, InCurveElement.Value);
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}
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});
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}
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LastCurve.CopyFrom(Curve);
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}
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float FAnimNode_ModifyCurve::ProcessCurveOperation(float CurrentValue, float NewValue) const
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{
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float UseNewValue = CurrentValue;
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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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UseNewValue = CurrentValue + NewValue;
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}
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else if (ApplyMode == EModifyCurveApplyMode::Scale)
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{
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UseNewValue = CurrentValue * NewValue;
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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 - NewValue, 0.01f);
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UseNewValue = FMath::Min(FMath::Max(CurrentValue - NewValue, 0.f) * RemapScale, 1.f);
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}
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else if (ApplyMode == EModifyCurveApplyMode::Blend)
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{
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UseNewValue = NewValue;
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}
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const float UseAlpha = FMath::Clamp(Alpha, 0.f, 1.f);
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return FMath::Lerp(CurrentValue, UseNewValue, UseAlpha);
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}
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float FAnimNode_ModifyCurve::ProcessCurveWMAOperation(float CurrentValue, float LastValue) const
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{
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return FMath::WeightedMovingAverage(CurrentValue, LastValue, Alpha);
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}
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void FAnimNode_ModifyCurve::Update_AnyThread(const FAnimationUpdateContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Update_AnyThread)
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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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