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

530 lines
18 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BoneControllers/AnimNode_Trail.h"
#include "Animation/AnimInstanceProxy.h"
#include "AngularLimit.h"
#include "Animation/AnimTrace.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_Trail)
/////////////////////////////////////////////////////
// FAnimNode_Trail
DECLARE_CYCLE_STAT(TEXT("Trail Eval"), STAT_Trail_Eval, STATGROUP_Anim);
FAnimNode_Trail::FAnimNode_Trail()
: ChainLength(2)
, ChainBoneAxis(EAxis::X)
, bInvertChainBoneAxis(false)
, bLimitStretch(false)
, bLimitRotation(false)
, bUsePlanarLimit(false)
, bActorSpaceFakeVel(false)
, bReorientParentToChild(true)
, bHadValidStrength(false)
#if WITH_EDITORONLY_DATA
, bEnableDebug(false)
, bShowBaseMotion(true)
, bShowTrailLocation(false)
, bShowLimit(true)
, bEditorDebugEnabled(false)
, DebugLifeTime(0.f)
, TrailRelaxation_DEPRECATED(10.f)
#endif// #if WITH_EDITORONLY_DATA
, MaxDeltaTime(0.f)
, RelaxationSpeedScale(1.f)
, StretchLimit(0)
, FakeVelocity(FVector::ZeroVector)
#if WITH_EDITORONLY_DATA
, TrailBoneRotationBlendAlpha_DEPRECATED(1.f)
#endif // WITH_EDITORONLY_DATA
, LastBoneRotationAnimAlphaBlend(0.f)
{
FRichCurve* TrailRelaxRichCurve = TrailRelaxationSpeed.GetRichCurve();
TrailRelaxRichCurve->AddKey(0.f, 10.f);
TrailRelaxRichCurve->AddKey(1.f, 5.f);
}
void FAnimNode_Trail::UpdateInternal(const FAnimationUpdateContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(UpdateInternal)
FAnimNode_SkeletalControlBase::UpdateInternal(Context);
ThisTimstep += Context.GetDeltaTime();
TRACE_ANIM_NODE_VALUE(Context, TEXT("Active Bone"), TrailBone.BoneName);
}
void FAnimNode_Trail::GatherDebugData(FNodeDebugData& DebugData)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData)
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += "(";
AddDebugNodeData(DebugLine);
DebugLine += FString::Printf(TEXT(" Active: %s)"), *TrailBone.BoneName.ToString());
DebugData.AddDebugItem(DebugLine);
ComponentPose.GatherDebugData(DebugData);
}
void FAnimNode_Trail::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(EvaluateSkeletalControl_AnyThread)
SCOPE_CYCLE_COUNTER(STAT_Trail_Eval);
check(OutBoneTransforms.Num() == 0);
const float TimeStep = (MaxDeltaTime > 0.f)? FMath::Clamp(ThisTimstep, 0.f, MaxDeltaTime) : ThisTimstep;
ThisTimstep = 0.f;
if( ChainBoneIndices.Num() <= 0 )
{
return;
}
checkSlow (ChainBoneIndices.Num() == ChainLength);
checkSlow (PerJointTrailData.Num() == ChainLength);
// The incoming BoneIndex is the 'end' of the spline chain. We need to find the 'start' by walking SplineLength bones up hierarchy.
// Fail if we walk past the root bone.
const FBoneContainer& BoneContainer = Output.Pose.GetPose().GetBoneContainer();
const FTransform& ComponentTransform = Output.AnimInstanceProxy->GetComponentTransform();
FTransform BaseTransform;
if (BaseJoint.IsValidToEvaluate(BoneContainer))
{
FCompactPoseBoneIndex BasePoseIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(BaseJoint.BoneIndex));
FTransform BaseBoneTransform = Output.Pose.GetComponentSpaceTransform(BasePoseIndex);
BaseTransform = BaseBoneTransform * ComponentTransform;
}
else
{
BaseTransform = ComponentTransform;
}
OutBoneTransforms.AddZeroed(ChainLength);
// this should be checked outside
checkSlow (TrailBone.IsValidToEvaluate(BoneContainer));
// If we have >0 this frame, but didn't last time, record positions of all the bones.
// Also do this if number has changed or array is zero.
