FQuat FAnimNode_RotationMultiplier::ExtractAngle(const TArray<FTransform> & RefPoseTransforms, FA2CSPose & MeshBases, const EBoneAxis Axis, int32 SourceBoneIndex) { // local bone transform const FTransform & LocalBoneTransform = MeshBases.GetLocalSpaceTransform(SourceBoneIndex); // local bone transform with reference rotation FTransform ReferenceBoneTransform = RefPoseTransforms[SourceBoneIndex]; ReferenceBoneTransform.SetTranslation(LocalBoneTransform.GetTranslation()); // find delta angle between the two quaternions X Axis. const FVector RotationAxis = GetAxisVector(Axis); const FVector LocalRotationVector = LocalBoneTransform.GetRotation().RotateVector(RotationAxis); const FVector ReferenceRotationVector = ReferenceBoneTransform.GetRotation().RotateVector(RotationAxis); const FQuat LocalToRefQuat = FQuat::FindBetween(LocalRotationVector, ReferenceRotationVector); checkSlow( LocalToRefQuat.IsNormalized() ); // Rotate parent bone atom from position in local space to reference skeleton // Since our rotation rotates both vectors with shortest arc // we're essentially left with a quaternion that has angle difference with reference skeleton version const FQuat BoneQuatAligned = LocalToRefQuat * LocalBoneTransform.GetRotation(); checkSlow( BoneQuatAligned.IsNormalized() ); // Find that delta angle const FQuat DeltaQuat = (ReferenceBoneTransform.GetRotation().Inverse()) * BoneQuatAligned; checkSlow( DeltaQuat.IsNormalized() ); #if 0 //DEBUG_TWISTBONECONTROLLER UE_LOG(LogSkeletalControl, Log, TEXT("\t ExtractAngle, Bone: %s (%d)"), *SourceBone.BoneName.ToString(), SourceBoneIndex); UE_LOG(LogSkeletalControl, Log, TEXT("\t\t Bone Quat: %s, Rot: %s, AxisX: %s"), *LocalBoneTransform.GetRotation().ToString(), *LocalBoneTransform.GetRotation().Rotator().ToString(), *LocalRotationVector.ToString() ); UE_LOG(LogSkeletalControl, Log, TEXT("\t\t BoneRef Quat: %s, Rot: %s, AxisX: %s"), *ReferenceBoneTransform.GetRotation().ToString(), *ReferenceBoneTransform.GetRotation().Rotator().ToString(), *ReferenceRotationVector.ToString() ); UE_LOG(LogSkeletalControl, Log, TEXT("\t\t LocalToRefQuat Quat: %s, Rot: %s"), *LocalToRefQuat.ToString(), *LocalToRefQuat.Rotator().ToString() ); const FVector BoneQuatAlignedX = LocalBoneTransform.GetRotation().RotateVector(RotationAxis); UE_LOG(LogSkeletalControl, Log, TEXT("\t\t BoneQuatAligned Quat: %s, Rot: %s, AxisX: %s"), *BoneQuatAligned.ToString(), *BoneQuatAligned.Rotator().ToString(), *BoneQuatAlignedX.ToString() ); UE_LOG(LogSkeletalControl, Log, TEXT("\t\t DeltaQuat Quat: %s, Rot: %s"), *DeltaQuat.ToString(), *DeltaQuat.Rotator().ToString() ); FTransform BoneAtomAligned(BoneQuatAligned, ReferenceBoneTransform.GetTranslation()); const FQuat DeltaQuatAligned = FQuat::FindBetween(BoneAtomAligned.GetScaledAxis( EAxis::X ), ReferenceBoneTransform.GetScaledAxis( EAxis::X )); UE_LOG(LogSkeletalControl, Log, TEXT("\t\t DeltaQuatAligned Quat: %s, Rot: %s"), *DeltaQuatAligned.ToString(), *DeltaQuatAligned.Rotator().ToString() ); FVector DeltaAxis; float DeltaAngle; DeltaQuat.ToAxisAndAngle(DeltaAxis, DeltaAngle); UE_LOG(LogSkeletalControl, Log, TEXT("\t\t DeltaAxis: %s, DeltaAngle: %f"), *DeltaAxis.ToString(), DeltaAngle ); #endif return DeltaQuat; }
void FAnimNode_Fabrik::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, const FBoneContainer& RequiredBones, FA2CSPose& MeshBases, TArray<FBoneTransform>& OutBoneTransforms) { // IsValidToEvaluate validated our inputs, we don't need to check pre-requisites again. int32 const RootIndex = RootBone.BoneIndex; // Update EffectorLocation if it is based off a bone position FTransform CSEffectorTransform = FTransform(EffectorTransform); FAnimationRuntime::ConvertBoneSpaceTransformToCS(SkelComp, MeshBases, CSEffectorTransform, EffectorTransformBone.BoneIndex, EffectorTransformSpace); FVector const CSEffectorLocation = CSEffectorTransform.GetLocation(); // @fixme - we need better to draw widgets and debug