void FAnimNode_RotationMultiplier::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms) { check(OutBoneTransforms.Num() == 0); if ( Multiplier != 0.f ) { // Reference bone const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer(); const FCompactPoseBoneIndex TargetBoneIndex = TargetBone.GetCompactPoseIndex(BoneContainer); const FCompactPoseBoneIndex SourceBoneIndex = SourceBone.GetCompactPoseIndex(BoneContainer); const FQuat RefQuat = MeshBases.GetPose().GetRefPose(TargetBoneIndex).GetRotation(); const FTransform& SourceRefPose = MeshBases.GetPose().GetRefPose(SourceBoneIndex); FQuat NewQuat = MultiplyQuatBasedOnSourceIndex(SourceRefPose, MeshBases.GetLocalSpaceTransform(SourceBoneIndex), RotationAxisToRefer, Multiplier, RefQuat); FTransform NewLocalTransform = MeshBases.GetLocalSpaceTransform(TargetBoneIndex); if (bIsAdditive) { NewQuat = NewLocalTransform.GetRotation() * NewQuat; } NewLocalTransform.SetRotation(NewQuat); const FCompactPoseBoneIndex ParentIndex = MeshBases.GetPose().GetParentBoneIndex(TargetBoneIndex); if( ParentIndex != INDEX_NONE ) { const FTransform& ParentTM = MeshBases.GetComponentSpaceTransform(ParentIndex); FTransform NewTransform = NewLocalTransform * ParentTM; OutBoneTransforms.Add( FBoneTransform(TargetBoneIndex, NewTransform) ); } else { OutBoneTransforms.Add( FBoneTransform(TargetBoneIndex, NewLocalTransform) ); } } }
void FAnimNode_TwoBoneIK::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms) { check(OutBoneTransforms.Num() == 0); const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer(); // Get indices of the lower and upper limb bones and check validity. bool bInvalidLimb = false; FCompactPoseBoneIndex IKBoneCompactPoseIndex = IKBone.GetCompactPoseIndex(BoneContainer); const FCompactPoseBoneIndex LowerLimbIndex = BoneContainer.GetParentBoneIndex(IKBoneCompactPoseIndex); if (LowerLimbIndex == INDEX_NONE) { bInvalidLimb = true; } const FCompactPoseBoneIndex UpperLimbIndex = BoneContainer.GetParentBoneIndex(LowerLimbIndex); if (UpperLimbIndex == INDEX_NONE) { bInvalidLimb = true; } const bool bInBoneSpace = (EffectorLocationSpace == BCS_ParentBoneSpace) || (EffectorLocationSpace == BCS_BoneSpace); const int32 EffectorBoneIndex = bInBoneSpace ? BoneContainer.GetPoseBoneIndexForBoneName(EffectorSpaceBoneName) : INDEX_NONE; const FCompactPoseBoneIndex EffectorSpaceBoneIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(EffectorBoneIndex)); if (bInBoneSpace && (EffectorSpaceBoneIndex == INDEX_NONE)) { bInvalidLimb = true; } // If we walked past the root, this controlled is invalid, so return no affected bones. if( bInvalidLimb ) { return; } // Get Local Space transforms for our bones. We do this first in case they already are local. // As right after we get them in component space. (And that does the auto conversion). // We might save one transform by doing local first... const FTransform EndBoneLocalTransform = MeshBases.GetLocalSpaceTransform(IKBoneCompactPoseIndex); // Now get those in component space... FTransform LowerLimbCSTransform = MeshBases.GetComponentSpaceTransform(LowerLimbIndex); FTransform UpperLimbCSTransform = MeshBases.GetComponentSpaceTransform(UpperLimbIndex); FTransform EndBoneCSTransform = MeshBases.GetComponentSpaceTransform(IKBoneCompactPoseIndex); // Get current position of root of limb. // All position are in Component space. const FVector RootPos = UpperLimbCSTransform.GetTranslation(); const FVector InitialJointPos = LowerLimbCSTransform.GetTranslation(); const FVector InitialEndPos = EndBoneCSTransform.GetTranslation(); // Transform EffectorLocation from EffectorLocationSpace to ComponentSpace. FTransform EffectorTransform(EffectorLocation); FAnimationRuntime::ConvertBoneSpaceTransformToCS(SkelComp, MeshBases, EffectorTransform, EffectorSpaceBoneIndex, EffectorLocationSpace); // This