//@todo I don't think this will work anymore. if Alpha is too small, it won't call evaluate anyway
// so this has to change. AFAICT, this will get called only FIRST TIME
bool bHasValidStrength = (Alpha > 0.f);
if(bHasValidStrength && !bHadValidStrength)
{
for(int32 i=0; i<ChainBoneIndices.Num(); i++)
{
if (BoneContainer.Contains(IntCastChecked<FBoneIndexType>(ChainBoneIndices[i])))
{
FCompactPoseBoneIndex ChildIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(ChainBoneIndices[i]));
const FTransform& ChainTransform = Output.Pose.GetComponentSpaceTransform(ChildIndex);
TrailBoneLocations[i] = ChainTransform.GetTranslation();
}
else
{
TrailBoneLocations[i] = FVector::ZeroVector;
}
}
OldBaseTransform = BaseTransform;
}
bHadValidStrength = bHasValidStrength;
// transform between last frame and now.
FTransform OldToNewTM = OldBaseTransform.GetRelativeTransform(BaseTransform);
// Add fake velocity if present to all but root bone
if(!FakeVelocity.IsZero())
{
FVector FakeMovement = -FakeVelocity * TimeStep;
if (bActorSpaceFakeVel)
{
FTransform BoneToWorld(Output.AnimInstanceProxy->GetActorTransform());
BoneToWorld.RemoveScaling();
FakeMovement = BoneToWorld.TransformVector(FakeMovement);
}
FakeMovement = BaseTransform.InverseTransformVector(FakeMovement);
// Then add to each bone
for(int32 i=1; i<TrailBoneLocations.Num(); i++)
{
TrailBoneLocations[i] += FakeMovement;
}
}
// Root bone of trail is not modified.
FCompactPoseBoneIndex RootIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(ChainBoneIndices[0]));
const FTransform& ChainTransform = Output.Pose.GetComponentSpaceTransform(RootIndex);
OutBoneTransforms[0] = FBoneTransform(RootIndex, ChainTransform);
TrailBoneLocations[0] = ChainTransform.GetTranslation();
TArray<FTransform> DebugPlaneTransforms;
#if WITH_EDITORONLY_DATA
if (bUsePlanarLimit)
{
DebugPlaneTransforms.AddDefaulted(PlanarLimits.Num());
}
#endif // WITH_EDITORONLY_DATA
checkSlow(RotationLimits.Num() == ChainLength);
checkSlow(RotationOffsets.Num() == ChainLength);
// first solve trail locations
for (int32 i = 1; i < ChainBoneIndices.Num(); i++)
{
// Parent bone position in component space.
FCompactPoseBoneIndex ParentIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(ChainBoneIndices[i - 1]));
FVector ParentPos = TrailBoneLocations[i - 1];
FVector ParentAnimPos = Output.Pose.GetComponentSpaceTransform(ParentIndex).GetTranslation();
// Child bone position in component space.
FCompactPoseBoneIndex ChildIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(ChainBoneIndices[i]));
FVector ChildPos = OldToNewTM.TransformPosition(TrailBoneLocations[i]); // move from 'last frames component' frame to 'this frames component' frame
FVector ChildAnimPos = Output.Pose.GetComponentSpaceTransform(ChildIndex).GetTranslation();
// Desired parent->child offset.
FVector TargetDelta = (ChildAnimPos - ParentAnimPos);
// Desired child position.
FVector ChildTarget = ParentPos + TargetDelta;
// Find vector from child to target
FVector Error = (ChildTarget - ChildPos);
// Calculate how much to push the child towards its target
const float SpeedScale = RelaxationSpeedScaleInputProcessor.ApplyTo(RelaxationSpeedScale, TimeStep);
const float Correction = FMath::Clamp<float>(TimeStep * SpeedScale * PerJointTrailData[i].TrailRelaxationSpeedPerSecond, 0.f, 1.f);
// Scale correction vector and apply to get new world-space child position.