information in editor. #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) if (bEnableDebugDraw) { // Show end effector position. DrawDebugBox(SkelComp->GetWorld(), CSEffectorLocation, FVector(Precision), FColor::Green, true, 0.1f); DrawDebugCoordinateSystem(SkelComp->GetWorld(), CSEffectorLocation, CSEffectorTransform.GetRotation().Rotator(), 5.f, true, 0.1f); } #endif // Gather all bone indices between root and tip. TArray<int32> BoneIndices; { int32 BoneIndex = TipBone.BoneIndex; do { BoneIndices.Insert(BoneIndex, 0); BoneIndex = RequiredBones.GetParentBoneIndex(BoneIndex); } while (BoneIndex != RootIndex); BoneIndices.Insert(BoneIndex, 0); } // Maximum length of skeleton segment at full extension float MaximumReach = 0; // Gather transforms int32 const NumTransforms = BoneIndices.Num(); OutBoneTransforms.AddUninitialized(NumTransforms); // Gather chain links. These are non zero length bones. TArray<FABRIKChainLink> Chain; Chain.Reserve(NumTransforms); // Start with Root Bone { int32 const & RootBoneIndex = BoneIndices[0]; FTransform const BoneCSTransform = MeshBases.GetComponentSpaceTransform(RootBoneIndex); OutBoneTransforms[0] = FBoneTransform(RootBoneIndex, BoneCSTransform); Chain.Add(FABRIKChainLink(BoneCSTransform.GetLocation(), 0.f, RootBoneIndex, 0)); } // Go through remaining transforms for (int32 TransformIndex = 1; TransformIndex < NumTransforms; TransformIndex++) { int32 const & BoneIndex = BoneIndices[TransformIndex]; FTransform const BoneCSTransform = MeshBases.GetComponentSpaceTransform(BoneIndex); FVector const BoneCSPosition = BoneCSTransform.GetLocation(); OutBoneTransforms[TransformIndex] = FBoneTransform(BoneIndex, BoneCSTransform); // Calculate the combined length of this segment of skeleton float const BoneLength = FVector::Dist(BoneCSPosition, OutBoneTransforms[TransformIndex-1].Transform.GetLocation()); if (!FMath::IsNearlyZero(BoneLength)) { Chain.Add(FABRIKChainLink(BoneCSPosition, BoneLength, BoneIndex, TransformIndex)); MaximumReach += BoneLength; } else { // Mark this transform as a zero length child of the last link. // It will inherit position and delta rotation from parent link. FABRIKChainLink & ParentLink = Chain[Chain.Num()-1]; ParentLink.ChildZeroLengthTransformIndices.Add(TransformIndex); } } bool bBoneLocationUpdated = false; float const RootToTargetDist = FVector::Dist(Chain[0].Position, CSEffectorLocation); int32 const NumChainLinks = Chain.Num(); // FABRIK algorithm - bone translation calculation // If the effector is further away than the distance from root to tip, simply move all bones in a line from root to effector location if (RootToTargetDist > MaximumReach) { for (int32 LinkIndex = 1; LinkIndex < NumChainLinks; LinkIndex++) { FABRIKChainLink const & ParentLink = Chain[LinkIndex - 1]; FABRIKChainLink & CurrentLink = Chain[LinkIndex]; CurrentLink.Position = ParentLink.Position + (CSEffectorLocation - ParentLink.Position).GetUnsafeNormal() * CurrentLink.Length; } bBoneLocationUpdated = true; } else // Effector is within reach, calculate bone translations to position tip at effector location { int32 const TipBoneLinkIndex = NumChainLinks - 1; // Check distance between tip location and effector location float Slop = FVector::Dist(Chain[TipBoneLinkIndex].Position, CSEffectorLocation); if (Slop > Precision) { // Set tip bone at end effector location. Chain[TipBoneLinkIndex].Position = CSEffectorLocation; int32 IterationCount = 0; while ((Slop > Precision) && (IterationCount++ < MaxIterations)) { // "Forward Reaching" stage - adjust bones from end effector. for (int32 LinkIndex = TipBoneLinkIndex - 1; LinkIndex > 0; LinkIndex--) { FABRIKChainLink & CurrentLink = Chain[LinkIndex]; FABRIKChainLink const & ChildLink = Chain[LinkIndex + 1]; CurrentLink.Position = ChildLink.Position + (CurrentLink.Position - ChildLink.Position).GetUnsafeNormal() * ChildLink.Length; } // "Backward Reaching" stage - adjust bones from root. for (int32 LinkIndex = 1; LinkIndex < TipBoneLinkIndex; LinkIndex++) { FABRIKChainLink const & ParentLink = Chain[LinkIndex - 1]; FABRIKChainLink & CurrentLink = Chain[LinkIndex]; CurrentLink.Position = ParentLink.Position + (CurrentLink.Position - ParentLink.Position).GetUnsafeNormal() * CurrentLink.Length; } // Re-check distance between tip location and effector location // Since we're keeping tip on top of effector location, check with its parent bone. Slop = FMath::Abs(Chain[TipBoneLinkIndex].Length - FVector::Dist(Chain[TipBoneLinkIndex - 1].Position, CSEffectorLocation)); } // Place tip bone based on how close we got to target. { FABRIKChainLink const & ParentLink = Chain[TipBoneLinkIndex - 1]; FABRIKChainLink & CurrentLink = Chain[TipBoneLinkIndex]; CurrentLink.Position = ParentLink.Position + (CurrentLink.Position - ParentLink.Position).GetUnsafeNormal() * CurrentLink.Length; } bBoneLocationUpdated = true; } } // If we moved some bones, update bone transforms. if (bBoneLocationUpdated) { // First step: update bone transform positions from chain links. for (int32 LinkIndex = 0; LinkIndex < NumChainLinks; LinkIndex++) { FABRIKChainLink const & ChainLink = Chain[LinkIndex]; OutBoneTransforms[ChainLink.TransformIndex].Transform.SetTranslation(ChainLink.Position); // If there are any zero length children, update position of those int32 const NumChildren = ChainLink.ChildZeroLengthTransformIndices.Num(); for (int32 ChildIndex = 0; ChildIndex < NumChildren; ChildIndex++) { OutBoneTransforms[ChainLink.ChildZeroLengthTransformIndices[ChildIndex]].Transform.SetTranslation(ChainLink.Position); } } // FABRIK algorithm - re-orientation of bone local axes after translation calculation for (int32 LinkIndex = 0; LinkIndex < NumChainLinks - 1; LinkIndex++) { FABRIKChainLink const & CurrentLink = Chain[LinkIndex]; FABRIKChainLink const & ChildLink = Chain[LinkIndex + 1]; // Calculate pre-translation vector between this bone and child FVector const OldDir = (GetCurrentLocation(MeshBases, ChildLink.BoneIndex) - GetCurrentLocation(MeshBases, CurrentLink.BoneIndex)).GetUnsafeNormal(); // Get vector from the post-translation bone to it's child FVector const NewDir = (ChildLink.Position - CurrentLink.Position).GetUnsafeNormal(); // Calculate axis of rotation from pre-translation vector to post-translation vector FVector const RotationAxis = FVector::CrossProduct(OldDir, NewDir).GetSafeNormal(); float const RotationAngle = FMath::Acos(FVector::DotProduct(OldDir, NewDir)); FQuat const DeltaRotation = FQuat(RotationAxis, RotationAngle); // We're going to multiply it, in order to not have to re-normalize the final quaternion, it has to be a unit quaternion. checkSlow(DeltaRotation.IsNormalized()); // Calculate absolute rotation and set it FTransform& CurrentBoneTransform = OutBoneTransforms[CurrentLink.TransformIndex].Transform; CurrentBoneTransform.SetRotation(DeltaRotation * CurrentBoneTransform.GetRotation()); // Update zero length children if any int32 const NumChildren = CurrentLink.ChildZeroLengthTransformIndices.Num(); for (int32 ChildIndex = 0; ChildIndex < NumChildren; ChildIndex++) { FTransform& ChildBoneTransform = OutBoneTransforms[CurrentLink.ChildZeroLengthTransformIndices[ChildIndex]].Transform; ChildBoneTransform.SetRotation(DeltaRotation * ChildBoneTransform.GetRotation()); } } } // Special handling for tip bone's rotation. int32 const TipBoneTransformIndex = OutBoneTransforms.Num() - 1; switch (EffectorRotationSource) { case BRS_KeepLocalSpaceRotation: OutBoneTransforms[TipBoneTransformIndex].Transform = MeshBases.GetLocalSpaceTransform(BoneIndices[TipBoneTransformIndex]) * OutBoneTransforms[TipBoneTransformIndex - 1].Transform; break; case BRS_CopyFromTarget: OutBoneTransforms[TipBoneTransformIndex].Transform.SetRotation(CSEffectorTransform.GetRotation()); break; case BRS_KeepComponentSpaceRotation: // Don't change the orientation at all break; default: break; } }