Пример #1
0
void FAnimationRuntime::FillWithRefPose(TArray<FTransform> & OutAtoms, const FBoneContainer& RequiredBones)
{
	// Copy Target Asset's ref pose.
	OutAtoms = RequiredBones.GetRefPoseArray();

	// If retargeting is disabled, copy ref pose from Skeleton, rather than mesh.
	// this is only used in editor and for debugging.
	if( RequiredBones.GetDisableRetargeting() )
	{
		checkSlow( RequiredBones.IsValid() );
		// Only do this if we have a mesh. otherwise we're not retargeting animations.
		if( RequiredBones.GetSkeletalMeshAsset() )
		{
			TArray<int32> const & PoseToSkeletonBoneIndexArray = RequiredBones.GetPoseToSkeletonBoneIndexArray();
			TArray<FBoneIndexType> const & RequireBonesIndexArray = RequiredBones.GetBoneIndicesArray();
			TArray<FTransform> const & SkeletonRefPose = RequiredBones.GetSkeletonAsset()->GetRefLocalPoses();

			for (int32 ArrayIndex = 0; ArrayIndex<RequireBonesIndexArray.Num(); ArrayIndex++)
			{
				int32 const & PoseBoneIndex = RequireBonesIndexArray[ArrayIndex];
				int32 const & SkeletonBoneIndex = PoseToSkeletonBoneIndexArray[PoseBoneIndex];

				// Pose bone index should always exist in Skeleton
				checkSlow(SkeletonBoneIndex != INDEX_NONE);
				OutAtoms[PoseBoneIndex] = SkeletonRefPose[SkeletonBoneIndex];
			}
		}
	}
}
void FAnimNode_RotationMultiplier::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, const FBoneContainer & RequiredBones, FA2CSPose& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{
	check(OutBoneTransforms.Num() == 0);

	if ( Multiplier != 0.f )
	{
		// Reference bone
		const TArray<FTransform> & LocalRefPose = RequiredBones.GetRefPoseArray();
		const FQuat RefQuat = LocalRefPose[TargetBone.BoneIndex].GetRotation();
		FQuat NewQuat;
		MultiplyQuatBasedOnSourceIndex(LocalRefPose, MeshBases, RotationAxisToRefer, SourceBone.BoneIndex, Multiplier, RefQuat, NewQuat);

		FTransform NewLocalTransform = MeshBases.GetLocalSpaceTransform(TargetBone.BoneIndex);
		NewLocalTransform.SetRotation(NewQuat);

		const int32 ParentIndex = RequiredBones.GetParentBoneIndex(TargetBone.BoneIndex);
		if( ParentIndex != INDEX_NONE )
		{
			const FTransform ParentTM = MeshBases.GetComponentSpaceTransform(ParentIndex);
			FTransform NewTransform = NewLocalTransform * ParentTM;
			OutBoneTransforms.Add( FBoneTransform(TargetBone.BoneIndex, NewTransform) );
		}
		else
		{
			OutBoneTransforms.Add( FBoneTransform(TargetBone.BoneIndex, NewLocalTransform) );
		}
	}
}