コード例 #1
0
void UPoseableMeshComponent::SetBoneTransformByName(FName BoneName, const FTransform& InTransform, EBoneSpaces::Type BoneSpace)
{
	if( !SkeletalMesh || !RequiredBones.IsValid() )
	{
		return;
	}

	int32 BoneIndex = GetBoneIndex(BoneName);
	if(BoneIndex >=0 && BoneIndex < LocalAtoms.Num())
	{
		LocalAtoms[BoneIndex] = InTransform;

		// If we haven't requested local space we need to transform the position passed in
		//if(BoneSpace != EBoneSpaces::LocalSpace)
		{
			if(BoneSpace == EBoneSpaces::WorldSpace)
			{
				LocalAtoms[BoneIndex].SetToRelativeTransform(GetComponentToWorld());
			}

			int32 ParentIndex = RequiredBones.GetParentBoneIndex(BoneIndex);
			if(ParentIndex >=0)
			{
				FA2CSPose CSPose;
				CSPose.AllocateLocalPoses(RequiredBones, LocalAtoms);

				LocalAtoms[BoneIndex].SetToRelativeTransform(CSPose.GetComponentSpaceTransform(ParentIndex));
			}

			// Need to send new state to render thread
			MarkRenderDynamicDataDirty();
		}
	}
}
コード例 #2
0
FTransform UPoseableMeshComponent::GetBoneTransformByName(FName BoneName, EBoneSpaces::Type BoneSpace)
{
	if( !SkeletalMesh || !RequiredBones.IsValid() )
	{
		return FTransform();
	}

	int32 BoneIndex = GetBoneIndex(BoneName);
	if( BoneIndex == INDEX_NONE)
	{
		FString Message = FString::Printf(TEXT("Invalid Bone Name '%s'"), *BoneName.ToString());
		FFrame::KismetExecutionMessage(*Message, ELogVerbosity::Warning);
		return FTransform();
	}

	/*if(BoneSpace == EBoneSpaces::LocalSpace)
	{
		return LocalAtoms[i];
	}*/

	FA2CSPose CSPose;
	CSPose.AllocateLocalPoses(RequiredBones, LocalAtoms);

	if(BoneSpace == EBoneSpaces::ComponentSpace)
	{
		return CSPose.GetComponentSpaceTransform(BoneIndex);
	}
	else
	{
		return CSPose.GetComponentSpaceTransform(BoneIndex) * ComponentToWorld;
	}
}
コード例 #3
0
void FAnimNode_KinectV2Retarget::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{


	
	uint8 i = 0;

	if (!KinectBody.bIsTracked)
	{
		return;
	}

	const FBoneContainer BoneContainer = MeshBases.GetPose().GetBoneContainer();

	FA2CSPose TempPose;

	TempPose.AllocateLocalPoses(BoneContainer, SkelComp->LocalAtoms);


	for (auto Bone : KinectBody.KinectBones)
	{


		
		if (BonesToRetarget[i].IsValid(BoneContainer))
		{

			auto DeltaTranform = Bone.MirroredJointTransform.GetRelativeTransform(SkelComp->GetBoneTransform(0));


			//AxisMeshes[Bone.JointTypeEnd]->SetRelativeLocation(PosableMesh->GetBoneLocationByName(RetargetBoneNames[Bone.JointTypeEnd], EBoneSpaces::ComponentSpace));

			auto BoneBaseTransform = DeltaTranform*SkelComp->GetBoneTransform(0);



			FRotator PreAdjusmentRotator = BoneBaseTransform.Rotator();

			FRotator PostBoneDirAdjustmentRotator = (BoneAdjustments[Bone.JointTypeEnd].BoneDirAdjustment.Quaternion()*PreAdjusmentRotator.Quaternion()).Rotator();

			FRotator CompSpaceRotator = (PostBoneDirAdjustmentRotator.Quaternion()*BoneAdjustments[Bone.JointTypeEnd].BoneNormalAdjustment.Quaternion()).Rotator();

			FVector Normal, Binormal, Dir;

			UKismetMathLibrary::BreakRotIntoAxes(CompSpaceRotator, Normal, Binormal, Dir);

			Dir *= BoneAdjustments[Bone.JointTypeEnd].bInvertDir ? -1 : 1;

			Normal *= BoneAdjustments[Bone.JointTypeEnd].bInvertNormal ? -1 : 1;


			FVector X, Y, Z;

			switch (BoneAdjustments[Bone.JointTypeEnd].BoneDirAxis)
			{
			case EAxis::X:
				X = Dir;
				break;
			case EAxis::Y:
				Y = Dir;
				break;
			case EAxis::Z:
				Z = Dir;
				break;
			default:
				;
			}

			switch (BoneAdjustments[Bone.JointTypeEnd].BoneBinormalAxis)
			{
			case EAxis::X:
				X = Binormal;
				break;
			case EAxis::Y:
				Y = Binormal;
				break;
			case EAxis::Z:
				Z = Binormal;
				break;
			default:
				;
			}

			switch (BoneAdjustments[Bone.JointTypeEnd].BoneNormalAxis)
			{
			case EAxis::X:
				X = Normal;
				break;
			case EAxis::Y:
				Y = Normal;
				break;
			case EAxis::Z:
				Z = Normal;
				break;
			default:
				;
			}

