void UBlendSpaceBase::GetAnimationPose(TArray<FBlendSampleData>& BlendSampleDataCache, /*out*/ FCompactPose& OutPose, /*out*/ FBlendedCurve& OutCurve)
{
	SCOPE_CYCLE_COUNTER(STAT_BlendSpace_GetAnimPose);
	FScopeCycleCounterUObject BlendSpaceScope(this);

	if(BlendSampleDataCache.Num() == 0)
	{
		OutPose.ResetToRefPose();
		return;
	}

	const int32 NumPoses = BlendSampleDataCache.Num();

	TArray<FCompactPose, TInlineAllocator<8>> ChildrenPoses;
	ChildrenPoses.AddZeroed(NumPoses);

	TArray<FBlendedCurve, TInlineAllocator<8>> ChildrenCurves;
	ChildrenCurves.AddZeroed(NumPoses);

	TArray<float, TInlineAllocator<8>> ChildrenWeights;
	ChildrenWeights.AddZeroed(NumPoses);

	for(int32 ChildrenIdx=0; ChildrenIdx<ChildrenPoses.Num(); ++ChildrenIdx)
	{
		ChildrenPoses[ChildrenIdx].SetBoneContainer(&OutPose.GetBoneContainer());
		ChildrenCurves[ChildrenIdx].InitFrom(OutCurve);
	}

	// get all child atoms we interested in
	for(int32 I = 0; I < BlendSampleDataCache.Num(); ++I)
	{
		FCompactPose& Pose = ChildrenPoses[I];

		if(SampleData.IsValidIndex(BlendSampleDataCache[I].SampleDataIndex))
		{
			const FBlendSample& Sample = SampleData[BlendSampleDataCache[I].SampleDataIndex];
			ChildrenWeights[I] = BlendSampleDataCache[I].GetWeight();

			if(Sample.Animation)
			{
				const float Time = FMath::Clamp<float>(BlendSampleDataCache[I].Time, 0.f, Sample.Animation->SequenceLength);

				// first one always fills up the source one
				Sample.Animation->GetAnimationPose(Pose, ChildrenCurves[I], FAnimExtractContext(Time, true));
			}
			else
			{
				Pose.ResetToRefPose();
			}
		}
		else
		{
			Pose.ResetToRefPose();
		}
	}

	TArrayView<FCompactPose> ChildrenPosesView(ChildrenPoses);

	if (PerBoneBlend.Num() > 0)
	{
		if (IsValidAdditive())
		{
			if (bRotationBlendInMeshSpace)
			{
				FAnimationRuntime::BlendPosesTogetherPerBoneInMeshSpace(ChildrenPosesView, ChildrenCurves, this, BlendSampleDataCache, OutPose, OutCurve);
			}
			else
			{
				FAnimationRuntime::BlendPosesTogetherPerBone(ChildrenPosesView, ChildrenCurves, this, BlendSampleDataCache, OutPose, OutCurve);
			}
		}
		else
		{
			FAnimationRuntime::BlendPosesTogetherPerBone(ChildrenPosesView, ChildrenCurves, this, BlendSampleDataCache, OutPose, OutCurve);
		}
	}
	else
	{
		FAnimationRuntime::BlendPosesTogether(ChildrenPosesView, ChildrenCurves, ChildrenWeights, OutPose, OutCurve);
	}

	// Once all the accumulation and blending has been done, normalize rotations.
	OutPose.NormalizeRotations();
}
Ejemplo n.º 2
0
bool UAnimSingleNodeInstance::NativeEvaluateAnimation(FPoseContext& Output)
{
	if (CurrentAsset != NULL)
	{
		//@TODO: animrefactor: Seems like more code duplication than we need
		if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(CurrentAsset))
		{
			InternalBlendSpaceEvaluatePose(BlendSpace, BlendSampleData, Output);
		}
		else if (UAnimSequence* Sequence = Cast<UAnimSequence>(CurrentAsset))
		{
			if (Sequence->IsValidAdditive())
			{
				FAnimExtractContext ExtractionContext(CurrentTime, Sequence->bEnableRootMotion);

