// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #include "AnimGraph.h" #include "Engine/Core/Types/VariantValueCast.h" #include "Engine/Content/Assets/Animation.h" #include "Engine/Content/Assets/SkeletonMask.h" #include "Engine/Content/Assets/AnimationGraphFunction.h" #include "Engine/Animations/AlphaBlend.h" #include "Engine/Animations/AnimEvent.h" #include "Engine/Animations/InverseKinematics.h" #include "Engine/Level/Actors/AnimatedModel.h" namespace { FORCE_INLINE void BlendAdditiveWeightedRotation(Quaternion& base, Quaternion& additive, float weight) { // Pick a shortest path between rotation to fix blending artifacts additive *= weight; if (Quaternion::Dot(base, additive) < 0) additive *= -1; base += additive; } FORCE_INLINE void NormalizeRotations(AnimGraphImpulse* nodes, RootMotionMode rootMotionMode) { for (int32 i = 0; i < nodes->Nodes.Count(); i++) { nodes->Nodes[i].Orientation.Normalize(); } if (rootMotionMode != RootMotionMode::NoExtraction) { nodes->RootMotion.Orientation.Normalize(); } } } void RetargetSkeletonNode(const SkeletonData& sourceSkeleton, const SkeletonData& targetSkeleton, const SkinnedModel::SkeletonMapping& mapping, Transform& node, int32 i) { const int32 nodeToNode = mapping.NodesMapping[i]; if (nodeToNode == -1) return; // Map source skeleton node to the target skeleton (use ref pose difference) const auto& sourceNode = sourceSkeleton.Nodes[nodeToNode]; const auto& targetNode = targetSkeleton.Nodes[i]; Transform value = node; const Transform sourceToTarget = targetNode.LocalTransform - sourceNode.LocalTransform; value.Translation += sourceToTarget.Translation; value.Scale *= sourceToTarget.Scale; value.Orientation = sourceToTarget.Orientation * value.Orientation; // TODO: find out why this doesn't match referenced animation when played on that skeleton originally value.Orientation.Normalize(); node = value; } int32 AnimGraphExecutor::GetRootNodeIndex(Animation* anim) { // TODO: cache the root node index (use dictionary with Animation* -> int32 for fast lookups) int32 rootNodeIndex = 0; if (anim->Data.RootNodeName.HasChars()) { auto& skeleton = _graph.BaseModel->Skeleton; for (int32 i = 0; i < skeleton.Nodes.Count(); i++) { if (skeleton.Nodes[i].Name == anim->Data.RootNodeName) { rootNodeIndex = i; break; } } } return rootNodeIndex; } void AnimGraphExecutor::ProcessAnimEvents(AnimGraphNode* node, bool loop, float length, float animPos, float animPrevPos, Animation* anim, float speed) { if (anim->Events.Count() == 0) return; ANIM_GRAPH_PROFILE_EVENT("Events"); auto& context = Context.Get(); float eventTimeMin = animPrevPos; float eventTimeMax = animPos; if (loop && context.DeltaTime * speed < 0) { // Check if animation looped (for anim events shooting during backwards playback) //const float posNotLooped = startTimePos + oldTimePos; //if (posNotLooped < 0.0f || posNotLooped > length) //const int32 animPosCycle = Math::CeilToInt(animPos / anim->GetDuration()); //const int32 animPrevPosCycle = Math::CeilToInt(animPrevPos / anim->GetDuration()); //if (animPosCycle != animPrevPosCycle) { Swap(eventTimeMin, eventTimeMax); } } const float eventTime = animPos / static_cast(anim->Data.FramesPerSecond); const float eventDeltaTime = (animPos - animPrevPos) / static_cast(anim->Data.FramesPerSecond); for (const auto& track : anim->Events) { for (const auto& k : track.Second.GetKeyframes()) { if (!k.Value.Instance) continue; const float duration = k.Value.Duration > 1 ? k.Value.Duration : 0.0f; #define ADD_OUTGOING_EVENT(type) context.Data->OutgoingEvents.Add({ k.Value.Instance, (AnimatedModel*)context.Data->Object, anim, eventTime, eventDeltaTime, AnimGraphInstanceData::OutgoingEvent::type }) if (k.Time <= eventTimeMax && eventTimeMin <= k.Time + duration) { int32 stateIndex = -1; if (duration > 1) { // Begin for continuous event for (stateIndex = 0; stateIndex < context.Data->ActiveEvents.Count(); stateIndex++) { const auto& e = context.Data->ActiveEvents[stateIndex]; if (e.Instance == k.Value.Instance && e.Node == node) break; } if (stateIndex == context.Data->ActiveEvents.Count()) { ASSERT(k.Value.Instance->Is()); auto& e = context.Data->ActiveEvents.AddOne(); e.Instance = (AnimContinuousEvent*)k.Value.Instance; e.Anim = anim; e.Node = node; ADD_OUTGOING_EVENT(OnBegin); } } // Event ADD_OUTGOING_EVENT(OnEvent); if (stateIndex != -1) context.Data->ActiveEvents[stateIndex].Hit = true; } else if (duration > 1) { // End for continuous event for (int32 i = 0; i < context.Data->ActiveEvents.Count(); i++) { const auto& e = context.Data->ActiveEvents[i]; if (e.Instance == k.Value.Instance && e.Node == node) { ADD_OUTGOING_EVENT(OnEnd); context.Data->ActiveEvents.RemoveAt(i); break; } } } #undef ADD_OUTGOING_EVENT } } } float GetAnimPos(float& timePos, float startTimePos, bool loop, float length) { // Apply animation offset and looping to calculate the animation sampling position within [0;length] float result = startTimePos + timePos; if (result < 0.0f) { if (loop) { // Animation looped (revered playback) result = length - result; } else { // Animation ended (revered playback) result = 0; } timePos = result; } else if (result > length) { if (loop) { // Animation looped result = Math::Mod(result, length); // Remove start time offset to properly loop from animation start during the next frame timePos = result - startTimePos; } else { // Animation ended timePos = result = length; } } return result; } float GetAnimSamplePos(float length, Animation* anim, float pos, float speed) { // Convert into animation local time (track length may be bigger so fill the gaps with animation clip and include playback speed) // Also, scale the animation to fit the total animation node length without cut in a middle const auto animLength = anim->GetLength(); const int32 cyclesCount = Math::FloorToInt(length / animLength); const float cycleLength = animLength * (float)cyclesCount; const float adjustRateScale = length / cycleLength; auto animPos = pos * speed * adjustRateScale; while (animPos > animLength) { animPos -= animLength; } if (animPos < 0) animPos = animLength + animPos; animPos *= static_cast(anim->Data.FramesPerSecond); return animPos; } FORCE_INLINE void GetAnimSamplePos(bool loop, float length, float startTimePos, float prevTimePos, float& newTimePos, float& pos, float& prevPos) { // Calculate actual time position within the animation node (defined by length and loop mode) pos = GetAnimPos(newTimePos, startTimePos, loop, length); prevPos = GetAnimPos(prevTimePos, startTimePos, loop, length); } void AnimGraphExecutor::ProcessAnimation(AnimGraphImpulse* nodes, AnimGraphNode* node, bool loop, float length, float pos, float prevPos, Animation* anim, float speed, float weight, ProcessAnimationMode mode) { PROFILE_CPU_ASSET(anim); // Get animation position (animation track position for channels sampling) const float animPos = GetAnimSamplePos(length, anim, pos, speed); const float animPrevPos = GetAnimSamplePos(length, anim, prevPos, speed); // Evaluate nested animations bool hasNested = false; if (anim->NestedAnims.Count() != 0) { for (auto& e : anim->NestedAnims) { const auto& nestedAnim = e.Second; float nestedAnimPos = animPos - nestedAnim.Time; if (nestedAnimPos >= 0.0f && nestedAnimPos < nestedAnim.Duration && nestedAnim.Enabled && nestedAnim.Anim && nestedAnim.Anim->IsLoaded()) { // Get nested animation time position float nestedAnimPrevPos = animPrevPos - nestedAnim.Time; const