第一次提交
This commit is contained in:
@@ -0,0 +1,168 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/ObjectMacros.h"
|
||||
#include "Animation/AnimTypes.h"
|
||||
#include "Animation/AnimNodeBase.h"
|
||||
#include "Animation/AnimData/BoneMaskFilter.h"
|
||||
#include "Settings/GMS_SettingStructLibrary.h"
|
||||
#include "GMS_AnimNode_LayeredBoneBlend.generated.h"
|
||||
|
||||
|
||||
// Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets
|
||||
USTRUCT(BlueprintInternalUseOnly)
|
||||
struct FGMS_AnimNode_LayeredBoneBlend : public FAnimNode_Base
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
public:
|
||||
/** The source pose */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
|
||||
FPoseLink BasePose;
|
||||
|
||||
/** Each layer's blended pose */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, editfixedsize, Category=Links, meta=(BlueprintCompilerGeneratedDefaults))
|
||||
TArray<FPoseLink> BlendPoses;
|
||||
|
||||
/** Whether to use branch filters or a blend mask to specify an input pose per-bone influence */
|
||||
// UPROPERTY(EditAnywhere, Category = Config)
|
||||
// ELayeredBoneBlendMode BlendMode;
|
||||
|
||||
/**
|
||||
* The blend masks to use for our layer inputs. Allows the use of per-bone alphas.
|
||||
* Blend masks are used when BlendMode is BlendMask.
|
||||
*/
|
||||
// UPROPERTY(EditAnywhere, editfixedsize, Category=Config, meta=(UseAsBlendMask=true))
|
||||
// TArray<TObjectPtr<UBlendProfile>> BlendMasks;
|
||||
|
||||
/**
|
||||
* Configuration for the parts of the skeleton to blend for each layer. Allows
|
||||
* certain parts of the tree to be blended out or omitted from the pose.
|
||||
* LayerSetup is used when BlendMode is BranchFilter.
|
||||
*/
|
||||
UPROPERTY()
|
||||
TArray<FInputBlendPose> LayerSetup;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(PinShownByDefault), Category=GMS)
|
||||
FGMS_InputBlendPose ExternalLayerSetup;
|
||||
|
||||
/** The weights of each layer */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, editfixedsize, Category=GMS, meta=(BlueprintCompilerGeneratedDefaults, PinShownByDefault))
|
||||
TArray<float> BlendWeights;
|
||||
|
||||
/** Whether to blend bone rotations in mesh space or in local space */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Config, meta=(PinShownByDefault))
|
||||
bool bMeshSpaceRotationBlend;
|
||||
|
||||
/** Whether to blend bone scales in mesh space or in local space */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Config)
|
||||
bool bMeshSpaceScaleBlend;
|
||||
|
||||
/** How to blend the layers together */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Config)
|
||||
TEnumAsByte<enum ECurveBlendOption::Type> CurveBlendOption;
|
||||
|
||||
/** Whether to incorporate the per-bone blend weight of the root bone when lending root motion */
|
||||
UPROPERTY(EditAnywhere, Category = Config)
|
||||
bool bBlendRootMotionBasedOnRootBone;
|
||||
|
||||
bool bHasRelevantPoses;
|
||||
|
||||
/*
|
||||
* Max LOD that this node is allowed to run
|
||||
* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
|
||||
* when the component LOD becomes 3, it will stop update/evaluate
|
||||
* currently transition would be issue and that has to be re-visited
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Performance, meta = (DisplayName = "LOD Threshold"))
|
||||
int32 LODThreshold;
|
||||
|
||||
protected:
|
||||
