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

166 lines
5.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BoneControllers/AnimNode_ScaleChainLength.h"
#include "PrimitiveDrawingUtils.h"
#include "Engine/SkeletalMeshSocket.h"
#include "Animation/AnimInstanceProxy.h"
#include "Animation/AnimStats.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_ScaleChainLength)
/////////////////////////////////////////////////////
// FAnimNode_ScaleChainLength
FAnimNode_ScaleChainLength::FAnimNode_ScaleChainLength()
: DefaultChainLength(0.0f)
, TargetLocation(ForceInitToZero)
, Alpha(1.f)
, ActualAlpha(0.0f)
, ChainInitialLength(EScaleChainInitialLength::FixedDefaultLengthValue)
, bBoneIndicesCached(false)
{
}
void FAnimNode_ScaleChainLength::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
FAnimNode_Base::Initialize_AnyThread(Context);
InputPose.Initialize(Context);
}
void FAnimNode_ScaleChainLength::Update_AnyThread(const FAnimationUpdateContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Update_AnyThread)
GetEvaluateGraphExposedInputs().Execute(Context);
InputPose.Update(Context);
ActualAlpha = AlphaScaleBias.ApplyTo(Alpha);
}
void FAnimNode_ScaleChainLength::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
InputPose.CacheBones(Context);
// LOD change, recache bone indices.
bBoneIndicesCached = false;
}
void FAnimNode_ScaleChainLength::Evaluate_AnyThread(FPoseContext& Output)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread)
ANIM_MT_SCOPE_CYCLE_COUNTER_VERBOSE(ScaleChainLength, !IsInGameThread());
// Evaluate incoming pose into our output buffer.
InputPose.Evaluate(Output);
if (!FAnimWeight::IsRelevant(ActualAlpha))
{
return;
}
const FBoneContainer& BoneContainer = Output.Pose.GetBoneContainer();
if (!bBoneIndicesCached)
{
bBoneIndicesCached = true;
ChainStartBone.Initialize(BoneContainer);
ChainEndBone.Initialize(BoneContainer);
ChainBoneIndices.Reset();
// Make sure we have valid start/end bones, and that end is a child of start.
// Cache this, so we only evaluate on init and LOD changes.
const bool bBoneSetupIsValid = ChainStartBone.IsValidToEvaluate(BoneContainer) && ChainEndBone.IsValidToEvaluate(BoneContainer) &&
BoneContainer.BoneIsChildOf(ChainEndBone.GetCompactPoseIndex(BoneContainer), ChainStartBone.GetCompactPoseIndex(BoneContainer));
if (bBoneSetupIsValid)
{
const FCompactPoseBoneIndex StartBoneIndex = ChainStartBone.GetCompactPoseIndex(BoneContainer);
FCompactPoseBoneIndex BoneIndex = ChainEndBone.GetCompactPoseIndex(BoneContainer);
ChainBoneIndices.Add(BoneIndex);
if (BoneIndex != INDEX_NONE)
{
FCompactPoseBoneIndex ParentBoneIndex = BoneContainer.GetParentBoneIndex(BoneIndex);
while ((ParentBoneIndex != INDEX_NONE) && (ParentBoneIndex != StartBoneIndex))
{
BoneIndex = ParentBoneIndex;
ParentBoneIndex = BoneContainer.GetParentBoneIndex(BoneIndex);
ChainBoneIndices.Insert(BoneIndex, 0);
};
ChainBoneIndices.Insert(StartBoneIndex, 0);
}
}
}
// Need at least Start/End bones to be valid.
if (ChainBoneIndices.Num() < 2)
{
return;
}
const FVector TargetLocationCompSpace = Output.AnimInstanceProxy->GetComponentTransform().InverseTransformPosition(TargetLocation);
// Allocate transforms to get component space transform of chain start bone.
FCSPose<FCompactPose> CSPose;
CSPose.InitPose(Output.Pose);
const FTransform StartTransformCompSpace = CSPose.GetComponentSpaceTransform(ChainBoneIndices[0]);
const double DesiredChainLength = (TargetLocationCompSpace - StartTransformCompSpace.GetLocation()).Size();
const double InitialChainLength = GetInitialChainLength(Output.Pose, CSPose);
const double ChainLengthScale = !FMath::IsNearlyZero(InitialChainLength) ? (DesiredChainLength / InitialChainLength) : 1.0;
const double ChainLengthScaleWithAlpha = FMath::LerpStable(1.0, ChainLengthScale, ActualAlpha);
// If we're not going to scale anything, early out.
if (FMath::IsNearlyEqual(ChainLengthScaleWithAlpha, 1.0))
{
return;
}
// Scale translation of all bones in local space.
FCompactPose& LSPose = Output.Pose;
for (const FCompactPoseBoneIndex& BoneIndex : ChainBoneIndices)
{
// Get bone space transform, scale transition.
LSPose[BoneIndex].ScaleTranslation(ChainLengthScaleWithAlpha);
}
}
double FAnimNode_ScaleChainLength::GetInitialChainLength(FCompactPose& InLSPose, FCSPose<FCompactPose>& InCSPose) const
{
switch (ChainInitialLength)
{
case EScaleChainInitialLength::Distance :
{
const FVector ChainStartLocation = InCSPose.GetComponentSpaceTransform(ChainBoneIndices[0]).GetLocation();
const FVector ChainEndLocation = InCSPose.GetComponentSpaceTransform(ChainBoneIndices.Last()).GetLocation();
return (ChainEndLocation - ChainStartLocation).Size();
}
case EScaleChainInitialLength::ChainLength :
{
double ChainLength = 0.0;
for (const FCompactPoseBoneIndex& BoneIndex : ChainBoneIndices)
{
ChainLength += InLSPose[BoneIndex].GetTranslation().Size();
}
return ChainLength;
}
};
// Fallback is using fixed value DefaultChainLength.
return DefaultChainLength;
}
void FAnimNode_ScaleChainLength::GatherDebugData(FNodeDebugData& DebugData)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData)
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("Alpha (%.1f%%)"), ActualAlpha * 100.f);
DebugData.AddDebugItem(DebugLine);
InputPose.GatherDebugData(DebugData);
}