TrailBoneLocations[i] = ChildPos + (Error * Correction);
// Limit stretch first
// If desired, prevent bones stretching too far.
if (bLimitStretch)
{
double RefPoseLength = TargetDelta.Size();
FVector CurrentDelta = TrailBoneLocations[i] - TrailBoneLocations[i - 1];
double CurrentLength = CurrentDelta.Size();
// If we are too far - cut it back (just project towards parent particle).
if ((CurrentLength - RefPoseLength > StretchLimit) && CurrentLength > UE_DOUBLE_SMALL_NUMBER)
{
FVector CurrentDir = CurrentDelta / CurrentLength;
TrailBoneLocations[i] = TrailBoneLocations[i - 1] + (CurrentDir * (RefPoseLength + StretchLimit));
}
}
// set planar limit if used
if (bUsePlanarLimit)
{
for (int32 Index = 0; Index<PlanarLimits.Num(); ++Index)
{
const FAnimPhysPlanarLimit& PlanarLimit = PlanarLimits[Index];
FTransform LimitPlaneTransform = PlanarLimit.PlaneTransform;
if (PlanarLimit.DrivingBone.IsValidToEvaluate(BoneContainer))
{
FCompactPoseBoneIndex DrivingBoneIndex = PlanarLimit.DrivingBone.GetCompactPoseIndex(BoneContainer);
FTransform DrivingBoneTransform = Output.Pose.GetComponentSpaceTransform(DrivingBoneIndex);
LimitPlaneTransform *= DrivingBoneTransform;
}
FPlane LimitPlane(LimitPlaneTransform.GetLocation(), LimitPlaneTransform.GetUnitAxis(EAxis::Z));
#if WITH_EDITORONLY_DATA
DebugPlaneTransforms[Index] = LimitPlaneTransform;
#endif // #if WITH_EDITORONLY_DATA
const double DistanceFromPlane = LimitPlane.PlaneDot(TrailBoneLocations[i]);
if (DistanceFromPlane < 0.0)
{
TrailBoneLocations[i] -= DistanceFromPlane*FVector(LimitPlane.X, LimitPlane.Y, LimitPlane.Z);
}
}
}
// Modify child matrix
OutBoneTransforms[i] = FBoneTransform(ChildIndex, Output.Pose.GetComponentSpaceTransform(ChildIndex));
OutBoneTransforms[i].Transform.SetTranslation(TrailBoneLocations[i]);
// reorient parent to child
if (bReorientParentToChild)
{
FVector CurrentBoneDir = OutBoneTransforms[i - 1].Transform.TransformVector(GetAlignVector(ChainBoneAxis, bInvertChainBoneAxis));
CurrentBoneDir = CurrentBoneDir.GetSafeNormal(UE_DOUBLE_SMALL_NUMBER);
// Calculate vector from parent to child.
FVector DeltaTranslation = OutBoneTransforms[i].Transform.GetTranslation() - OutBoneTransforms[i - 1].Transform.GetTranslation();
FVector NewBoneDir = FVector(DeltaTranslation).GetSafeNormal(UE_DOUBLE_SMALL_NUMBER);
// Calculate a quaternion that gets us from our current rotation to the desired one.
FQuat DeltaLookQuat = FQuat::FindBetweenNormals(CurrentBoneDir, NewBoneDir);
FQuat ParentRotation = OutBoneTransforms[i - 1].Transform.GetRotation();
FQuat NewRotation = DeltaLookQuat * ParentRotation;
if (bLimitRotation)
{
// right now we're setting rotation of parent
// if we want to limit rotation, try limit parent rotation
FQuat GrandParentRotation = FQuat::Identity;
if (i == 1)
{
const FCompactPoseBoneIndex GrandParentIndex = BoneContainer.GetParentBoneIndex(ParentIndex);
if (GrandParentIndex != INDEX_NONE)
{
GrandParentRotation = Output.Pose.GetComponentSpaceTransform(GrandParentIndex).GetRotation();
}
}
else
{
// get local
GrandParentRotation = OutBoneTransforms[i - 2].Transform.GetRotation();
}
// we're fixing up parent local rotation here
FQuat NewLocalRotation = GrandParentRotation.Inverse() * NewRotation;
const FQuat& RefRotation = BoneContainer.GetRefPoseTransform(ParentIndex).GetRotation();
const FRotationLimit& RotationLimit = RotationLimits[i - 1];
// we limit to ref rotaiton
if (AnimationCore::ConstrainAngularRangeUsingEuler(NewLocalRotation, RefRotation, RotationLimit.LimitMin + RotationOffsets[i - 1], RotationLimit.LimitMax + RotationOffsets[i - 1]))
{
// if we changed rotaiton, let's find new tranlstion
NewRotation = GrandParentRotation * NewLocalRotation;
FVector NewTransltion = NewRotation.Vector() * DeltaTranslation.Size();
// we don't want to go to target, this creates very poppy motion.
