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() );
	}
}
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) );
		}
	}
}
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();
	}
}
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 FAnimationRuntime::CreateMaskWeights(TArray<FPerBoneBlendWeight> & BoneBlendWeights, const TArray<FInputBlendPose>	&BlendFilters, const FBoneContainer& RequiredBones, const USkeleton* Skeleton)
{
	if ( Skeleton )
	{
		const TArray<FBoneIndexType> & RequiredBoneIndices = RequiredBones.GetBoneIndicesArray();
		
		BoneBlendWeights.Empty(RequiredBoneIndices.Num());
		BoneBlendWeights.AddZeroed(RequiredBoneIndices.Num());

		// base mask bone
		for (int32 PoseIndex=0; PoseIndex<BlendFilters.Num(); ++PoseIndex)
		{
			const FInputBlendPose& BlendPose = BlendFilters[PoseIndex];

			for (int32 BranchIndex=0; BranchIndex<BlendPose.BranchFilters.Num(); ++BranchIndex)
			{
				const FBranchFilter& BranchFilter = BlendPose.BranchFilters[BranchIndex];
				int32 MaskBoneIndex = RequiredBones.GetPoseBoneIndexForBoneName(BranchFilter.BoneName);

				// how much weight increase Per depth
				float MaxWeight = (BranchFilter.BlendDepth > 0) ? 1.f : -1.f;
				float IncreaseWeightPerDepth = (BranchFilter.BlendDepth != 0) ? (1.f/((float)BranchFilter.BlendDepth)) : 1.f;
	
				// go through skeleton tree requiredboneindices
				for (int32 BoneIndex = 0; BoneIndex<RequiredBoneIndices.Num(); ++BoneIndex)
				{
					int32 MeshBoneIndex = RequiredBoneIndices[BoneIndex];
					int32 Depth = RequiredBones.GetDepthBetweenBones(MeshBoneIndex, MaskBoneIndex);

					// if Depth == -1, it's not a child
					if( Depth != -1 )
					{
						// when you write to buffer, you'll need to match with BasePoses BoneIndex
						FPerBoneBlendWeight& BoneBlendWeight = BoneBlendWeights[BoneIndex];

						BoneBlendWeight.SourceIndex = PoseIndex;
						float BlendIncrease = IncreaseWeightPerDepth * (float)(Depth + 1);
						BoneBlendWeight.BlendWeight = FMath::Clamp<float>(BoneBlendWeight.BlendWeight + BlendIncrease, 0.f, 1.f);
					}
				}
			}
		}
	}
}
/** 
 * Scale transforms by Weight.
 * Result is obviously NOT normalized.
 */
void FAnimationRuntime::ApplyWeightToTransform(const FBoneContainer& RequiredBones, /*inout*/ FTransformArrayA2& Atoms, float Weight)
{
	const TArray<FBoneIndexType> & RequiredBoneIndices = RequiredBones.GetBoneIndicesArray();
	ScalarRegister MultWeight(Weight);
	for (int32 j = 0; j < RequiredBoneIndices.Num(); ++j)
	{
		const int32 BoneIndex = RequiredBoneIndices[j];
		Atoms[BoneIndex] *= MultWeight;
	}			
}
示例#7
0
bool FBoneReference::Initialize(const FBoneContainer& RequiredBones)
{
	BoneName = *BoneName.ToString().Trim().TrimTrailing();
	BoneIndex = RequiredBones.GetPoseBoneIndexForBoneName(BoneName);

	// If bone name is not found, look into the master skeleton to see if it's found there.
	// SkeletalMeshes can exclude bones from the master skeleton, and that's OK.
	// If it's not found in the master skeleton, the bone does not exist at all! so we should report it as a warning.
	if( (BoneIndex == INDEX_NONE) && RequiredBones.GetSkeletonAsset() )
	{
		if( RequiredBones.GetSkeletonAsset()->GetReferenceSkeleton().FindBoneIndex(BoneName) == INDEX_NONE )
		{
			UE_LOG(LogAnimation, Warning, TEXT("FBoneReference::Initialize BoneIndex for Bone '%s' does not exist in Skeleton '%s'"), 
				*BoneName.ToString(), *GetNameSafe(RequiredBones.GetSkeletonAsset()));
		}
	}

	return (BoneIndex != INDEX_NONE);
}
示例#8
0
bool FAnimNode_Fabrik::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones)
{
	// Allow evaluation if all parameters are initialized and TipBone is child of RootBone
	return
		(
		TipBone.IsValid(RequiredBones)
		&& RootBone.IsValid(RequiredBones)
		&& Precision > 0
		&& RequiredBones.BoneIsChildOf(TipBone.BoneIndex, RootBone.BoneIndex)
		);
}
void FA2CSPose::AllocateLocalPoses(const FBoneContainer& InBoneContainer, const FTransformArrayA2 & LocalBones)
{
	check( InBoneContainer.IsValid() );
	BoneContainer = &InBoneContainer;

