コード例 #1
0
void FAnimationRuntime::ConvertPoseToMeshSpace(const TArray<FTransform> & LocalTransforms, TArray<FTransform> & MeshSpaceTransforms, const FBoneContainer& RequiredBones)
{
	const int32 NumBones = RequiredBones.GetNumBones();

	// right now all this does is to convert to SpaceBases
	check( NumBones == LocalTransforms.Num() );
	check( NumBones == MeshSpaceTransforms.Num() );

	const FTransform* LocalTransformsData = LocalTransforms.GetData(); 
	FTransform* SpaceBasesData = MeshSpaceTransforms.GetData();
	const TArray<FBoneIndexType> & RequiredBoneIndexArray = RequiredBones.GetBoneIndicesArray();

	// First bone is always root bone, and it doesn't have a parent.
	{
		check( RequiredBoneIndexArray[0] == 0 );
		MeshSpaceTransforms[0] = LocalTransforms[0];
	}

	const int32 NumRequiredBones = RequiredBoneIndexArray.Num();
	for(int32 i=1; i<NumRequiredBones; i++)
	{
		const int32 BoneIndex = RequiredBoneIndexArray[i];
		FPlatformMisc::Prefetch(SpaceBasesData + BoneIndex);

		// For all bones below the root, final component-space transform is relative transform * component-space transform of parent.
		const int32 ParentIndex = RequiredBones.GetParentBoneIndex(BoneIndex);
		FPlatformMisc::Prefetch(SpaceBasesData + ParentIndex);

		FTransform::Multiply(SpaceBasesData + BoneIndex, LocalTransformsData + BoneIndex, SpaceBasesData + ParentIndex);

		checkSlow( MeshSpaceTransforms[BoneIndex].IsRotationNormalized() );
		checkSlow( !MeshSpaceTransforms[BoneIndex].ContainsNaN() );
	}
}
コード例 #2
0
void FAnimationRuntime::InitializeTransform(const FBoneContainer& RequiredBones, /*inout*/ FTransformArrayA2 & Atoms)
{
	check( Atoms.Num() == RequiredBones.GetNumBones() );
	const TArray<FBoneIndexType> & RequiredBoneIndices = RequiredBones.GetBoneIndicesArray();
	for (int32 j = 0; j < RequiredBoneIndices.Num(); ++j)
	{
		const int32 BoneIndex = RequiredBoneIndices[j];
		Atoms[BoneIndex].SetIdentity();
	}
}