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