	Bones = LocalBones;
	ComponentSpaceFlags.Init(0, Bones.Num());

	// root is same, so set root first
	check(ComponentSpaceFlags.Num() > 0);
	ComponentSpaceFlags[0] = 1;
}
// @todo fixme: slow approach. If the perbone gets popular, we should change this to array of weight 
// we should think about changing this to 
int32 UBlendSpaceBase::GetPerBoneInterpolationIndex(int32 BoneIndex, const FBoneContainer& RequiredBones) const
{
	for (int32 Iter=0; Iter<PerBoneBlend.Num(); ++Iter)
	{
		// we would like to make sure if 
		if (PerBoneBlend[Iter].BoneReference.IsValid(RequiredBones) && RequiredBones.BoneIsChildOf(BoneIndex, PerBoneBlend[Iter].BoneReference.BoneIndex))
		{
			return Iter;
		}
	}

	return INDEX_NONE;
}
void FAnimationRuntime::CombineWithAdditiveAnimations(int32 NumAdditivePoses, const FTransformArrayA2** SourceAdditivePoses, const float* SourceAdditiveWeights, const FBoneContainer& RequiredBones, /*inout*/ FTransformArrayA2& Atoms)
{
	const TArray<FBoneIndexType> & RequiredBoneIndices = RequiredBones.GetBoneIndicesArray();
	for (int32 PoseIndex = 0; PoseIndex < NumAdditivePoses; ++PoseIndex)
	{
		const ScalarRegister VBlendWeight(SourceAdditiveWeights[PoseIndex]);
		const FTransformArrayA2& SourceAtoms = *SourceAdditivePoses[PoseIndex];

		for (int32 j = 0; j < RequiredBoneIndices.Num(); ++j)
		{
			const int32 BoneIndex = RequiredBoneIndices[j];
			FTransform SourceAtom = SourceAtoms[BoneIndex];
			FTransform::BlendFromIdentityAndAccumulate(Atoms[BoneIndex], SourceAtom, VBlendWeight);
		}
	}
}
void FAnimNode_TwoBoneIK::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, const FBoneContainer & RequiredBones, FA2CSPose& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{
	check(OutBoneTransforms.Num() == 0);

	// Get indices of the lower and upper limb bones and check validity.
	bool bInvalidLimb = false;

	const int32 EndBoneIndex = IKBone.BoneIndex;
	const int32 LowerLimbIndex = RequiredBones.GetParentBoneIndex(EndBoneIndex);
	if (LowerLimbIndex == INDEX_NONE)
	{
		bInvalidLimb = true;
	}

	const int32 UpperLimbIndex = RequiredBones.GetParentBoneIndex(LowerLimbIndex);
	if (UpperLimbIndex == INDEX_NONE)
	{
		bInvalidLimb = true;
	}

	const bool bInBoneSpace = (EffectorLocationSpace == BCS_ParentBoneSpace) || (EffectorLocationSpace == BCS_BoneSpace);
	const int32 EffectorSpaceBoneIndex = bInBoneSpace ? RequiredBones.GetPoseBoneIndexForBoneName(EffectorSpaceBoneName) : INDEX_NONE;

	if (bInBoneSpace && ((EffectorSpaceBoneIndex == INDEX_NONE) || !RequiredBones.Contains(EffectorSpaceBoneIndex)))
	{
		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(IKBone.BoneIndex);

	// Now get those in component space...
	FTransform UpperLimbCSTransform = MeshBases.GetComponentSpaceTransform(UpperLimbIndex);
	FTransform LowerLimbCSTransform = MeshBases.GetComponentSpaceTransform(LowerLimbIndex);
	FTransform EndBoneCSTransform = MeshBases.GetComponentSpaceTransform(IKBone.BoneIndex);

