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

113 lines
3.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimNodes/AnimNode_RotationOffsetBlendSpace.h"
#include "Animation/AnimInstanceProxy.h"
#include "Animation/AnimInstance.h"
#include "AnimationRuntime.h"
#include "Animation/AnimTrace.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_RotationOffsetBlendSpace)
/////////////////////////////////////////////////////
// FAnimNode_RotationOffsetBlendSpace
FAnimNode_RotationOffsetBlendSpace::FAnimNode_RotationOffsetBlendSpace()
: LODThreshold(INDEX_NONE)
, Alpha(1.f)
, AlphaCurveName(NAME_None)
, ActualAlpha(0.0f)
, AlphaInputType(EAnimAlphaInputType::Float)
, bAlphaBoolEnabled(false)
, bIsLODEnabled(false)
{
}
void FAnimNode_RotationOffsetBlendSpace::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
FAnimNode_BlendSpacePlayer::Initialize_AnyThread(Context);
BasePose.Initialize(Context);
}
void FAnimNode_RotationOffsetBlendSpace::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
FAnimNode_BlendSpacePlayer::CacheBones_AnyThread(Context);
BasePose.CacheBones(Context);
}
void FAnimNode_RotationOffsetBlendSpace::UpdateAssetPlayer(const FAnimationUpdateContext& Context)
{
ActualAlpha = 0.f;
bIsLODEnabled = IsLODEnabled(Context.AnimInstanceProxy);
if (bIsLODEnabled)
{
GetEvaluateGraphExposedInputs().Execute(Context);
// Determine Actual Alpha.
switch (AlphaInputType)
{
case EAnimAlphaInputType::Float:
ActualAlpha = AlphaScaleBias.ApplyTo(AlphaScaleBiasClamp.ApplyTo(Alpha, Context.GetDeltaTime()));
break;
case EAnimAlphaInputType::Bool:
ActualAlpha = AlphaBoolBlend.ApplyTo(bAlphaBoolEnabled, Context.GetDeltaTime());
break;
case EAnimAlphaInputType::Curve:
if (UAnimInstance* AnimInstance = Cast<UAnimInstance>(Context.AnimInstanceProxy->GetAnimInstanceObject()))
{
ActualAlpha = AlphaScaleBiasClamp.ApplyTo(AnimInstance->GetCurveValue(AlphaCurveName), Context.GetDeltaTime());
}
break;
};
// Make sure Alpha is clamped between 0 and 1.
ActualAlpha = FMath::Clamp<float>(ActualAlpha, 0.f, 1.f);
if (FAnimWeight::IsRelevant(ActualAlpha))
{
UpdateInternal(Context);
}
}
BasePose.Update(Context);
TRACE_ANIM_NODE_VALUE(Context, TEXT("Alpha"), ActualAlpha);
TRACE_ANIM_NODE_VALUE(Context, TEXT("Playback Time"), InternalTimeAccumulator);
}
void FAnimNode_RotationOffsetBlendSpace::Evaluate_AnyThread(FPoseContext& Context)
{
// Evaluate base pose
BasePose.Evaluate(Context);
if (bIsLODEnabled && FAnimWeight::IsRelevant(ActualAlpha))
{
// Evaluate MeshSpaceRotation additive blendspace
FPoseContext MeshSpaceRotationAdditivePoseContext(Context);
FAnimNode_BlendSpacePlayer::Evaluate_AnyThread(MeshSpaceRotationAdditivePoseContext);
// Accumulate poses together
FAnimationPoseData BaseAnimationPoseData(Context);
const FAnimationPoseData AdditiveAnimationPoseData(MeshSpaceRotationAdditivePoseContext);
FAnimationRuntime::AccumulateMeshSpaceRotationAdditiveToLocalPose(BaseAnimationPoseData, AdditiveAnimationPoseData, ActualAlpha);
// Resulting rotations are not normalized, so normalize here.
Context.Pose.NormalizeRotations();
}
}
void FAnimNode_RotationOffsetBlendSpace::GatherDebugData(FNodeDebugData& DebugData)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData)
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("Alpha (%.1f%%) PlayTime (%.3f)"), ActualAlpha * 100.f, InternalTimeAccumulator);
DebugData.AddDebugItem(DebugLine);
BasePose.GatherDebugData(DebugData);
}