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

114 lines
3.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimNodes/AnimNode_PoseHandler.h"
#include "Animation/AnimInstanceProxy.h"
#include "Animation/AnimTrace.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_PoseHandler)
/////////////////////////////////////////////////////
// FAnimPoseByNameNode
void FAnimNode_PoseHandler::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
FAnimNode_AssetPlayerBase::Initialize_AnyThread(Context);
UpdatePoseAssetProperty(Context.AnimInstanceProxy);
}
void FAnimNode_PoseHandler::CacheBoneBlendWeights(FAnimInstanceProxy* InstanceProxy)
{
BoneBlendWeights.Reset();
const FBoneContainer& BoneContainer = InstanceProxy->GetRequiredBones();
// this has to update bone blending weight
if (CurrentPoseAsset.IsValid() && BoneContainer.IsValid())
{
const UPoseAsset* CurrentAsset = CurrentPoseAsset.Get();
const TArray<FName>& TrackNames = CurrentAsset->GetTrackNames();
const TArray<FBoneIndexType>& RequiredBoneIndices = BoneContainer.GetBoneIndicesArray();
BoneBlendWeights.AddZeroed(RequiredBoneIndices.Num());
for (const auto& TrackName : TrackNames)
{
int32 MeshBoneIndex = BoneContainer.GetPoseBoneIndexForBoneName(TrackName);
FCompactPoseBoneIndex CompactBoneIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(MeshBoneIndex));
if (CompactBoneIndex != INDEX_NONE)
{
BoneBlendWeights[CompactBoneIndex.GetInt()] = 1.f;
}
}
RebuildPoseList(BoneContainer, CurrentAsset);
}
else
{
PoseExtractContext.PoseCurves.Reset();
}
}
void FAnimNode_PoseHandler::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
FAnimNode_AssetPlayerBase::CacheBones_AnyThread(Context);
CacheBoneBlendWeights(Context.AnimInstanceProxy);
}
void FAnimNode_PoseHandler::RebuildPoseList(const FBoneContainer& InBoneContainer, const UPoseAsset* InPoseAsset)
{
PoseExtractContext.PoseCurves.Reset();
const TArray<FName>& PoseNames = InPoseAsset->GetPoseFNames();
const int32 TotalPoseNum = PoseNames.Num();
if (TotalPoseNum > 0)
{
for (int32 PoseIndex = 0; PoseIndex < PoseNames.Num(); ++PoseIndex)
{
const FName& PoseName = PoseNames[PoseIndex];
// we keep pose index as that is the fastest way to search when extracting pose asset
PoseExtractContext.PoseCurves.Add(FPoseCurve(PoseIndex, PoseName, 0.f));
}
}
}
void FAnimNode_PoseHandler::UpdateAssetPlayer(const FAnimationUpdateContext& Context)
{
GetEvaluateGraphExposedInputs().Execute(Context);
// update pose asset if it's not valid
if (CurrentPoseAsset.IsValid() == false || CurrentPoseAsset.Get() != PoseAsset)
{
UpdatePoseAssetProperty(Context.AnimInstanceProxy);
}
TRACE_ANIM_NODE_VALUE(Context, TEXT("Name"), CurrentPoseAsset.IsValid() ? *CurrentPoseAsset.Get()->GetName() : TEXT("None"));
TRACE_ANIM_NODE_VALUE(Context, TEXT("Pose Asset"), CurrentPoseAsset.IsValid() ? *CurrentPoseAsset.Get()->GetName() : TEXT("None"));
}
#if WITH_EDITORONLY_DATA
void FAnimNode_PoseHandler::SetPoseAsset(UPoseAsset* InPoseAsset)
{
PoseAsset = InPoseAsset;
}
#endif
void FAnimNode_PoseHandler::GatherDebugData(FNodeDebugData& DebugData)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData)
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("('%s')"), *GetNameSafe(PoseAsset));
DebugData.AddDebugItem(DebugLine, true);
}
void FAnimNode_PoseHandler::UpdatePoseAssetProperty(struct FAnimInstanceProxy* InstanceProxy)
{
CurrentPoseAsset = PoseAsset;
CacheBoneBlendWeights(InstanceProxy);
}