	// 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);
	const int32 JointTargetSpaceBoneIndex = (JointTargetLocationSpace == BCS_ParentBoneSpace || JointTargetLocationSpace == BCS_BoneSpace) ? RequiredBones.GetPoseBoneIndexForBoneName(JointTargetSpaceBoneName) : INDEX_NONE;
	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).SafeNormal();
		FVector const NewDir = (OutJointPos - RootPos).SafeNormal();
		// Find Delta Rotation take takes us from Old to New dir
		FQuat const DeltaRotation = FQuat::FindBetween(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).SafeNormal();
		FVector const NewDir = (OutEndPos - OutJointPos).SafeNormal();

		// Find Delta Rotation take takes us from Old to New dir
		FQuat const DeltaRotation = FQuat::FindBetween(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(IKBone.BoneIndex, EndBoneCSTransform) );
	}

	// Make sure we have correct number of bones
	check(OutBoneTransforms.Num() == 3);
}
bool FBoneReference::IsValid(const FBoneContainer& RequiredBones) const
{
	return (BoneIndex != INDEX_NONE && RequiredBones.Contains(BoneIndex));
}
示例#14
0
void FAnimNode_Trail::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, const FBoneContainer& RequiredBones, FA2CSPose& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{
	check(OutBoneTransforms.Num() == 0);

	if( ChainLength < 2 )
	{
		return;
	}

	// The incoming BoneIndex is the 'end' of the spline chain. We need to find the 'start' by walking SplineLength bones up hierarchy.
	// Fail if we walk past the root bone.

	int32 WalkBoneIndex = TrailBone.BoneIndex;

	TArray<int32> ChainBoneIndices;
	ChainBoneIndices.AddZeroed(ChainLength);

	ChainBoneIndices[ChainLength - 1] = WalkBoneIndex;

	for (int32 i = 1; i < ChainLength; i++)
	{
		// returns to avoid a crash
		// @TODO : shows an error message why failed
		if (WalkBoneIndex == 0)
		{
			return;
		}

		// Get parent bone.
		WalkBoneIndex = RequiredBones.GetParentBoneIndex(WalkBoneIndex);

		//Insert indices at the start of array, so that parents are before children in the array.
		int32 TransformIndex = ChainLength - (i + 1);
		ChainBoneIndices[TransformIndex] = WalkBoneIndex;
	}

	OutBoneTransforms.AddZeroed(ChainLength);

	// If we have >0 this frame, but didn't last time, record positions of all the bones.
	// Also do this if number has changed or array is zero.
	bool bHasValidStrength = (Alpha > 0.f);
	if(TrailBoneLocations.Num() != ChainLength || (bHasValidStrength && !bHadValidStrength))
	{
		TrailBoneLocations.Empty();
		TrailBoneLocations.AddZeroed(ChainLength);

		for(int32 i=0; i<ChainBoneIndices.Num(); i++)
		{
			int32 ChildIndex = ChainBoneIndices[i];
			FTransform ChainTransform = MeshBases.GetComponentSpaceTransform(ChildIndex);
			TrailBoneLocations[i] = ChainTransform.GetTranslation();
		}
		OldLocalToWorld = SkelComp->GetTransformMatrix();
	}
	bHadValidStrength = bHasValidStrength;

	// transform between last frame and now.
	FMatrix OldToNewTM = OldLocalToWorld * SkelComp->GetTransformMatrix().InverseFast();

	// Add fake velocity if present to all but root bone
	if(!FakeVelocity.IsZero())
	{
		FVector FakeMovement = -FakeVelocity * ThisTimstep;

		if (bActorSpaceFakeVel && SkelComp->GetOwner())
		{
			const FTransform BoneToWorld(SkelComp->GetOwner()->GetActorRotation(), SkelComp->GetOwner()->GetActorLocation());
			FakeMovement = BoneToWorld.TransformVector(FakeMovement);
		}

		FakeMovement = SkelComp->GetTransformMatrix().InverseTransformVector(FakeMovement);
		// Then add to each bone
		for(int32 i=1; i<TrailBoneLocations.Num(); i++)
		{
			TrailBoneLocations[i] += FakeMovement;
		}
	}

	// Root bone of trail is not modified.
	int32 RootIndex = ChainBoneIndices[0]; 
	FTransform ChainTransform = MeshBases.GetComponentSpaceTransform(RootIndex);
	OutBoneTransforms[0] = FBoneTransform(RootIndex, ChainTransform);
	TrailBoneLocations[0] = ChainTransform.GetTranslation();

