void UBlendSpaceBase::GetAnimationPose(TArray<FBlendSampleData>& BlendSampleDataCache, /*out*/ FCompactPose& OutPose, /*out*/ FBlendedCurve& OutCurve) { SCOPE_CYCLE_COUNTER(STAT_BlendSpace_GetAnimPose); FScopeCycleCounterUObject BlendSpaceScope(this); if(BlendSampleDataCache.Num() == 0) { OutPose.ResetToRefPose(); return; } const int32 NumPoses = BlendSampleDataCache.Num(); TArray<FCompactPose, TInlineAllocator<8>> ChildrenPoses; ChildrenPoses.AddZeroed(NumPoses); TArray<FBlendedCurve, TInlineAllocator<8>> ChildrenCurves; ChildrenCurves.AddZeroed(NumPoses); TArray<float, TInlineAllocator<8>> ChildrenWeights; ChildrenWeights.AddZeroed(NumPoses); for(int32 ChildrenIdx=0; ChildrenIdx<ChildrenPoses.Num(); ++ChildrenIdx) { ChildrenPoses[ChildrenIdx].SetBoneContainer(&OutPose.GetBoneContainer()); ChildrenCurves[ChildrenIdx].InitFrom(OutCurve); } // get all child atoms we interested in for(int32 I = 0; I < BlendSampleDataCache.Num(); ++I) { FCompactPose& Pose = ChildrenPoses[I]; if(SampleData.IsValidIndex(BlendSampleDataCache[I].SampleDataIndex)) { const FBlendSample& Sample = SampleData[BlendSampleDataCache[I].SampleDataIndex]; ChildrenWeights[I] = BlendSampleDataCache[I].GetWeight(); if(Sample.Animation) { const float Time = FMath::Clamp<float>(BlendSampleDataCache[I].Time, 0.f, Sample.Animation->SequenceLength); // first one always fills up the source one Sample.Animation->GetAnimationPose(Pose, ChildrenCurves[I], FAnimExtractContext(Time, true)); } else { Pose.ResetToRefPose(); } } else { Pose.ResetToRefPose(); } } TArrayView<FCompactPose> ChildrenPosesView(ChildrenPoses); if (PerBoneBlend.Num() > 0) { if (IsValidAdditive()) { if (bRotationBlendInMeshSpace) { FAnimationRuntime::BlendPosesTogetherPerBoneInMeshSpace(ChildrenPosesView, ChildrenCurves, this, BlendSampleDataCache, OutPose, OutCurve); } else { FAnimationRuntime::BlendPosesTogetherPerBone(ChildrenPosesView, ChildrenCurves, this, BlendSampleDataCache, OutPose, OutCurve); } } else { FAnimationRuntime::BlendPosesTogetherPerBone(ChildrenPosesView, ChildrenCurves, this, BlendSampleDataCache, OutPose, OutCurve); } } else { FAnimationRuntime::BlendPosesTogether(ChildrenPosesView, ChildrenCurves, ChildrenWeights, OutPose, OutCurve); } // Once all the accumulation and blending has been done, normalize rotations. OutPose.NormalizeRotations(); }
bool UAnimSingleNodeInstance::NativeEvaluateAnimation(FPoseContext& Output) { if (CurrentAsset != NULL) { //@TODO: animrefactor: Seems like more code duplication than we need if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(CurrentAsset)) { InternalBlendSpaceEvaluatePose(BlendSpace, BlendSampleData, Output); } else if (UAnimSequence* Sequence = Cast<UAnimSequence>(CurrentAsset)) { if (Sequence->IsValidAdditive()) { FAnimExtractContext ExtractionContext(CurrentTime, Sequence->bEnableRootMotion); Sequence->GetAdditiveBasePose(Output.Pose, Output.Curve, ExtractionContext); FCompactPose AdditivePose; FBlendedCurve AdditiveCurve; AdditivePose.SetBoneContainer(&Output.Pose.GetBoneContainer()); AdditiveCurve.InitFrom(Output.Curve); Sequence->GetAnimationPose(AdditivePose, AdditiveCurve, ExtractionContext); FAnimationRuntime::AccumulateAdditivePose(Output.Pose, AdditivePose, Output.Curve, AdditiveCurve, 1.f, Sequence->AdditiveAnimType); Output.Pose.NormalizeRotations(); } else { // if SkeletalMesh isn't there, we'll need to use skeleton Sequence->GetAnimationPose(Output.Pose, Output.Curve, FAnimExtractContext(CurrentTime, Sequence->bEnableRootMotion)); } } else if (UAnimComposite* Composite = Cast<UAnimComposite>(CurrentAsset)) { FAnimExtractContext ExtractionContext(CurrentTime, ShouldExtractRootMotion()); const FAnimTrack& AnimTrack = Composite->AnimationTrack; // find out if this is additive animation if (AnimTrack.IsAdditive()) { #if WITH_EDITORONLY_DATA if (Composite->PreviewBasePose) { Composite->PreviewBasePose->GetAdditiveBasePose(Output.Pose, Output.Curve, ExtractionContext); } else #endif { // get base pose - for now we only support ref pose as base Output.Pose.ResetToRefPose(); } EAdditiveAnimationType AdditiveAnimType = AnimTrack.IsRotationOffsetAdditive()? AAT_RotationOffsetMeshSpace : AAT_LocalSpaceBase; FCompactPose AdditivePose; FBlendedCurve AdditiveCurve; AdditivePose.SetBoneContainer(&Output.Pose.GetBoneContainer()); AdditiveCurve.InitFrom(Output.Curve); Composite->GetAnimationPose(AdditivePose, AdditiveCurve, ExtractionContext); FAnimationRuntime::AccumulateAdditivePose(Output.Pose, AdditivePose, Output.Curve, AdditiveCurve, 1.f, AdditiveAnimType); } else { //doesn't handle additive yet Composite->GetAnimationPose(Output.Pose, Output.Curve, ExtractionContext); } } else if (UAnimMontage* Montage = Cast<UAnimMontage>(CurrentAsset)) { // for now only update first slot // in the future, add option to see which slot to see if (Montage->SlotAnimTracks.Num() > 0) { FCompactPose SourcePose; FBlendedCurve SourceCurve; SourcePose.SetBoneContainer(&Output.Pose.GetBoneContainer()); SourceCurve.InitFrom(Output.Curve); if (Montage->IsValidAdditive()) { #if WITH_EDITORONLY_DATA // if montage is additive, we need to have base pose for the slot pose evaluate if (Montage->PreviewBasePose && Montage->SequenceLength > 0.f) { Montage->PreviewBasePose->GetBonePose(SourcePose, SourceCurve, FAnimExtractContext(CurrentTime)); } else #endif // WITH_EDITORONLY_DATA { SourcePose.ResetToRefPose(); } } else { SourcePose.ResetToRefPose(); } SlotEvaluatePose(Montage->SlotAnimTracks[0].SlotName, SourcePose, SourceCurve, Output.Pose, Output.Curve, 1.f); } } } if(CurrentVertexAnim != NULL) { VertexAnims.Add(FActiveVertexAnim(CurrentVertexAnim, 1.f, CurrentTime)); } return true; }