is our reach goal. FVector DesiredPos = EffectorTransform.GetTranslation(); FVector DesiredDelta = DesiredPos - RootPos; float DesiredLength = DesiredDelta.Size(); // Check to handle case where DesiredPos is the same as RootPos. FVector DesiredDir; if (DesiredLength < (float)KINDA_SMALL_NUMBER) { DesiredLength = (float)KINDA_SMALL_NUMBER; DesiredDir = FVector(1,0,0); } else { DesiredDir = DesiredDelta / DesiredLength; } // Get joint target (used for defining plane that joint should be in). FTransform JointTargetTransform(JointTargetLocation); FCompactPoseBoneIndex JointTargetSpaceBoneIndex(INDEX_NONE); if (JointTargetLocationSpace == BCS_ParentBoneSpace || JointTargetLocationSpace == BCS_BoneSpace) { int32 Index = BoneContainer.GetPoseBoneIndexForBoneName(JointTargetSpaceBoneName); JointTargetSpaceBoneIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(Index)); } FAnimationRuntime::ConvertBoneSpaceTransformToCS(SkelComp, MeshBases, JointTargetTransform, JointTargetSpaceBoneIndex, JointTargetLocationSpace); FVector JointTargetPos = JointTargetTransform.GetTranslation(); FVector JointTargetDelta = JointTargetPos - RootPos; float JointTargetLength = JointTargetDelta.Size(); // Same check as above, to cover case when JointTarget position is the same as RootPos. FVector JointPlaneNormal, JointBendDir; if (JointTargetLength < (float)KINDA_SMALL_NUMBER) { JointBendDir = FVector(0,1,0); JointPlaneNormal = FVector(0,0,1); } else { JointPlaneNormal = DesiredDir ^ JointTargetDelta; // If we are trying to point the limb in the same direction that we are supposed to displace the joint in, // we have to just pick 2 random vector perp to DesiredDir and each other. if (JointPlaneNormal.Size() < (float)KINDA_SMALL_NUMBER) { DesiredDir.FindBestAxisVectors(JointPlaneNormal, JointBendDir); } else { JointPlaneNormal.Normalize(); // Find the final member of the reference frame by removing any component of JointTargetDelta along DesiredDir. // This should never leave a zero vector, because we've checked DesiredDir and JointTargetDelta are not parallel. JointBendDir = JointTargetDelta - ((JointTargetDelta | DesiredDir) * DesiredDir); JointBendDir.Normalize(); } } // Find lengths of upper and lower limb in the ref skeleton. // Use actual sizes instead of ref skeleton, so we take into account translation and scaling from other bone controllers. float LowerLimbLength = (InitialEndPos - InitialJointPos).Size(); float UpperLimbLength = (InitialJointPos - RootPos).Size(); float MaxLimbLength = LowerLimbLength + UpperLimbLength; if (bAllowStretching) { const float ScaleRange = StretchLimits.Y - StretchLimits.X; if( ScaleRange > KINDA_SMALL_NUMBER && MaxLimbLength > KINDA_SMALL_NUMBER ) { const float ReachRatio = DesiredLength / MaxLimbLength; const float ScalingFactor = (StretchLimits.Y - 1.f) * FMath::Clamp<float>((ReachRatio - StretchLimits.X) / ScaleRange, 0.f, 1.f); if (ScalingFactor > KINDA_SMALL_NUMBER) { LowerLimbLength *= (1.f + ScalingFactor); UpperLimbLength *= (1.f + ScalingFactor); MaxLimbLength *= (1.f + ScalingFactor); } } } FVector OutEndPos = DesiredPos; FVector OutJointPos = InitialJointPos; // If we are trying to reach a goal beyond the length of the limb, clamp it to something solvable and extend limb fully. if (DesiredLength > MaxLimbLength) { OutEndPos = RootPos + (MaxLimbLength * DesiredDir); OutJointPos = RootPos + (UpperLimbLength * DesiredDir); } else { // So we have a triangle we know the side lengths of. We can work out the angle between DesiredDir and the direction of the upper limb // using the sin rule: const float TwoAB = 2.f * UpperLimbLength * DesiredLength; const float CosAngle = (TwoAB != 0.f) ? ((UpperLimbLength*UpperLimbLength) + (DesiredLength*DesiredLength) - (LowerLimbLength*LowerLimbLength)) / TwoAB : 0.f; // If CosAngle