	// Starting one below head of chain, move bones.
	for(int32 i=1; i<ChainBoneIndices.Num(); i++)
	{
		// Parent bone position in component space.
		int32 ParentIndex = ChainBoneIndices[i-1];
		FVector ParentPos = TrailBoneLocations[i-1];
		FVector ParentAnimPos = MeshBases.GetComponentSpaceTransform(ParentIndex).GetTranslation();

		// Child bone position in component space.
		int32 ChildIndex = ChainBoneIndices[i];
		FVector ChildPos = OldToNewTM.TransformPosition(TrailBoneLocations[i]); // move from 'last frames component' frame to 'this frames component' frame
		FVector ChildAnimPos = MeshBases.GetComponentSpaceTransform(ChildIndex).GetTranslation();

		// Desired parent->child offset.
		FVector TargetDelta = (ChildAnimPos - ParentAnimPos);

		// Desired child position.
		FVector ChildTarget = ParentPos + TargetDelta;

		// Find vector from child to target
		FVector Error = ChildTarget - ChildPos;

		// Calculate how much to push the child towards its target
		float Correction = FMath::Clamp<float>(ThisTimstep * TrailRelaxation, 0.f, 1.f);

		// Scale correction vector and apply to get new world-space child position.
		TrailBoneLocations[i] = ChildPos + (Error * Correction);

		// If desired, prevent bones stretching too far.
		if(bLimitStretch)
		{
			float RefPoseLength = TargetDelta.Size();
			FVector CurrentDelta = TrailBoneLocations[i] - TrailBoneLocations[i-1];
			float CurrentLength = CurrentDelta.Size();

			// If we are too far - cut it back (just project towards parent particle).
			if( (CurrentLength - RefPoseLength > StretchLimit) && CurrentLength > SMALL_NUMBER )
			{
				FVector CurrentDir = CurrentDelta / CurrentLength;
				TrailBoneLocations[i] = TrailBoneLocations[i-1] + (CurrentDir * (RefPoseLength + StretchLimit));
			}
		}

		// Modify child matrix
		OutBoneTransforms[i] = FBoneTransform(ChildIndex, MeshBases.GetComponentSpaceTransform(ChildIndex));
		OutBoneTransforms[i].Transform.SetTranslation(TrailBoneLocations[i]);

		// Modify rotation of parent matrix to point at this one.

		// Calculate the direction that parent bone is currently pointing.
		FVector CurrentBoneDir = OutBoneTransforms[i-1].Transform.TransformVector( GetAlignVector(ChainBoneAxis, bInvertChainBoneAxis) );
		CurrentBoneDir = CurrentBoneDir.SafeNormal(SMALL_NUMBER);

		// Calculate vector from parent to child.
		FVector NewBoneDir = FVector(OutBoneTransforms[i].Transform.GetTranslation() - OutBoneTransforms[i - 1].Transform.GetTranslation()).SafeNormal(SMALL_NUMBER);

		// Calculate a quaternion that gets us from our current rotation to the desired one.
		FQuat DeltaLookQuat = FQuat::FindBetween(CurrentBoneDir, NewBoneDir);
		FTransform DeltaTM( DeltaLookQuat, FVector(0.f) );

		// Apply to the current parent bone transform.
		FTransform TmpMatrix = FTransform::Identity;
		TmpMatrix.CopyRotationPart(OutBoneTransforms[i - 1].Transform);
		TmpMatrix = TmpMatrix * DeltaTM;
		OutBoneTransforms[i - 1].Transform.CopyRotationPart(TmpMatrix);
	}

	// For the last bone in the chain, use the rotation from the bone above it.
	OutBoneTransforms[ChainLength - 1].Transform.CopyRotationPart(OutBoneTransforms[ChainLength - 2].Transform);

	// Update OldLocalToWorld
	OldLocalToWorld = SkelComp->GetTransformMatrix();
}
示例#15
0
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;
	}
}
void FAnimNode_MMDIK::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, const FBoneContainer& RequiredBones, FA2CSPose& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{

	FVector EffectorLocation(FVector::ZeroVector);
	FVector JointTargetLocation(FVector::ZeroVector);
	TEnumAsByte<enum EBoneControlSpace> EffectorLocationSpace(BCS_BoneSpace);
	TEnumAsByte<enum EBoneControlSpace> JointTargetLocationSpace(BCS_ParentBoneSpace);

