Example #1
0
void UNiagaraComponent::TickComponent(float DeltaSeconds, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
//	EmitterAge += DeltaSeconds;

	if (EffectInstance)
	{ 
		static FNiagaraVariableInfo Const_Zero(TEXT("ZERO"), ENiagaraDataType::Vector);
		static FNiagaraVariableInfo Const_DeltaTime(TEXT("Delta Time"), ENiagaraDataType::Vector);
		static FNiagaraVariableInfo Const_EmitterPos(TEXT("Emitter Position"), ENiagaraDataType::Vector);
		static FNiagaraVariableInfo Const_EmitterAge(TEXT("Emitter Age"), ENiagaraDataType::Vector);
		static FNiagaraVariableInfo Const_EmitterX(TEXT("Emitter X Axis"), ENiagaraDataType::Vector);
		static FNiagaraVariableInfo Const_EmitterY(TEXT("Emitter Y Axis"), ENiagaraDataType::Vector);
		static FNiagaraVariableInfo Const_EmitterZ(TEXT("Emitter Z Axis"), ENiagaraDataType::Vector);
		static FNiagaraVariableInfo Const_EmitterTransform(TEXT("Emitter Transform"), ENiagaraDataType::Matrix);
		//Todo, open this up to the UI and setting via code and BPs.
		EffectInstance->SetConstant(Const_Zero, FVector4(0.0f, 0.0f, 0.0f, 0.0f));	// zero constant
		EffectInstance->SetConstant(Const_DeltaTime, FVector4(DeltaSeconds, DeltaSeconds, DeltaSeconds, DeltaSeconds));
		EffectInstance->SetConstant(Const_EmitterPos, FVector4(ComponentToWorld.GetTranslation()));
		EffectInstance->SetConstant(Const_EmitterX, FVector4(ComponentToWorld.GetUnitAxis(EAxis::X)));
		EffectInstance->SetConstant(Const_EmitterY, FVector4(ComponentToWorld.GetUnitAxis(EAxis::Y)));
		EffectInstance->SetConstant(Const_EmitterZ, FVector4(ComponentToWorld.GetUnitAxis(EAxis::Z)));
		EffectInstance->SetConstant(Const_EmitterTransform, ComponentToWorld.ToMatrixWithScale());

		EffectInstance->Tick(DeltaSeconds);
	}

	UpdateComponentToWorld();
	MarkRenderDynamicDataDirty();
}
void USkeletalMeshComponent::InitAnim(bool bForceReinit)
{
	// a lot of places just call InitAnim without checking Mesh, so 
	// I'm moving the check here
	if ( SkeletalMesh != NULL && IsRegistered() )
	{
		bool bBlueprintMismatch = (AnimBlueprintGeneratedClass != NULL) && 
			(AnimScriptInstance != NULL) && (AnimScriptInstance->GetClass() != AnimBlueprintGeneratedClass);

		bool bSkeletonMismatch = AnimScriptInstance && AnimScriptInstance->CurrentSkeleton && (AnimScriptInstance->CurrentSkeleton!=SkeletalMesh->Skeleton);

		if (bBlueprintMismatch || bSkeletonMismatch )
		{
			ClearAnimScriptInstance();
		}

		// this has to be called before Initialize Animation because it will required RequiredBones list when InitializeAnimScript
		RecalcRequiredBones(0);

		InitializeAnimScriptInstance(bForceReinit);

		TickAnimation(0.f);
		RefreshBoneTransforms();
		UpdateComponentToWorld();
	}
}
void USceneCaptureComponentCube::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	if (bCaptureEveryFrame)
	{
		UpdateComponentToWorld(false);
	}
}
Example #4
0
void UActorComponent::OnRegister()
{
	checkf(!HasAnyFlags(RF_Unreachable), TEXT("%s"), *GetDetailedInfo());
	checkf(!GetOuter()->IsTemplate(), TEXT("'%s' (%s)"), *GetOuter()->GetFullName(), *GetDetailedInfo());
	checkf(!IsTemplate(), TEXT("'%s' (%s)"), *GetOuter()->GetFullName(), *GetDetailedInfo() );
	checkf(World, TEXT("OnRegister: %s to %s"), *GetDetailedInfo(), GetOwner() ? *GetOwner()->GetFullName() : TEXT("*** No Owner ***") );
	checkf(!bRegistered, TEXT("OnRegister: %s to %s"), *GetDetailedInfo(), GetOwner() ? *GetOwner()->GetFullName() : TEXT("*** No Owner ***") );
	checkf(!IsPendingKill(), TEXT("OnRegister: %s to %s"), *GetDetailedInfo(), GetOwner() ? *GetOwner()->GetFullName() : TEXT("*** No Owner ***") );

	bRegistered = true;

	UpdateComponentToWorld();

	if (bAutoActivate)
	{
		Activate(true);
	}
}
FTransform USkeletalMeshComponent::ConvertLocalRootMotionToWorld(const FTransform & InTransform)
{
	// Make sure component to world is up to date
	if (!bWorldToComponentUpdated)
	{
		UpdateComponentToWorld();
	}

	const FTransform NewWorldTransform = InTransform * ComponentToWorld;
	const FVector DeltaWorldTranslation = NewWorldTransform.GetTranslation() - ComponentToWorld.GetTranslation();
	const FQuat DeltaWorldRotation = ComponentToWorld.GetRotation().Inverse() * NewWorldTransform.GetRotation();

	const FTransform DeltaWorldTransform(DeltaWorldRotation, DeltaWorldTranslation);