// Per-bone weights for the skeleton. Serialized as these are only relative to the skeleton, but can potentially
|
||||
// be regenerated at runtime if the GUIDs dont match
|
||||
UPROPERTY()
|
||||
TArray<FPerBoneBlendWeight> PerBoneBlendWeights;
|
||||
|
||||
// Guids for skeleton used to determine whether the PerBoneBlendWeights need rebuilding
|
||||
UPROPERTY()
|
||||
FGuid SkeletonGuid;
|
||||
|
||||
// Guid for virtual bones used to determine whether the PerBoneBlendWeights need rebuilding
|
||||
UPROPERTY()
|
||||
FGuid VirtualBoneGuid;
|
||||
|
||||
// transient data to handle weight and target weight
|
||||
// this array changes based on required bones
|
||||
TArray<FPerBoneBlendWeight> DesiredBoneBlendWeights;
|
||||
TArray<FPerBoneBlendWeight> CurrentBoneBlendWeights;
|
||||
|
||||
// Per-curve source pose index
|
||||
TBaseBlendedCurve<FDefaultAllocator, UE::Anim::FCurveElementIndexed> CurvePoseSourceIndices;
|
||||
|
||||
// Serial number of the required bones container
|
||||
uint16 RequiredBonesSerialNumber;
|
||||
|
||||
public:
|
||||
FGMS_AnimNode_LayeredBoneBlend()
|
||||
: bMeshSpaceRotationBlend(false)
|
||||
, bMeshSpaceScaleBlend(false)
|
||||
, CurveBlendOption(ECurveBlendOption::Override)
|
||||
, bBlendRootMotionBasedOnRootBone(true)
|
||||
, bHasRelevantPoses(false)
|
||||
, LODThreshold(INDEX_NONE)
|
||||
, RequiredBonesSerialNumber(0)
|
||||
{
|
||||
}
|
||||
|
||||
// FAnimNode_Base interface
|
||||
GENERICMOVEMENTSYSTEM_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
|
||||
GENERICMOVEMENTSYSTEM_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
|
||||
GENERICMOVEMENTSYSTEM_API virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
|
||||
GENERICMOVEMENTSYSTEM_API virtual void Evaluate_AnyThread(FPoseContext& Output) override;
|
||||
GENERICMOVEMENTSYSTEM_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
|
||||
virtual int32 GetLODThreshold() const override { return LODThreshold; }
|
||||
// End of FAnimNode_Base interface
|
||||
|
||||
void AddPose()
|
||||
{
|
||||
BlendWeights.Add(1.f);
|
||||
BlendPoses.AddDefaulted();
|
||||
LayerSetup.AddDefaulted();
|
||||
}
|
||||
|
||||
void RemovePose(int32 PoseIndex)
|
||||
{
|
||||
BlendWeights.RemoveAt(PoseIndex);
|
||||
BlendPoses.RemoveAt(PoseIndex);
|
||||
|
||||
if (LayerSetup.IsValidIndex(PoseIndex))
|
||||
{
|
||||
LayerSetup.RemoveAt(PoseIndex);
|
||||
}
|
||||
}
|
||||
|
||||
// Invalidate the cached per-bone blend weights from the skeleton
|
||||
void InvalidatePerBoneBlendWeights()
|
||||
{
|
||||
RequiredBonesSerialNumber = 0;
|
||||
SkeletonGuid = FGuid();
|
||||
VirtualBoneGuid = FGuid();
|
||||
}
|
||||
|
||||
// Invalidates the cached bone data so it is recalculated the next time this node is updated
|
||||
void InvalidateCachedBoneData() { RequiredBonesSerialNumber = 0; }
|
||||
|
||||
public:
|
||||
// Rebuild cache per bone blend weights from the skeleton
|
||||
GENERICMOVEMENTSYSTEM_API void RebuildPerBoneBlendWeights(const USkeleton* InSkeleton);
|
||||
|
||||
// Check whether per-bone blend weights are valid according to the skeleton (GUID check)
|
||||
GENERICMOVEMENTSYSTEM_API bool ArePerBoneBlendWeightsValid(const USkeleton* InSkeleton) const;
|
||||
|
||||
// Update cached data if required
|
||||
GENERICMOVEMENTSYSTEM_API void UpdateCachedBoneData(const FBoneContainer& RequiredBones, const USkeleton* Skeleton);
|
||||
|
||||
friend class UAnimGraphNode_LayeredBoneBlend;
|
||||
};
|
||||
Reference in New Issue
Block a user