263 lines
8.3 KiB
C++
263 lines
8.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "BoneControllers/AnimNode_SpringBone.h"
|
|
#include "Components/SkeletalMeshComponent.h"
|
|
#include "GameFramework/WorldSettings.h"
|
|
#include "Animation/AnimInstanceProxy.h"
|
|
#include "Animation/AnimInstance.h"
|
|
#include "Animation/AnimStats.h"
|
|
#include "Animation/AnimTrace.h"
|
|
|
|
#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_SpringBone)
|
|
|
|
/////////////////////////////////////////////////////
|
|
// FAnimNode_SpringBone
|
|
|
|
FAnimNode_SpringBone::FAnimNode_SpringBone()
|
|
: MaxDisplacement(0.0)
|
|
, SpringStiffness(50.0)
|
|
, SpringDamping(4.0)
|
|
, ErrorResetThresh(256.0)
|
|
, BoneLocation(FVector::ZeroVector)
|
|
, BoneVelocity(FVector::ZeroVector)
|
|
, OwnerVelocity(FVector::ZeroVector)
|
|
, RemainingTime(0.f)
|
|
#if WITH_EDITORONLY_DATA
|
|
, bNoZSpring_DEPRECATED(false)
|
|
#endif
|
|
, bLimitDisplacement(false)
|
|
, bTranslateX(true)
|
|
, bTranslateY(true)
|
|
, bTranslateZ(true)
|
|
, bRotateX(false)
|
|
, bRotateY(false)
|
|
, bRotateZ(false)
|
|
, bHadValidStrength(false)
|
|
{
|
|
}
|
|
|
|
void FAnimNode_SpringBone::Initialize_AnyThread(const FAnimationInitializeContext& Context)
|
|
{
|
|
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
|
|
FAnimNode_SkeletalControlBase::Initialize_AnyThread(Context);
|
|
|
|
RemainingTime = 0.0f;
|
|
}
|
|
|
|
void FAnimNode_SpringBone::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
|
|
{
|
|
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
|
|
FAnimNode_SkeletalControlBase::CacheBones_AnyThread(Context);
|
|
}
|
|
|
|
void FAnimNode_SpringBone::UpdateInternal(const FAnimationUpdateContext& Context)
|
|
{
|
|
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(UpdateInternal)
|
|
FAnimNode_SkeletalControlBase::UpdateInternal(Context);
|
|
|
|
RemainingTime += Context.GetDeltaTime();
|
|
|
|
// Fixed step simulation at 120hz
|
|
FixedTimeStep = (1.f / 120.f) * TimeDilation;
|
|
}
|
|
|
|
void FAnimNode_SpringBone::GatherDebugData(FNodeDebugData& DebugData)
|
|
{
|
|
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData)
|
|
const float ActualBiasedAlpha = AlphaScaleBias.ApplyTo(Alpha);
|
|
|
|
//MDW_TODO Add more output info?
