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 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; }