// @todo: to do this better, I feel we need alpha to blend into external limit and blend back to it
FVector AdjustedLocation = FMath::Lerp(DeltaTranslation, NewTransltion, Correction) + OutBoneTransforms[i - 1].Transform.GetTranslation();
OutBoneTransforms[i].Transform.SetTranslation(AdjustedLocation);
// update new trail location, so that next chain will use this info
TrailBoneLocations[i] = AdjustedLocation;
}
}
// clamp rotation, but translation is still there - should fix translation
OutBoneTransforms[i - 1].Transform.SetRotation(NewRotation);
}
}
// For the last bone in the chain, use the rotation from the bone above it.
FQuat LeafRotation = FQuat::FastLerp(OutBoneTransforms[ChainLength - 2].Transform.GetRotation(), OutBoneTransforms[ChainLength - 1].Transform.GetRotation(), LastBoneRotationAnimAlphaBlend);
LeafRotation.Normalize();
OutBoneTransforms[ChainLength - 1].Transform.SetRotation(LeafRotation);
#if WITH_EDITORONLY_DATA
if (bEnableDebug || bEditorDebugEnabled)
{
if (bShowBaseMotion)
{
// draw new velocity on new base transform
FVector PreviousLoc = OldBaseTransform.GetLocation();
FVector NewLoc = BaseTransform.GetLocation();
Output.AnimInstanceProxy->AnimDrawDebugDirectionalArrow(PreviousLoc, NewLoc, 5.f, FColor::Red, false, DebugLifeTime);
}
if (bShowTrailLocation)
{
const int32 TrailNum = TrailBoneLocations.Num();
if (TrailDebugColors.Num() != TrailNum)
{
TrailDebugColors.Reset();
TrailDebugColors.AddUninitialized(TrailNum);
for (int32 Index = 0; Index < TrailNum; ++Index)
{
TrailDebugColors[Index] = FColor::MakeRandomColor();
}
}
// draw trail positions
for (int32 Index = 0; Index < TrailNum - 1; ++Index)
{
FVector PreviousLoc = ComponentTransform.TransformPosition(TrailBoneLocations[Index]);
FVector NewLoc = ComponentTransform.TransformPosition(TrailBoneLocations[Index + 1]);
Output.AnimInstanceProxy->AnimDrawDebugLine(PreviousLoc, NewLoc, TrailDebugColors[Index], false, DebugLifeTime);
}
}
// draw limits
if (bShowLimit)
{
if (bUsePlanarLimit)
{
const int32 PlaneLimitNum = DebugPlaneTransforms.Num();
if (PlaneDebugColors.Num() != PlaneLimitNum)
{
PlaneDebugColors.Reset();
PlaneDebugColors.AddUninitialized(PlaneLimitNum);
for (int32 Index = 0; Index < PlaneLimitNum; ++Index)
{
PlaneDebugColors[Index] = FColor::MakeRandomColor();
}
}
// draw plane info
for (int32 Index = 0; Index < PlaneLimitNum; ++Index)
{
const FTransform& PlaneTransform = DebugPlaneTransforms[Index];
FTransform WorldPlaneTransform = PlaneTransform * ComponentTransform;
Output.AnimInstanceProxy->AnimDrawDebugPlane(WorldPlaneTransform, 40.f, PlaneDebugColors[Index], false, DebugLifeTime, 0.5);
Output.AnimInstanceProxy->AnimDrawDebugDirectionalArrow(WorldPlaneTransform.GetLocation(),
WorldPlaneTransform.GetLocation() + WorldPlaneTransform.GetRotation().RotateVector(FVector(0, 0, 40)), 10.f, PlaneDebugColors[Index], false, DebugLifeTime, 0.5f);
}
}
}
}
#endif //#if WITH_EDITORONLY_DATA
// Update OldBaseTransform
OldBaseTransform = BaseTransform;
}
bool FAnimNode_Trail::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
{
// if bones are valid
if (TrailBone.IsValidToEvaluate(RequiredBones))
{
for (auto& ChainIndex : ChainBoneIndices)
{
if (ChainIndex == INDEX_NONE)
{
// unfortunately there is no easy way to communicate this back to user other than spamming here because this gets called every frame
// originally tried in AnimGraphNode, but that doesn't know hierarchy so I can't verify it there. Maybe should try with USkeleton asset there. @todo
return false;
}
else if (RequiredBones.Contains(IntCastChecked<FBoneIndexType>(ChainIndex)) == false)
{
return false;
}
}
}
return (ChainBoneIndices.Num() > 0);
}
void FAnimNode_Trail::InitializeBoneReferences(const FBoneContainer& RequiredBones)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(InitializeBoneReferences)
TrailBone.Initialize(RequiredBones);
BaseJoint.Initialize(RequiredBones);
// initialize chain bone indices
ChainBoneIndices.Reset();
if (ChainLength > 1 && TrailBone.IsValidToEvaluate(RequiredBones))
{
ChainBoneIndices.AddZeroed(ChainLength);
int32 WalkBoneIndex = TrailBone.BoneIndex;
ChainBoneIndices[ChainLength - 1] = WalkBoneIndex;
for(int32 i = 1; i < ChainLength; i++)
{
//Insert indices at the start of array, so that parents are before children in the array.