|
|
FString DebugLine = DebugData.GetNodeName(this);
|
|
DebugLine += FString::Printf(TEXT("(Alpha: %.1f%% RemainingTime: %.3f)"), ActualBiasedAlpha*100.f, RemainingTime);
|
|
|
|
DebugData.AddDebugItem(DebugLine);
|
|
ComponentPose.GatherDebugData(DebugData);
|
|
}
|
|
|
|
FORCEINLINE void CopyToVectorByFlags(FVector& DestVec, const FVector& SrcVec, bool bX, bool bY, bool bZ)
|
|
{
|
|
if (bX)
|
|
{
|
|
DestVec.X = SrcVec.X;
|
|
}
|
|
if (bY)
|
|
{
|
|
DestVec.Y = SrcVec.Y;
|
|
}
|
|
if (bZ)
|
|
{
|
|
DestVec.Z = SrcVec.Z;
|
|
}
|
|
}
|
|
|
|
void FAnimNode_SpringBone::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms)
|
|
{
|
|
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(EvaluateSkeletalControl_AnyThread)
|
|
ANIM_MT_SCOPE_CYCLE_COUNTER_VERBOSE(SpringBone, !IsInGameThread());
|
|
|
|
check(OutBoneTransforms.Num() == 0);
|
|
|
|
const bool bNoOffset = !bTranslateX && !bTranslateY && !bTranslateZ;
|
|
if (bNoOffset)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Location of our bone in world space
|
|
const FBoneContainer& BoneContainer = Output.Pose.GetPose().GetBoneContainer();
|
|
|
|
const FCompactPoseBoneIndex SpringBoneIndex = SpringBone.GetCompactPoseIndex(BoneContainer);
|
|
const FTransform& SpaceBase = Output.Pose.GetComponentSpaceTransform(SpringBoneIndex);
|
|
FTransform BoneTransformInWorldSpace = SpaceBase * Output.AnimInstanceProxy->GetComponentTransform();
|
|
|
|
FVector const TargetPos = BoneTransformInWorldSpace.GetLocation();
|
|
|
|
// Init values first time
|
|
if (RemainingTime == 0.0f)
|
|
{
|
|
BoneLocation = TargetPos;
|
|
BoneVelocity = FVector::ZeroVector;
|
|
}
|
|
|
|
if(!FMath::IsNearlyZero(FixedTimeStep, KINDA_SMALL_NUMBER))
|
|
{
|
|
while (RemainingTime > FixedTimeStep)
|
|
{
|
|
// Update location of our base by how much our base moved this frame.
|
|
FVector const BaseTranslation = (OwnerVelocity * FixedTimeStep);
|
|
BoneLocation += BaseTranslation;
|
|
|
|
// Reinit values if outside reset threshold
|
|
if (((TargetPos - BoneLocation).SizeSquared() > (ErrorResetThresh*ErrorResetThresh)))
|
|
{
|
|
BoneLocation = TargetPos;
|
|
BoneVelocity = FVector::ZeroVector;
|
|
}
|
|
|
|
// Calculate error vector.
|
|
FVector const Error = (TargetPos - BoneLocation);
|
|
FVector const DampingForce = SpringDamping * BoneVelocity;
|
|
FVector const SpringForce = SpringStiffness * Error;
|
|
|
|
// Calculate force based on error and vel
|
|
FVector const Acceleration = SpringForce - DampingForce;
|
|
|
|
// Integrate velocity
|
|
// Make sure damping with variable frame rate actually dampens velocity. Otherwise Spring will go nuts.
|
|
double const CutOffDampingValue = 1.0 / FixedTimeStep;
|
|
if (SpringDamping > CutOffDampingValue)
|
|
{
|
|
double const SafetyScale = CutOffDampingValue / SpringDamping;
|
|
BoneVelocity += SafetyScale * (Acceleration * FixedTimeStep);
|
|
}
|
|
else
|
|
{
|
|
BoneVelocity += (Acceleration * FixedTimeStep);
|
|
}
|
|
|
|
// Clamp velocity to something sane (|dX/dt| <= ErrorResetThresh)
|
|
double const BoneVelocityMagnitude = BoneVelocity.Size();
|
|
if (BoneVelocityMagnitude * FixedTimeStep > ErrorResetThresh)
|
|
{
|
|
BoneVelocity *= (ErrorResetThresh / (BoneVelocityMagnitude * FixedTimeStep));
|
|
}
|
|
|
|
// Integrate position
|
|
FVector const OldBoneLocation = BoneLocation;
|
|
FVector const DeltaMove = (BoneVelocity * FixedTimeStep);
|
|
BoneLocation += DeltaMove;
|
|
|
|
// Filter out spring translation based on our filter properties
|
|
CopyToVectorByFlags(BoneLocation, TargetPos, !bTranslateX, !bTranslateY, !bTranslateZ);
|
|
|
|
|
|
// If desired, limit error
|
|
if (bLimitDisplacement)
|
|
{
|
|
FVector CurrentDisp = BoneLocation - TargetPos;
|
|
// Too far away - project back onto sphere around target.
