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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "BoneControllers/AnimNode_OrientationWarping.h"
#include "BoneControllers/BoneControllerTypes.h"
#include "BoneControllers/AnimNode_SkeletalControlBase.h"
#include "Settings/GMS_SettingStructLibrary.h"
#include "GMS_AnimNode_OrientationWarping.generated.h"
struct FAnimationInitializeContext;
struct FComponentSpacePoseContext;
struct FNodeDebugData;
USTRUCT(BlueprintInternalUseOnly)
struct GENERICMOVEMENTSYSTEM_API FGMS_AnimNode_OrientationWarping : public FAnimNode_SkeletalControlBase
{
GENERATED_BODY()
// Orientation warping evaluation mode (Graph or Manual)
UPROPERTY(EditAnywhere,BlueprintReadWrite, Category=Evaluation, meta=(PinShownByDefault))
EWarpingEvaluationMode Mode = EWarpingEvaluationMode::Manual;
// The desired orientation angle (in degrees) to warp by relative to the specified RotationAxis
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Evaluation, meta=(PinShownByDefault))
float OrientationAngle = 0.f;
// The character locomotion angle (in degrees) relative to the specified RotationAxis
// This will be used in the following equation for computing the orientation angle: [Orientation = RotationBetween(RootMotionDirection, LocomotionDirection)]
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Evaluation, meta=(PinShownByDefault))
float LocomotionAngle = 0.f;
// The character movement direction vector in world space
// This will be used to compute LocomotionAngle automatically
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Evaluation, meta=(PinShownByDefault))
FVector LocomotionDirection = { 0.f, 0.f, 0.f };
// Minimum root motion speed required to apply orientation warping
// This is useful to prevent unnatural re-orientation when the animation has a portion with no root motion (i.e starts/stops/idles)
// When this value is greater than 0, it's recommended to enable interpolation with RotationInterpSpeed > 0
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Evaluation, meta = (ClampMin = "0.0", PinHiddenByDefault))
float MinRootMotionSpeedThreshold = 10.0f;
// Specifies an angle threshold to prevent erroneous over-rotation of the character, disabled with a value of 0
//
// When the effective orientation warping angle is detected to be greater than this value (default: 90 degrees) the locomotion direction will be inverted prior to warping
// This will be used in the following equation: [Orientation = RotationBetween(RootMotionDirection, -LocomotionDirection)]
//
// Example: Playing a forward running animation while the motion is going backward
// Rather than orientation warping by 180 degrees, the system will warp by 0 degrees
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Evaluation, meta=(PinHiddenByDefault), meta=(ClampMin="0.0", ClampMax="180.0"))
float LocomotionAngleDeltaThreshold = 90.f;
// Spine bone definitions
// Used to counter rotate the body in order to keep the character facing forward
// The amount of counter rotation applied is driven by DistributedBoneOrientationAlpha
// UPROPERTY(EditAnywhere, Category="Settings") 由ExternalBoneReference代替代替。
UPROPERTY()
TArray<FBoneReference> SpineBones;
// IK Foot Root Bone definition
// UPROPERTY(EditAnywhere, Category="Settings", meta=(DisplayName="IK Foot Root Bone")) 由ExternalBoneReference代替。
UPROPERTY()
FBoneReference IKFootRootBone;
// IK Foot definitions
// UPROPERTY(EditAnywhere, Category="Settings", meta=(DisplayName="IK Foot Bones")) 由ExternalBoneReference代替。
UPROPERTY()
TArray<FBoneReference> IKFootBones;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= Settings, meta=(PinShownByDefault))
FGMS_OrientationWarpingBoneReference ExternalBoneReference;
// Rotation axis used when rotating the character body
UPROPERTY(EditAnywhere, Category=Settings)
TEnumAsByte<EAxis::Type> RotationAxis = EAxis::Z;
// Specifies how much rotation is applied to the character body versus IK feet
UPROPERTY(EditAnywhere, Category=Settings, meta=(ClampMin="0.0", ClampMax="1.0", PinHiddenByDefault))
float DistributedBoneOrientationAlpha = 0.5f;
// Specifies the interpolation speed (in Alpha per second) towards reaching the final warped rotation angle
// A value of 0 will cause instantaneous rotation, while a greater value will introduce smoothing
UPROPERTY(EditAnywhere, Category=Settings, meta=(ClampMin="0.0"))
float RotationInterpSpeed = 10.f;
// Max correction we're allowed to do per-second when using interpolation.