	FTransform UpperLimbCSTransform;
	FTransform LowerLimbCSTransform;
	FTransform EndBoneCSTransform;
	FTransform JointTargetTransform;
	const float BlendWeight = FMath::Clamp<float>(1.0f, 0.f, 1.f);

	check(OutBoneTransforms.Num() == 0);

	const FStringAssetReference& AssetRef = MMDExtendAssetRef.ToStringReference();

	UMMDExtendAsset* MMDExtendAssetPtr = MMDExtendAssetRef.Get();

	if (MMDExtendAssetPtr == nullptr)
	{
		UE_LOG(LogAnimation, Warning, TEXT("FAnimNode_MMDIK::EvaluateBoneTransforms: MMExtendPtr is nullptr!"));
		return;
	}

	for (int32 indexIK = 0; indexIK < MMDExtendAssetPtr->IkInfoList.Num(); indexIK++)
	{
		JointTargetLocationSpace = BCS_ParentBoneSpace;

		// Get indices of the lower and upper limb bones and check validity.
		bool bInvalidLimb = false;

		// IKBoneIndex
		const FName EffectorSpaceBoneName = MMDExtendAssetPtr->IkInfoList[indexIK].IKBoneName;
		const int32 EffectorSpaceBoneIndex = MMDExtendAssetPtr->IkInfoList[indexIK].IKBoneIndex;

		const FName EndBoneName = MMDExtendAssetPtr->IkInfoList[indexIK].TargetBoneName;
		const int32 EndBoneIndex = MMDExtendAssetPtr->IkInfoList[indexIK].TargetBoneIndex;

		if (EffectorSpaceBoneName.IsEqual(TEXT("左つま先IK")) || EffectorSpaceBoneName.IsEqual(TEXT("右つま先IK")))
		{
			JointTargetLocationSpace = BCS_BoneSpace;
		}

		const int32 LowerLimbIndex = RequiredBones.GetParentBoneIndex(EndBoneIndex);
		if (LowerLimbIndex == INDEX_NONE)
		{
			bInvalidLimb = true;
		}

		int32 UpperLimbIndex = INDEX_NONE;

		if (!bInvalidLimb)
		{
			UpperLimbIndex = RequiredBones.GetParentBoneIndex(LowerLimbIndex);
			if (UpperLimbIndex == INDEX_NONE)
			{
				bInvalidLimb = true;
			}

		}

		if (!bInvalidLimb)
		{
			int32 JointTargetSpaceBoneIndex = INDEX_NONE;

			if (MMDExtendAssetPtr->IkInfoList[indexIK].ikLinkList.Num() > 0)
			{
				JointTargetSpaceBoneIndex = MMDExtendAssetPtr->IkInfoList[indexIK].ikLinkList[0].BoneIndex;
			}

			UpperLimbCSTransform = MeshBases.GetComponentSpaceTransform(UpperLimbIndex);
			LowerLimbCSTransform = MeshBases.GetComponentSpaceTransform(LowerLimbIndex);

			EndBoneCSTransform = MeshBases.GetComponentSpaceTransform(EndBoneIndex);

			FTransform JointTargetTransform(JointTargetLocation);
			FAnimationRuntime::ConvertBoneSpaceTransformToCS(SkelComp, MeshBases, JointTargetTransform, JointTargetSpaceBoneIndex, JointTargetLocationSpace);

			const FVector RootPos = UpperLimbCSTransform.GetTranslation();
			const FVector InitialJointPos = LowerLimbCSTransform.GetTranslation();
			const FVector InitialEndPos = EndBoneCSTransform.GetTranslation();

			FTransform EffectorTransform(EffectorLocation);
			FAnimationRuntime::ConvertBoneSpaceTransformToCS(SkelComp, MeshBases, EffectorTransform, EffectorSpaceBoneIndex, EffectorLocationSpace);

			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;
			}

			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;

			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::FindBetween(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::FindBetween(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.
			{

				// Set correct location for end bone.
				EndBoneCSTransform.SetTranslation(OutEndPos);

				// Order important. Third bone is End Bone.
				OutBoneTransforms.Add(FBoneTransform(EndBoneIndex, EndBoneCSTransform));
			}

			OutBoneTransforms.Sort([](const FBoneTransform& A, const FBoneTransform& B)
			{
				return A.BoneIndex < B.BoneIndex;
			});

			if (OutBoneTransforms.Num() > 0)
			{
				MeshBases.LocalBlendCSBoneTransforms(OutBoneTransforms, BlendWeight);
				OutBoneTransforms.Empty();
			}

		}

	}

}