// Copyright Epic Games, Inc. All Rights Reserved. #include "BoneControllers/AnimNode_ScaleChainLength.h" #include "PrimitiveDrawingUtils.h" #include "Engine/SkeletalMeshSocket.h" #include "Animation/AnimInstanceProxy.h" #include "Animation/AnimStats.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_ScaleChainLength) ///////////////////////////////////////////////////// // FAnimNode_ScaleChainLength FAnimNode_ScaleChainLength::FAnimNode_ScaleChainLength() : DefaultChainLength(0.0f) , TargetLocation(ForceInitToZero) , Alpha(1.f) , ActualAlpha(0.0f) , ChainInitialLength(EScaleChainInitialLength::FixedDefaultLengthValue) , bBoneIndicesCached(false) { } void FAnimNode_ScaleChainLength::Initialize_AnyThread(const FAnimationInitializeContext& Context) { DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread) FAnimNode_Base::Initialize_AnyThread(Context); InputPose.Initialize(Context); } void FAnimNode_ScaleChainLength::Update_AnyThread(const FAnimationUpdateContext& Context) { DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Update_AnyThread) GetEvaluateGraphExposedInputs().Execute(Context); InputPose.Update(Context); ActualAlpha = AlphaScaleBias.ApplyTo(Alpha); } void FAnimNode_ScaleChainLength::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) { DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread) InputPose.CacheBones(Context); // LOD change, recache bone indices. bBoneIndicesCached = false; } void FAnimNode_ScaleChainLength::Evaluate_AnyThread(FPoseContext& Output) { DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread) ANIM_MT_SCOPE_CYCLE_COUNTER_VERBOSE(ScaleChainLength, !IsInGameThread()); // Evaluate incoming pose into our output buffer. InputPose.Evaluate(Output); if (!FAnimWeight::IsRelevant(ActualAlpha)) { return; } const FBoneContainer& BoneContainer = Output.Pose.GetBoneContainer(); if (!bBoneIndicesCached) { bBoneIndicesCached = true; ChainStartBone.Initialize(BoneContainer); ChainEndBone.Initialize(BoneContainer); ChainBoneIndices.Reset(); // Make sure we have valid start/end bones, and that end is a child of start. // Cache this, so we only evaluate on init and LOD changes. const bool bBoneSetupIsValid = ChainStartBone.IsValidToEvaluate(BoneContainer) && ChainEndBone.IsValidToEvaluate(BoneContainer) && BoneContainer.BoneIsChildOf(ChainEndBone.GetCompactPoseIndex(BoneContainer), ChainStartBone.GetCompactPoseIndex(BoneContainer)); if (bBoneSetupIsValid) { const FCompactPoseBoneIndex StartBoneIndex = ChainStartBone.GetCompactPoseIndex(BoneContainer); FCompactPoseBoneIndex BoneIndex = ChainEndBone.GetCompactPoseIndex(BoneContainer); ChainBoneIndices.Add(BoneIndex); if (BoneIndex != INDEX_NONE) { FCompactPoseBoneIndex ParentBoneIndex = BoneContainer.GetParentBoneIndex(BoneIndex); while ((ParentBoneIndex != INDEX_NONE) && (ParentBoneIndex != StartBoneIndex)) { BoneIndex = ParentBoneIndex; ParentBoneIndex = BoneContainer.GetParentBoneIndex(BoneIndex); ChainBoneIndices.Insert(BoneIndex, 0); }; ChainBoneIndices.Insert(StartBoneIndex, 0); } } } // Need at least Start/End bones to be valid. if (ChainBoneIndices.Num() < 2) { return; } const FVector TargetLocationCompSpace = Output.AnimInstanceProxy->GetComponentTransform().InverseTransformPosition(TargetLocation); // Allocate transforms to get component space transform of chain start bone. FCSPose CSPose; CSPose.InitPose(Output.Pose); const FTransform StartTransformCompSpace = CSPose.GetComponentSpaceTransform(ChainBoneIndices[0]); const double DesiredChainLength = (TargetLocationCompSpace - StartTransformCompSpace.GetLocation()).Size(); const double InitialChainLength = GetInitialChainLength(Output.Pose, CSPose); const double ChainLengthScale = !FMath::IsNearlyZero(InitialChainLength) ? (DesiredChainLength / InitialChainLength) : 1.0; const double ChainLengthScaleWithAlpha = FMath::LerpStable(1.0, ChainLengthScale, ActualAlpha); // If we're not going to scale anything, early out. if (FMath::IsNearlyEqual(ChainLengthScaleWithAlpha, 1.0)) { return; } // Scale translation of all bones in local space. FCompactPose& LSPose = Output.Pose; for (const FCompactPoseBoneIndex& BoneIndex : ChainBoneIndices) { // Get bone space transform, scale transition. LSPose[BoneIndex].ScaleTranslation(ChainLengthScaleWithAlpha); } } double FAnimNode_ScaleChainLength::GetInitialChainLength(FCompactPose& InLSPose, FCSPose& InCSPose) const { switch (ChainInitialLength) { case EScaleChainInitialLength::Distance : { const FVector ChainStartLocation = InCSPose.GetComponentSpaceTransform(ChainBoneIndices[0]).GetLocation(); const FVector ChainEndLocation = InCSPose.GetComponentSpaceTransform(ChainBoneIndices.Last()).GetLocation(); return (ChainEndLocation - ChainStartLocation).Size(); } case EScaleChainInitialLength::ChainLength : { double ChainLength = 0.0; for (const FCompactPoseBoneIndex& BoneIndex : ChainBoneIndices) { ChainLength += InLSPose[BoneIndex].GetTranslation().Size(); } return ChainLength; } }; // Fallback is using fixed value DefaultChainLength. return DefaultChainLength; } void FAnimNode_ScaleChainLength::GatherDebugData(FNodeDebugData& DebugData) { DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData) FString DebugLine = DebugData.GetNodeName(this); DebugLine += FString::Printf(TEXT("Alpha (%.1f%%)"), ActualAlpha * 100.f); DebugData.AddDebugItem(DebugLine); InputPose.GatherDebugData(DebugData); }