165 lines
4.5 KiB
C++
165 lines
4.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimNodes/AnimNode_TwoWayBlend.h"
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#include "Animation/AnimInstance.h"
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#include "Animation/AnimInstanceProxy.h"
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#include "Animation/AnimStats.h"
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#include "Animation/AnimTrace.h"
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#include "AnimationRuntime.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_TwoWayBlend)
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/////////////////////////////////////////////////////
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// FAnimNode_TwoWayBlend
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void FAnimNode_TwoWayBlend::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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A.Initialize(Context);
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B.Initialize(Context);
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bAIsRelevant = false;
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bBIsRelevant = false;
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AlphaBoolBlend.Reinitialize();
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AlphaScaleBiasClamp.Reinitialize();
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}
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void FAnimNode_TwoWayBlend::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
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A.CacheBones(Context);
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B.CacheBones(Context);
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}
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void FAnimNode_TwoWayBlend::Update_AnyThread(const FAnimationUpdateContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Update_AnyThread)
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QUICK_SCOPE_CYCLE_COUNTER(STAT_FAnimationNode_TwoWayBlend_Update);
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GetEvaluateGraphExposedInputs().Execute(Context);
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InternalBlendAlpha = 0.f;
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switch (AlphaInputType)
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{
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case EAnimAlphaInputType::Float:
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InternalBlendAlpha = AlphaScaleBias.ApplyTo(AlphaScaleBiasClamp.ApplyTo(Alpha, Context.GetDeltaTime()));
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break;
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case EAnimAlphaInputType::Bool:
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InternalBlendAlpha = 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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InternalBlendAlpha = 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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InternalBlendAlpha = FMath::Clamp<float>(InternalBlendAlpha, 0.f, 1.f);
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const bool bNewAIsRelevant = !FAnimWeight::IsFullWeight(InternalBlendAlpha);
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const bool bNewBIsRelevant = FAnimWeight::IsRelevant(InternalBlendAlpha);
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// when this flag is true, we'll reinitialize the children
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if (bResetChildOnActivation)
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{
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if (bNewAIsRelevant && !bAIsRelevant)
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{
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FAnimationInitializeContext ReinitializeContext(Context.AnimInstanceProxy, Context.SharedContext);
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// reinitialize
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A.Initialize(ReinitializeContext);
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}
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if (bNewBIsRelevant && !bBIsRelevant)
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{
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FAnimationInitializeContext ReinitializeContext(Context.AnimInstanceProxy, Context.SharedContext);
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// reinitialize
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B.Initialize(ReinitializeContext);
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}
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}
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bAIsRelevant = bNewAIsRelevant;
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bBIsRelevant = bNewBIsRelevant;
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if (bBIsRelevant)
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{
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if (bAIsRelevant)
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{
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// Blend A and B together
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A.Update(Context.FractionalWeight(1.0f - InternalBlendAlpha));
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B.Update(Context.FractionalWeight(InternalBlendAlpha));
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}
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else
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{
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if (bAlwaysUpdateChildren)
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{
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A.Update(Context.FractionalWeight(FAnimWeight::GetSmallestRelevantWeight()));
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}
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// Take all of B
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B.Update(Context);
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}
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}
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else
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{
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// Take all of A
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A.Update(Context);
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if (bAlwaysUpdateChildren)
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{
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B.Update(Context.FractionalWeight(FAnimWeight::GetSmallestRelevantWeight()));
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}
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}
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TRACE_ANIM_NODE_VALUE(Context, TEXT("Alpha"), InternalBlendAlpha);
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}
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void FAnimNode_TwoWayBlend::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(TwoWayBlend, !IsInGameThread());
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if (bBIsRelevant)
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{
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if (bAIsRelevant)
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{
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FPoseContext Pose1(Output);
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FPoseContext Pose2(Output);
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A.Evaluate(Pose1);
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B.Evaluate(Pose2);
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FAnimationPoseData BlendedAnimationPoseData(Output);
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const FAnimationPoseData AnimationPoseOneData(Pose1);
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const FAnimationPoseData AnimationPoseTwoData(Pose2);
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FAnimationRuntime::BlendTwoPosesTogether(AnimationPoseOneData, AnimationPoseTwoData, (1.0f - InternalBlendAlpha), BlendedAnimationPoseData);
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}
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else
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{
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B.Evaluate(Output);
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}
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}
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else
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{
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A.Evaluate(Output);
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}
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}
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void FAnimNode_TwoWayBlend::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%%)"), InternalBlendAlpha *100);
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DebugData.AddDebugItem(DebugLine);
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A.GatherDebugData(DebugData.BranchFlow(1.f - InternalBlendAlpha));
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B.GatherDebugData(DebugData.BranchFlow(InternalBlendAlpha));
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}
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