				Sequence->GetAdditiveBasePose(Output.Pose, Output.Curve, ExtractionContext);

				FCompactPose AdditivePose;
				FBlendedCurve AdditiveCurve;
				AdditivePose.SetBoneContainer(&Output.Pose.GetBoneContainer());
				AdditiveCurve.InitFrom(Output.Curve);
				Sequence->GetAnimationPose(AdditivePose, AdditiveCurve, ExtractionContext);

				FAnimationRuntime::AccumulateAdditivePose(Output.Pose, AdditivePose, Output.Curve, AdditiveCurve, 1.f, Sequence->AdditiveAnimType);
				Output.Pose.NormalizeRotations();
			}
			else
			{
				// if SkeletalMesh isn't there, we'll need to use skeleton
				Sequence->GetAnimationPose(Output.Pose, Output.Curve, FAnimExtractContext(CurrentTime, Sequence->bEnableRootMotion));
			}
		}
		else if (UAnimComposite* Composite = Cast<UAnimComposite>(CurrentAsset))
		{
			FAnimExtractContext ExtractionContext(CurrentTime, ShouldExtractRootMotion());
			const FAnimTrack& AnimTrack = Composite->AnimationTrack;

			// find out if this is additive animation
			if (AnimTrack.IsAdditive())
			{
#if WITH_EDITORONLY_DATA
				if (Composite->PreviewBasePose)
				{
					Composite->PreviewBasePose->GetAdditiveBasePose(Output.Pose, Output.Curve, ExtractionContext);
				}
				else
#endif
				{
					// get base pose - for now we only support ref pose as base
					Output.Pose.ResetToRefPose();
				}

				EAdditiveAnimationType AdditiveAnimType = AnimTrack.IsRotationOffsetAdditive()? AAT_RotationOffsetMeshSpace : AAT_LocalSpaceBase;

				FCompactPose AdditivePose;
				FBlendedCurve AdditiveCurve;
				AdditivePose.SetBoneContainer(&Output.Pose.GetBoneContainer());
				AdditiveCurve.InitFrom(Output.Curve);
				Composite->GetAnimationPose(AdditivePose, AdditiveCurve, ExtractionContext);

				FAnimationRuntime::AccumulateAdditivePose(Output.Pose, AdditivePose, Output.Curve, AdditiveCurve, 1.f, AdditiveAnimType);
			}
			else
			{
				//doesn't handle additive yet
				Composite->GetAnimationPose(Output.Pose, Output.Curve, ExtractionContext);
			}
		}
		else if (UAnimMontage* Montage = Cast<UAnimMontage>(CurrentAsset))
		{
			// for now only update first slot
			// in the future, add option to see which slot to see
			if (Montage->SlotAnimTracks.Num() > 0)
			{
				FCompactPose SourcePose;
				FBlendedCurve SourceCurve;
				SourcePose.SetBoneContainer(&Output.Pose.GetBoneContainer());
				SourceCurve.InitFrom(Output.Curve);
			
				if (Montage->IsValidAdditive())
				{
#if WITH_EDITORONLY_DATA
					// if montage is additive, we need to have base pose for the slot pose evaluate
					if (Montage->PreviewBasePose && Montage->SequenceLength > 0.f)
					{
						Montage->PreviewBasePose->GetBonePose(SourcePose, SourceCurve, FAnimExtractContext(CurrentTime));
					}
					else
#endif // WITH_EDITORONLY_DATA
					{
						SourcePose.ResetToRefPose();				
					}
				}
				else
				{
					SourcePose.ResetToRefPose();			
				}

				SlotEvaluatePose(Montage->SlotAnimTracks[0].SlotName, SourcePose, SourceCurve, Output.Pose, Output.Curve, 1.f);
			}
		}
	}

	if(CurrentVertexAnim != NULL)
	{
		VertexAnims.Add(FActiveVertexAnim(CurrentVertexAnim, 1.f, CurrentTime));
	}

	return true;
}