// This minimizes pops when we have a large difference between current and target orientation.
UPROPERTY(EditAnywhere, Category=Settings, meta=(ClampMin="0.0", EditCondition="RotationInterpSpeed > 0.0f"))
float MaxCorrectionDegrees = 180.f;
// Don't compensate our interpolator when the instantaneous root motion delta is higher than this. This is likely a pivot.
UPROPERTY(EditAnywhere, Category=Settings, meta=(ClampMin="0.0", EditCondition="RotationInterpSpeed > 0.0f"))
float MaxRootMotionDeltaToCompensateDegrees = 45.f;
// Whether to counter compensate interpolation by the animated root motion angle change over time.
// This helps to conserve the motion from our animation.
// Disable this if your root motion is expected to be jittery, and you want orientation warping to smooth it out.
UPROPERTY(EditAnywhere, Category=Settings, meta=(EditCondition="RotationInterpSpeed > 0.0f"))
bool bCounterCompenstateInterpolationByRootMotion = true;
UPROPERTY(EditAnywhere, Category=Experimental, meta=(PinHiddenByDefault))
bool bScaleByGlobalBlendWeight = false;
UPROPERTY(EditAnywhere, Category=Experimental, meta=(PinHiddenByDefault))
bool bUseManualRootMotionVelocity = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Experimental, meta=(PinHiddenByDefault))
FVector ManualRootMotionVelocity = FVector::ZeroVector;
//RootBoneTransform is the same as CustomTransform as
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Evaluation, meta=(PinHiddenByDefault))
EOrientationWarpingSpace WarpingSpace = EOrientationWarpingSpace::ComponentTransform;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Evaluation, meta=(PinHiddenByDefault))
FTransform WarpingSpaceTransform;
#if WITH_EDITORONLY_DATA
// Scale all debug drawing visualization by a factor
UPROPERTY(EditAnywhere, Category=Debug, meta=(ClampMin="0.0"))
float DebugDrawScale = 1.f;
// Enable/Disable orientation warping debug drawing
UPROPERTY(EditAnywhere, Category=Debug)
bool bEnableDebugDraw = false;
#endif
public:
// FAnimNode_Base interface
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
virtual void UpdateInternal(const FAnimationUpdateContext& Context) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
private:
// FAnimNode_SkeletalControlBase interface
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
struct FOrientationWarpingSpineBoneData
{
FCompactPoseBoneIndex BoneIndex;
float Weight;
FOrientationWarpingSpineBoneData()
: BoneIndex(INDEX_NONE)
, Weight(0.f)
{
}
FOrientationWarpingSpineBoneData(FCompactPoseBoneIndex InBoneIndex)
: BoneIndex(InBoneIndex)
, Weight(0.f)
{
}
// Comparison Operator for Sorting
struct FCompareBoneIndex
{
FORCEINLINE bool operator()(const FOrientationWarpingSpineBoneData& A, const FOrientationWarpingSpineBoneData& B) const
{
return A.BoneIndex < B.BoneIndex;
}
};
};
struct FOrientationWarpingFootData
{
TArray<FCompactPoseBoneIndex> IKFootBoneIndexArray;
FCompactPoseBoneIndex IKFootRootBoneIndex;
FOrientationWarpingFootData()
: IKFootBoneIndexArray()
, IKFootRootBoneIndex(INDEX_NONE)
{
}
};
// Computed spine bone indices and alpha weights for the specified spine definition
TArray<FOrientationWarpingSpineBoneData> SpineBoneDataArray;
// Computed IK bone indices for the specified foot definitions
FOrientationWarpingFootData IKFootData;
// Internal current frame root motion delta direction
FVector RootMotionDeltaDirection = FVector::ZeroVector;
// Internal orientation warping angle
float ActualOrientationAngleRad = 0.f;
float BlendWeight = 0.0f;
FGraphTraversalCounter UpdateCounter;
bool bIsFirstUpdate = false;
void Reset(const FAnimationBaseContext& Context);
#if WITH_EDITORONLY_DATA
// Whether we found a root motion delta attribute in the attribute stream on graph driven mode
bool bFoundRootMotionAttribute = false;
#endif
};