	UE_LOG(LogRootMotion, Log,  TEXT("ConvertLocalRootMotionToWorld LocalT: %s, LocalR: %s, WorldT: %s, WorldR: %s."),
		*InTransform.GetTranslation().ToCompactString(), *InTransform.GetRotation().Rotator().ToCompactString(), 
		*DeltaWorldTransform.GetTranslation().ToCompactString(), *DeltaWorldTransform.GetRotation().Rotator().ToCompactString() );

	return DeltaWorldTransform;
}
void USkeletalMeshComponent::RefreshBoneTransforms()
{
	SCOPE_CYCLE_COUNTER(STAT_RefreshBoneTransforms);

	// Can't do anything without a SkeletalMesh
	// Do nothing more if no bones in skeleton.
	if( !SkeletalMesh || SpaceBases.Num() == 0 )
	{
		return;
	}
	
	AActor * Owner = GetOwner();
	const FAnimUpdateRateParameters  & UpdateRateParams = Owner ? Owner->AnimUpdateRateParams : FAnimUpdateRateParameters();

	{
		FScopeLockPhysXWriter LockPhysXForWriting;

		// Recalculate the RequiredBones array, if necessary
		if( !bRequiredBonesUpToDate )
		{
			RecalcRequiredBones(PredictedLODLevel);
		}

		// Update rate turned off, evaluate every frame.
		if( !bEnableUpdateRateOptimizations || (UpdateRateParams.GetEvaluationRate() <= 1) )
		{
			// evaluate pure animations, and fill up LocalAtoms
			EvaluateAnimation();
			// We need the mesh space bone transforms now for renderer to get delta from ref pose:
			FillSpaceBases();
			// Invalidate cached bones.
			CachedLocalAtoms.Empty();
			CachedSpaceBases.Empty();
		}
		else
		{
			// figure out if our cache is invalid.
			const bool bInvalidCachedBones = (LocalAtoms.Num() != SkeletalMesh->RefSkeleton.GetNum()) 
				|| (LocalAtoms.Num() != CachedLocalAtoms.Num())
				|| (SpaceBases.Num() != CachedSpaceBases.Num());

			// If cache is invalid, we need to rebuild it. And we can't interpolate.
			// (same path if we're not interpolating and not skipping a frame).
			if( bInvalidCachedBones || (!UpdateRateParams.ShouldInterpolateSkippedFrames() && !UpdateRateParams.ShouldSkipEvaluation()) )
			{
				// evaluate pure animations, and fill up LocalAtoms
				EvaluateAnimation();
				// Fill SpaceBases from LocalAtoms
				FillSpaceBases();

				// Cache bones
				CachedLocalAtoms = LocalAtoms;
				CachedSpaceBases = SpaceBases;
			}
			else
			{
				// No interpolation, just copy
				// @todo: if we don't blend any physics, we could even skip the copy.
				if( !UpdateRateParams.ShouldInterpolateSkippedFrames() )
				{
					LocalAtoms = CachedLocalAtoms;
					SpaceBases = CachedSpaceBases;
				}
				else
				{
					// If we are not skipping evaluation this frame, refresh cache.
					if( !UpdateRateParams.ShouldSkipEvaluation() )
					{
						// Preserve LocalAtoms and SpaceBases, so we can keep interpolation.
						Exchange(LocalAtoms, CachedLocalAtoms);
						Exchange(SpaceBases, CachedSpaceBases);

						// evaluate pure animations, and fill up LocalAtoms
						EvaluateAnimation();
						// Fill SpaceBases from LocalAtoms
						FillSpaceBases();

						Exchange(LocalAtoms, CachedLocalAtoms);
						Exchange(SpaceBases, CachedSpaceBases);
					}

					// Interpolate
					{
						SCOPE_CYCLE_COUNTER(STAT_InterpolateSkippedFrames);
						const float Alpha = 0.25f + (1.f / float(FMath::Max(UpdateRateParams.GetEvaluationRate(), 2) * 2));
						FAnimationRuntime::LerpBoneTransforms(LocalAtoms, CachedLocalAtoms, Alpha, RequiredBones);
						FAnimationRuntime::LerpBoneTransforms(SpaceBases, CachedSpaceBases, Alpha, RequiredBones);
					}
				}
			}
		}

		// Transforms updated, cached local bounds are now out of date.
		InvalidateCachedBounds();

		// update physics data from animated data
		UpdateKinematicBonesToPhysics(false);
		UpdateRBJointMotors();
	}

	// @todo anim : hack TTP 224385	ANIM: Skeletalmesh double buffer
	// this is problem because intermediate buffer changes physics position as well
	// this causes issue where a half of frame, physics position is fixed with anim pose, and the other half is real simulated position
	// if you enable physics in tick, since that's before physics update, you'll get animation pose dominating physics pose, which isn't what you want. (Or what you'll see)
	// so do not update transform if physics is on. This problem will be solved by double buffer, when we keep one buffer for intermediate, and the other buffer for result query
	{
		FScopeLockPhysXReader LockPhysXForReading;

		if( !IsSimulatingPhysics() )
		{
			SCOPE_CYCLE_COUNTER(STAT_UpdateLocalToWorldAndOverlaps);
			
			// New bone positions need to be sent to render thread
			UpdateComponentToWorld();	

			// animation often change overlap. 
			UpdateOverlaps();
		}
	}

	MarkRenderDynamicDataDirty();
}