196 lines
6.9 KiB
C++
196 lines
6.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Animation/AnimTypes.h"
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#include "Animation/AnimNodeBase.h"
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#include "Animation/AnimData/BoneMaskFilter.h"
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#include "AnimNode_LayeredBoneBlend.generated.h"
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UENUM()
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enum class ELayeredBoneBlendMode : uint8
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{
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BranchFilter,
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BlendMask,
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};
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// Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets
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USTRUCT(BlueprintInternalUseOnly)
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struct FAnimNode_LayeredBoneBlend : public FAnimNode_Base
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{
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GENERATED_USTRUCT_BODY()
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public:
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/** The source pose */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
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FPoseLink BasePose;
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/** Each layer's blended pose */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, editfixedsize, Category=Links, meta=(BlueprintCompilerGeneratedDefaults))
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TArray<FPoseLink> BlendPoses;
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/** Whether to use branch filters or a blend mask to specify an input pose per-bone influence */
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UPROPERTY(EditAnywhere, Category = Config)
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ELayeredBoneBlendMode BlendMode;
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/**
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* The blend masks to use for our layer inputs. Allows the use of per-bone alphas.
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* Blend masks are used when BlendMode is BlendMask.
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*/
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UPROPERTY(EditAnywhere, editfixedsize, Category=Config, meta=(UseAsBlendMask=true))
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TArray<TObjectPtr<UBlendProfile>> BlendMasks;
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/**
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* Configuration for the parts of the skeleton to blend for each layer. Allows
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* certain parts of the tree to be blended out or omitted from the pose.
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* LayerSetup is used when BlendMode is BranchFilter.
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*/
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UPROPERTY(EditAnywhere, editfixedsize, Category=Config)
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TArray<FInputBlendPose> LayerSetup;
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/** The weights of each layer */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, editfixedsize, Category=Runtime, meta=(BlueprintCompilerGeneratedDefaults, PinShownByDefault))
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TArray<float> BlendWeights;
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protected:
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// transient data to handle weight and target weight
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// this array changes based on required bones
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TArray<FPerBoneBlendWeight> DesiredBoneBlendWeights;
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TArray<FPerBoneBlendWeight> CurrentBoneBlendWeights;
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// Per-bone weights for the skeleton. Serialized as these are only relative to the skeleton, but can potentially
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// be regenerated at runtime if the GUIDs dont match
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UPROPERTY()
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TArray<FPerBoneBlendWeight> PerBoneBlendWeights;
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// Per-curve source pose index
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TBaseBlendedCurve<FDefaultAllocator, UE::Anim::FCurveElementIndexed> CurvePoseSourceIndices;
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// Guids for skeleton used to determine whether the PerBoneBlendWeights need rebuilding
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UPROPERTY()
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FGuid SkeletonGuid;
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// Guid for virtual bones used to determine whether the PerBoneBlendWeights need rebuilding
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UPROPERTY()
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FGuid VirtualBoneGuid;
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// Serial number of the required bones container
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uint16 RequiredBonesSerialNumber;
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public:
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/*
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* Max LOD that this node is allowed to run
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* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
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* when the component LOD becomes 3, it will stop update/evaluate
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* currently transition would be issue and that has to be re-visited
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Performance, meta = (DisplayName = "LOD Threshold"))
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int32 LODThreshold;
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/** Whether to blend bone rotations in mesh space or in local space */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Config)
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bool bMeshSpaceRotationBlend;
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/** Whether to blend bone rotations in root space or in mesh space */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Config, Meta = (Editcondition = bMeshSpaceRotationBlend))
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bool bRootSpaceRotationBlend;
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/** Whether to blend bone scales in mesh space or in local space */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Config)
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bool bMeshSpaceScaleBlend;
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/** How to blend the layers together */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Config)
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TEnumAsByte<enum ECurveBlendOption::Type> CurveBlendOption;
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/** Whether to incorporate the per-bone blend weight of the root bone when lending root motion */
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UPROPERTY(EditAnywhere, Category = Config)
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bool bBlendRootMotionBasedOnRootBone;
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bool bHasRelevantPoses;
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FAnimNode_LayeredBoneBlend()
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: BlendMode(ELayeredBoneBlendMode::BranchFilter)
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, RequiredBonesSerialNumber(0)
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, LODThreshold(INDEX_NONE)
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, bMeshSpaceRotationBlend(false)
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, bRootSpaceRotationBlend(false)
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, bMeshSpaceScaleBlend(false)
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, CurveBlendOption(ECurveBlendOption::Override)
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, bBlendRootMotionBasedOnRootBone(true)
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, bHasRelevantPoses(false)
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{
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}
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// FAnimNode_Base interface
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ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override;
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ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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virtual int32 GetLODThreshold() const override { return LODThreshold; }
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// End of FAnimNode_Base interface
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void AddPose()
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{
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BlendWeights.Add(1.f);
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BlendPoses.AddDefaulted();
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SyncBlendMasksAndLayers();
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}
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void RemovePose(int32 PoseIndex)
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{
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BlendWeights.RemoveAt(PoseIndex);
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BlendPoses.RemoveAt(PoseIndex);
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if (BlendMasks.IsValidIndex(PoseIndex))
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{
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BlendMasks.RemoveAt(PoseIndex);
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}
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if (LayerSetup.IsValidIndex(PoseIndex))
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{
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LayerSetup.RemoveAt(PoseIndex);
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}
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// just in case, we've seen problems.
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SyncBlendMasksAndLayers();
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}
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// Set the blend mask for the specified input pose
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ANIMGRAPHRUNTIME_API void SetBlendMask(int32 InPoseIndex, UBlendProfile* InBlendMask);
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// Invalidate the cached per-bone blend weights from the skeleton
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void InvalidatePerBoneBlendWeights() { RequiredBonesSerialNumber = 0; SkeletonGuid = FGuid(); VirtualBoneGuid = FGuid(); }
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// Invalidates the cached bone data so it is recalculated the next time this node is updated
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void InvalidateCachedBoneData() { RequiredBonesSerialNumber = 0; }
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private:
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// just for the graph constructor to call.
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void AddFirstPose()
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{
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check(BlendWeights.IsEmpty());
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BlendWeights.Add(1.f);
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BlendPoses.AddDefaulted();
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check(BlendMode == ELayeredBoneBlendMode::BranchFilter);
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LayerSetup.AddDefaulted();
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}
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// Synchronize the number of BlendMasks or Layers with the number of BlendPoses.
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ANIMGRAPHRUNTIME_API void SyncBlendMasksAndLayers();
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// Rebuild cache per bone blend weights from the skeleton
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ANIMGRAPHRUNTIME_API void RebuildPerBoneBlendWeights(const USkeleton* InSkeleton);
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// Check whether per-bone blend weights are valid according to the skeleton (GUID check)
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ANIMGRAPHRUNTIME_API bool ArePerBoneBlendWeightsValid(const USkeleton* InSkeleton) const;
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// Update cached data if required
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ANIMGRAPHRUNTIME_API void UpdateCachedBoneData(const FBoneContainer& RequiredBones, const USkeleton* Skeleton);
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friend class UAnimGraphNode_LayeredBoneBlend;
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};
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