Files
UnrealEngine/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_MakeDynamicAdditive.cpp
2025-05-18 13:04:45 +08:00

77 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimNodes/AnimNode_MakeDynamicAdditive.h"
#include "AnimationRuntime.h"
#include "Animation/AnimStats.h"
#include "Animation/AnimTrace.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_MakeDynamicAdditive)
/////////////////////////////////////////////////////
// FAnimNode_MakeDynamicAdditive
FAnimNode_MakeDynamicAdditive::FAnimNode_MakeDynamicAdditive()
: bMeshSpaceAdditive(false)
{
}
void FAnimNode_MakeDynamicAdditive::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
FAnimNode_Base::Initialize_AnyThread(Context);
Base.Initialize(Context);
Additive.Initialize(Context);
}
void FAnimNode_MakeDynamicAdditive::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
Base.CacheBones(Context);
Additive.CacheBones(Context);
}
void FAnimNode_MakeDynamicAdditive::Update_AnyThread(const FAnimationUpdateContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Update_AnyThread)
Base.Update(Context.FractionalWeight(1.f));
Additive.Update(Context.FractionalWeight(1.f));
TRACE_ANIM_NODE_VALUE(Context, TEXT("Mesh Space Additive"), bMeshSpaceAdditive);
}
void FAnimNode_MakeDynamicAdditive::Evaluate_AnyThread(FPoseContext& Output)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread)
ANIM_MT_SCOPE_CYCLE_COUNTER_VERBOSE(MakeDynamicAdditive, !IsInGameThread());
FScopedExpectsAdditiveOverride ScopedExpectsAdditiveOverride(Output, false);
FPoseContext BaseEvalContext(Output);
Base.Evaluate(BaseEvalContext);
Additive.Evaluate(Output);
if (bMeshSpaceAdditive)
{
FAnimationRuntime::ConvertPoseToMeshRotation(Output.Pose);
FAnimationRuntime::ConvertPoseToMeshRotation(BaseEvalContext.Pose);
}
FAnimationRuntime::ConvertPoseToAdditive(Output.Pose, BaseEvalContext.Pose);
Output.Curve.ConvertToAdditive(BaseEvalContext.Curve);
UE::Anim::Attributes::ConvertToAdditive(BaseEvalContext.CustomAttributes, Output.CustomAttributes);
}
void FAnimNode_MakeDynamicAdditive::GatherDebugData(FNodeDebugData& DebugData)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData)
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("(Mesh Space Additive: %s)"), bMeshSpaceAdditive ? TEXT("true") : TEXT("false"));
DebugData.AddDebugItem(DebugLine);
Base.GatherDebugData(DebugData.BranchFlow(1.f));
Additive.GatherDebugData(DebugData.BranchFlow(1.f));
}