|
|
if (CurrentDisp.SizeSquared() > FMath::Square(MaxDisplacement))
|
|
{
|
|
FVector DispDir = CurrentDisp.GetSafeNormal();
|
|
BoneLocation = TargetPos + (MaxDisplacement * DispDir);
|
|
}
|
|
}
|
|
|
|
// Update velocity to reflect post processing done to bone location.
|
|
BoneVelocity = (BoneLocation - OldBoneLocation) / FixedTimeStep;
|
|
|
|
check(!BoneLocation.ContainsNaN());
|
|
check(!BoneVelocity.ContainsNaN());
|
|
|
|
RemainingTime -= FixedTimeStep;
|
|
}
|
|
LocalBoneTransform = Output.AnimInstanceProxy->GetComponentTransform().InverseTransformPosition(BoneLocation);
|
|
}
|
|
else
|
|
{
|
|
BoneLocation = Output.AnimInstanceProxy->GetComponentTransform().TransformPosition(LocalBoneTransform);
|
|
}
|
|
// Now convert back into component space and output - rotation is unchanged.
|
|
FTransform OutBoneTM = SpaceBase;
|
|
OutBoneTM.SetLocation(LocalBoneTransform);
|
|
|
|
const bool bUseRotation = bRotateX || bRotateY || bRotateZ;
|
|
if (bUseRotation)
|
|
{
|
|
FCompactPoseBoneIndex ParentBoneIndex = Output.Pose.GetPose().GetParentBoneIndex(SpringBoneIndex);
|
|
const FTransform& ParentSpaceBase = Output.Pose.GetComponentSpaceTransform(ParentBoneIndex);
|
|
|
|
FVector ParentToTarget = (TargetPos - ParentSpaceBase.GetLocation()).GetSafeNormal();
|
|
FVector ParentToCurrent = (BoneLocation - ParentSpaceBase.GetLocation()).GetSafeNormal();
|
|
|
|
FQuat AdditionalRotation = FQuat::FindBetweenNormals(ParentToTarget, ParentToCurrent);
|
|
|
|
// Filter rotation based on our filter properties
|
|
FVector EularRot = AdditionalRotation.Euler();
|
|
CopyToVectorByFlags(EularRot, FVector::ZeroVector, !bRotateX, !bRotateY, !bRotateZ);
|
|
|
|
OutBoneTM.SetRotation(FQuat::MakeFromEuler(EularRot) * OutBoneTM.GetRotation());
|
|
}
|
|
|
|
// Output new transform for current bone.
|
|
OutBoneTransforms.Add(FBoneTransform(SpringBoneIndex, OutBoneTM));
|
|
|
|
TRACE_ANIM_NODE_VALUE(Output, TEXT("Remaining Time"), RemainingTime);
|
|
}
|
|
|
|
|
|
bool FAnimNode_SpringBone::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
|
|
{
|
|
return (SpringBone.IsValidToEvaluate(RequiredBones));
|
|
}
|
|
|
|
void FAnimNode_SpringBone::InitializeBoneReferences(const FBoneContainer& RequiredBones)
|
|
{
|
|
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(InitializeBoneReferences)
|
|
SpringBone.Initialize(RequiredBones);
|
|
}
|
|
|
|
void FAnimNode_SpringBone::PreUpdate(const UAnimInstance* InAnimInstance)
|
|
{
|
|
if (const USkeletalMeshComponent* SkelComp = InAnimInstance->GetSkelMeshComponent())
|
|
{
|
|
if (const UWorld* World = SkelComp->GetWorld())
|
|
{
|
|
check(World->GetWorldSettings());
|
|
TimeDilation = World->GetWorldSettings()->GetEffectiveTimeDilation();
|
|
|
|
AActor* SkelOwner = SkelComp->GetOwner();
|
|
if (SkelComp->GetAttachParent() != nullptr && (SkelOwner == nullptr))
|
|
{
|
|
SkelOwner = SkelComp->GetAttachParent()->GetOwner();
|
|
OwnerVelocity = SkelOwner->GetVelocity();
|
|
}
|
|
else
|
|
{
|
|
OwnerVelocity = FVector::ZeroVector;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|