int32 TransformIndex = ChainLength - (i + 1);
// if reached to root or invalid, invalidate the data
if(WalkBoneIndex == INDEX_NONE || WalkBoneIndex == 0)
{
ChainBoneIndices[TransformIndex] = INDEX_NONE;
}
else
{
// Get parent bone.
WalkBoneIndex = RequiredBones.GetParentBoneIndex(WalkBoneIndex);
ChainBoneIndices[TransformIndex] = WalkBoneIndex;
}
}
}
for (FAnimPhysPlanarLimit& PlanarLimit : PlanarLimits)
{
PlanarLimit.DrivingBone.Initialize(RequiredBones);
}
}
FVector FAnimNode_Trail::GetAlignVector(EAxis::Type AxisOption, bool bInvert)
{
FVector AxisDir;
if (AxisOption == EAxis::X)
{
AxisDir = FVector(1, 0, 0);
}
else if (AxisOption == EAxis::Y)
{
AxisDir = FVector(0, 1, 0);
}
else
{
AxisDir = FVector(0, 0, 1);
}
if (bInvert)
{
AxisDir *= -1.f;
}
return AxisDir;
}
void FAnimNode_Trail::PostLoad()
{
#if WITH_EDITORONLY_DATA
if (TrailRelaxation_DEPRECATED != 10.f)
{
FRichCurve* TrailRelaxRichCurve = TrailRelaxationSpeed.GetRichCurve();
TrailRelaxRichCurve->Reset();
TrailRelaxRichCurve->AddKey(0.f, TrailRelaxation_DEPRECATED);
TrailRelaxRichCurve->AddKey(1.f, TrailRelaxation_DEPRECATED);
// since we don't know if it's same as default or not, we have to keep default
// if default, the default constructor will take care of it. If not, we'll reset
TrailRelaxation_DEPRECATED = 10.f;
}
EnsureChainSize();
#endif
}
void FAnimNode_Trail::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
FAnimNode_SkeletalControlBase::Initialize_AnyThread(Context);
// allocated all memory here in initialize
PerJointTrailData.Reset();
TrailBoneLocations.Reset();
if(ChainLength > 1)
{
PerJointTrailData.AddZeroed(ChainLength);
TrailBoneLocations.AddZeroed(ChainLength);
float Interval = (ChainLength > 1)? (1.f/(ChainLength-1)) : 0.f;
const FRichCurve* TrailRelaxRichCurve = TrailRelaxationSpeed.GetRichCurveConst();
check(TrailRelaxRichCurve);
for(int32 Idx=0; Idx<ChainLength; ++Idx)
{
PerJointTrailData[Idx].TrailRelaxationSpeedPerSecond = TrailRelaxRichCurve->Eval(Interval * Idx);
}
}
RelaxationSpeedScaleInputProcessor.Reinitialize();
}
#if WITH_EDITOR
void FAnimNode_Trail::EnsureChainSize()
{
if (RotationLimits.Num() != ChainLength)
{
const int32 CurNum = RotationLimits.Num();
if (CurNum >= ChainLength)
{
RotationLimits.SetNum(ChainLength);
RotationOffsets.SetNum(ChainLength);
}
else
{
RotationLimits.AddDefaulted(ChainLength - CurNum);
RotationOffsets.AddZeroed(ChainLength - CurNum);
}
}
}
#endif // WITH_EDITOR