108 lines
3.7 KiB
C++
108 lines
3.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimNodes/AnimNode_RotateRootBone.h"
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#include "Animation/AnimStats.h"
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#include "Animation/AnimTrace.h"
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#include "Animation/AnimRootMotionProvider.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_RotateRootBone)
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/////////////////////////////////////////////////////
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// FAnimNode_RotateRootBone
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void FAnimNode_RotateRootBone::Initialize_AnyThread(const FAnimationInitializeContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
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FAnimNode_Base::Initialize_AnyThread(Context);
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BasePose.Initialize(Context);
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PitchScaleBiasClamp.Reinitialize();
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YawScaleBiasClamp.Reinitialize();
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}
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void FAnimNode_RotateRootBone::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
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BasePose.CacheBones(Context);
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}
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void FAnimNode_RotateRootBone::Update_AnyThread(const FAnimationUpdateContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Update_AnyThread)
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GetEvaluateGraphExposedInputs().Execute(Context);
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BasePose.Update(Context);
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ActualPitch = PitchScaleBiasClamp.ApplyTo(Pitch, Context.GetDeltaTime());
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ActualYaw = YawScaleBiasClamp.ApplyTo(Yaw, Context.GetDeltaTime());
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TRACE_ANIM_NODE_VALUE(Context, TEXT("Pitch"), ActualPitch);
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TRACE_ANIM_NODE_VALUE(Context, TEXT("Yaw"), ActualYaw);
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}
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void FAnimNode_RotateRootBone::Evaluate_AnyThread(FPoseContext& Output)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread)
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ANIM_MT_SCOPE_CYCLE_COUNTER_VERBOSE(RotateRootBone, !IsInGameThread());
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// Evaluate the input
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BasePose.Evaluate(Output);
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checkSlow(!FMath::IsNaN(ActualYaw) && FMath::IsFinite(ActualYaw));
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checkSlow(!FMath::IsNaN(ActualPitch) && FMath::IsFinite(ActualPitch));
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if (!FMath::IsNearlyZero(ActualPitch, KINDA_SMALL_NUMBER) || !FMath::IsNearlyZero(ActualYaw, KINDA_SMALL_NUMBER))
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{
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// Build our desired rotation
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const FRotator DeltaRotation(ActualPitch, ActualYaw, 0.f);
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const FQuat DeltaQuat(DeltaRotation);
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const FQuat MeshToComponentQuat(MeshToComponent);
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// Convert our rotation from Component Space to Mesh Space.
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const FQuat MeshSpaceDeltaQuat = MeshToComponentQuat.Inverse() * DeltaQuat * MeshToComponentQuat;
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// Apply rotation to root bone.
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FCompactPoseBoneIndex RootBoneIndex(0);
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Output.Pose[RootBoneIndex].SetRotation(Output.Pose[RootBoneIndex].GetRotation() * MeshSpaceDeltaQuat);
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Output.Pose[RootBoneIndex].NormalizeRotation();
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if (bRotateRootMotionAttribute)
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{
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// Rotate our root motion attribute by the same rotation we apply to the root
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const UE::Anim::IAnimRootMotionProvider* RootMotionProvider = UE::Anim::IAnimRootMotionProvider::Get();
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if (RootMotionProvider && RootMotionProvider->HasRootMotion(Output.CustomAttributes))
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{
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FTransform RootMotionTransformDelta;
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if (RootMotionProvider->ExtractRootMotion(Output.CustomAttributes, RootMotionTransformDelta))
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{
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RootMotionTransformDelta.SetTranslation(MeshSpaceDeltaQuat.RotateVector(RootMotionTransformDelta.GetTranslation()));
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RootMotionProvider->OverrideRootMotion(RootMotionTransformDelta, Output.CustomAttributes);
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}
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}
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}
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}
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}
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void FAnimNode_RotateRootBone::GatherDebugData(FNodeDebugData& DebugData)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData)
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FString DebugLine = DebugData.GetNodeName(this);
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DebugLine += FString::Printf(TEXT("Pitch(%.2f) Yaw(%.2f)"), ActualPitch, ActualYaw);
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DebugData.AddDebugItem(DebugLine);
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BasePose.GatherDebugData(DebugData);
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}
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FAnimNode_RotateRootBone::FAnimNode_RotateRootBone()
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: Pitch(0.0f)
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, Yaw(0.0f)
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, MeshToComponent(FRotator::ZeroRotator)
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, bRotateRootMotionAttribute(false)
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, ActualPitch(0.f)
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, ActualYaw(0.f)
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{
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}
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