			FRotator SwiveledRot = UKismetMathLibrary::MakeRotationFromAxes(X, Y, Z);

			SwiveledRot = (SkelComp->GetBoneTransform(0).Rotator().Quaternion()*SwiveledRot.Quaternion()).Rotator();
			//PosableMesh->SetBoneRotationByName(RetargetBoneNames[Bone.JointTypeEnd], (PosableMesh->GetBoneTransform(0).Rotator().Quaternion()*SwiveledRot.Quaternion()).Rotator(), EBoneSpaces::ComponentSpace);

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
			if (BoneAdjustments[i].bDebugDraw)
			{
				DrawDebugCoordinateSystem(SkelComp->GetWorld(), SkelComp->GetBoneLocation(BonesToRetarget[i].BoneName), SwiveledRot, 100.f, false, 0.1f);
			}
#endif

			

			FCompactPoseBoneIndex CompactPoseBoneToModify = BonesToRetarget[i].GetCompactPoseIndex(BoneContainer);
			FTransform NewBoneTM = MeshBases.GetComponentSpaceTransform(CompactPoseBoneToModify);

			FAnimationRuntime::ConvertCSTransformToBoneSpace(SkelComp, MeshBases, NewBoneTM, CompactPoseBoneToModify, BCS_ComponentSpace);

			const FQuat BoneQuat(SwiveledRot);

			NewBoneTM.SetRotation(BoneQuat);

			// Convert back to Component Space.
			FAnimationRuntime::ConvertBoneSpaceTransformToCS(SkelComp, MeshBases, NewBoneTM, CompactPoseBoneToModify, BCS_ComponentSpace);


			FAnimationRuntime::SetSpaceTransform(TempPose, BonesToRetarget[i].BoneIndex, NewBoneTM);

			OutBoneTransforms.Add(FBoneTransform(BonesToRetarget[i].GetCompactPoseIndex(BoneContainer), NewBoneTM));
		}

		++i;



		

	}


}
コード例 #4
0
void UDebugSkelMeshComponent::RefreshBoneTransforms(FActorComponentTickFunction* TickFunction)
{
	// Run regular update first so we get RequiredBones up to date.
	Super::RefreshBoneTransforms(NULL); // Pass NULL so we force non threaded work

	// Non retargeted pose.
	NonRetargetedSpaceBases.Empty();
	if( bDisplayNonRetargetedPose && AnimScriptInstance && AnimScriptInstance->RequiredBones.IsValid() )
	{
		TArray<FTransform> BackupSpaceBases = SpaceBases;

		AnimScriptInstance->RequiredBones.SetDisableRetargeting(true);
		Super::RefreshBoneTransforms(NULL);
		AnimScriptInstance->RequiredBones.SetDisableRetargeting(false);

		NonRetargetedSpaceBases = SpaceBases;
		SpaceBases = BackupSpaceBases;
	}

	if( bDisplayRawAnimation )
	{
		// save the transform in CompressedSpaceBases
		CompressedSpaceBases = SpaceBases;

		// use raw data now
		if( AnimScriptInstance && AnimScriptInstance->RequiredBones.IsValid() )
		{
			AnimScriptInstance->RequiredBones.SetUseRAWData(true);
			Super::RefreshBoneTransforms(NULL);
			AnimScriptInstance->RequiredBones.SetUseRAWData(false);
		}
		// Otherwise we'll just get ref pose.
		else
		{
			Super::RefreshBoneTransforms(NULL);
		}
	}
	else
	{
		CompressedSpaceBases.Empty();
	}

	const bool bIsPreviewInstance = (PreviewInstance && PreviewInstance == AnimScriptInstance);

	// Only works in PreviewInstance, and not for anim blueprint. This is intended.
	AdditiveBasePoses.Empty();
	if( bDisplayAdditiveBasePose && bIsPreviewInstance && PreviewInstance->RequiredBones.IsValid() )
	{
		if (UAnimSequence* Sequence = Cast<UAnimSequence>(PreviewInstance->CurrentAsset)) 
		{ 
			if (Sequence->IsValidAdditive()) 
			{ 
				AdditiveBasePoses.AddUninitialized(PreviewInstance->RequiredBones.GetNumBones());
				Sequence->GetAdditiveBasePose(AdditiveBasePoses, PreviewInstance->RequiredBones, FAnimExtractContext(PreviewInstance->CurrentTime));
				
				FA2CSPose CSPose;
				CSPose.AllocateLocalPoses(AnimScriptInstance->RequiredBones, AdditiveBasePoses);
				for(int32 i=0; i<AdditiveBasePoses.Num(); ++i)
				{
					AdditiveBasePoses[i] = CSPose.GetComponentSpaceTransform(i);
				}
			}
		}
	}
}