is less than 0, the upper arm actually points the opposite way to DesiredDir, so we handle that. const bool bReverseUpperBone = (CosAngle < 0.f); // If CosAngle is greater than 1.f, the triangle could not be made - we cannot reach the target. // We just have the two limbs double back on themselves, and EndPos will not equal the desired EffectorLocation. if ((CosAngle > 1.f) || (CosAngle < -1.f)) { // Because we want the effector to be a positive distance down DesiredDir, we go back by the smaller section. if (UpperLimbLength > LowerLimbLength) { OutJointPos = RootPos + (UpperLimbLength * DesiredDir); OutEndPos = OutJointPos - (LowerLimbLength * DesiredDir); } else { OutJointPos = RootPos - (UpperLimbLength * DesiredDir); OutEndPos = OutJointPos + (LowerLimbLength * DesiredDir); } } else { // Angle between upper limb and DesiredDir const float Angle = FMath::Acos(CosAngle); // Now we calculate the distance of the joint from the root -> effector line. // This forms a right-angle triangle, with the upper limb as the hypotenuse. const float JointLineDist = UpperLimbLength * FMath::Sin(Angle); // And the final side of that triangle - distance along DesiredDir of perpendicular. // ProjJointDistSqr can't be neg, because JointLineDist must be <= UpperLimbLength because appSin(Angle) is <= 1. const float ProjJointDistSqr = (UpperLimbLength*UpperLimbLength) - (JointLineDist*JointLineDist); // although this shouldn't be ever negative, sometimes Xbox release produces -0.f, causing ProjJointDist to be NaN // so now I branch it. float ProjJointDist = (ProjJointDistSqr>0.f)? FMath::Sqrt(ProjJointDistSqr) : 0.f; if( bReverseUpperBone ) { ProjJointDist *= -1.f; } // So now we can work out where to put the joint! OutJointPos = RootPos + (ProjJointDist * DesiredDir) + (JointLineDist * JointBendDir); } } // Update transform for upper bone. { // Get difference in direction for old and new joint orientations FVector const OldDir = (InitialJointPos - RootPos).GetSafeNormal(); FVector const NewDir = (OutJointPos - RootPos).GetSafeNormal(); // Find Delta Rotation take takes us from Old to New dir FQuat const DeltaRotation = FQuat::FindBetweenNormals(OldDir, NewDir); // Rotate our Joint quaternion by this delta rotation UpperLimbCSTransform.SetRotation( DeltaRotation * UpperLimbCSTransform.GetRotation() ); // And put joint where it should be. UpperLimbCSTransform.SetTranslation( RootPos ); // Order important. First bone is upper limb. OutBoneTransforms.Add( FBoneTransform(UpperLimbIndex, UpperLimbCSTransform) ); } // Update transform for lower bone. { // Get difference in direction for old and new joint orientations FVector const OldDir = (InitialEndPos - InitialJointPos).GetSafeNormal(); FVector const NewDir = (OutEndPos - OutJointPos).GetSafeNormal(); // Find Delta Rotation take takes us from Old to New dir FQuat const DeltaRotation = FQuat::FindBetweenNormals(OldDir, NewDir); // Rotate our Joint quaternion by this delta rotation LowerLimbCSTransform.SetRotation( DeltaRotation * LowerLimbCSTransform.GetRotation() ); // And put joint where it should be. LowerLimbCSTransform.SetTranslation( OutJointPos ); // Order important. Second bone is lower limb. OutBoneTransforms.Add( FBoneTransform(LowerLimbIndex, LowerLimbCSTransform) ); } // Update transform for end bone. { if( bTakeRotationFromEffectorSpace ) { EndBoneCSTransform.SetRotation( EffectorTransform.GetRotation() ); } else if( bMaintainEffectorRelRot ) { EndBoneCSTransform = EndBoneLocalTransform * LowerLimbCSTransform; } // Set correct location for end bone. EndBoneCSTransform.SetTranslation(OutEndPos); // Order important. Third bone is End Bone. OutBoneTransforms.Add(FBoneTransform(IKBoneCompactPoseIndex, EndBoneCSTransform)); } // Make sure we have correct number of bones check(OutBoneTransforms.Num() == 3); }