float nestedAnimLength = nestedAnim.Anim->GetLength(); const float nestedAnimSpeed = nestedAnim.Speed * speed; const float frameRateMatchScale = nestedAnimSpeed / (float)anim->Data.FramesPerSecond; nestedAnimPos = nestedAnimPos * frameRateMatchScale; nestedAnimPrevPos = nestedAnimPrevPos * frameRateMatchScale; GetAnimSamplePos(nestedAnim.Loop, nestedAnimLength, nestedAnim.StartTime, nestedAnimPrevPos, nestedAnimPos, nestedAnimPos, nestedAnimPrevPos); ProcessAnimation(nodes, node, true, nestedAnimLength, nestedAnimPos, nestedAnimPrevPos, nestedAnim.Anim, 1.0f, weight, mode); hasNested = true; } } } // Get skeleton nodes mapping descriptor const SkinnedModel::SkeletonMapping mapping = _graph.BaseModel->GetSkeletonMapping(anim); if (mapping.NodesMapping.IsInvalid()) return; // Evaluate nodes animations const bool weighted = weight < 1.0f; const bool retarget = mapping.SourceSkeleton && mapping.SourceSkeleton != mapping.TargetSkeleton; const auto emptyNodes = GetEmptyNodes(); SkinnedModel::SkeletonMapping sourceMapping; if (retarget) sourceMapping = _graph.BaseModel->GetSkeletonMapping(mapping.SourceSkeleton); for (int32 i = 0; i < nodes->Nodes.Count(); i++) { const int32 nodeToChannel = mapping.NodesMapping[i]; Transform& dstNode = nodes->Nodes[i]; Transform srcNode = emptyNodes->Nodes[i]; if (nodeToChannel != -1) { // Calculate the animated node transformation anim->Data.Channels[nodeToChannel].Evaluate(animPos, &srcNode, false); // Optionally retarget animation into the skeleton used by the Anim Graph if (retarget) { RetargetSkeletonNode(mapping.SourceSkeleton->Skeleton, mapping.TargetSkeleton->Skeleton, sourceMapping, srcNode, i); } } // Blend node if (mode == ProcessAnimationMode::BlendAdditive) { dstNode.Translation += srcNode.Translation * weight; dstNode.Scale += srcNode.Scale * weight; BlendAdditiveWeightedRotation(dstNode.Orientation, srcNode.Orientation, weight); } else if (mode == ProcessAnimationMode::Add) { dstNode.Translation += srcNode.Translation * weight; dstNode.Scale += srcNode.Scale * weight; dstNode.Orientation += srcNode.Orientation * weight; } else if (weighted) { dstNode.Translation = srcNode.Translation * weight; dstNode.Scale = srcNode.Scale * weight; dstNode.Orientation = srcNode.Orientation * weight; } else if (!hasNested) { dstNode = srcNode; } } // Handle root motion if (_rootMotionMode != RootMotionMode::NoExtraction && anim->Data.EnableRootMotion) { // Calculate the root motion node transformation const int32 rootNodeIndex = GetRootNodeIndex(anim); const Transform& refPose = emptyNodes->Nodes[rootNodeIndex]; Transform& rootNode = nodes->Nodes[rootNodeIndex]; Transform& dstNode = nodes->RootMotion; Transform srcNode = Transform::Identity; const int32 nodeToChannel = mapping.NodesMapping[rootNodeIndex]; if (_rootMotionMode == RootMotionMode::Enable && nodeToChannel != -1) { // Get the root bone transformation Transform rootBefore = refPose; const NodeAnimationData& rootChannel = anim->Data.Channels[nodeToChannel]; rootChannel.Evaluate(animPrevPos, &rootBefore, false); // Check if animation looped if (animPos < animPrevPos) { const float endPos = anim->GetLength() * static_cast(anim->Data.FramesPerSecond); const float timeToEnd = endPos - animPrevPos; Transform rootBegin = refPose; rootChannel.Evaluate(0, &rootBegin, false); Transform rootEnd = refPose; rootChannel.Evaluate(endPos, &rootEnd, false); //rootChannel.Evaluate(animPos - timeToEnd, &rootNow, true); // Complex motion calculation to preserve the looped movement // (end - before + now - begin) // It sums the motion since the last update to anim end and since the start to now srcNode.Translation = rootEnd.Translation - rootBefore.Translation + rootNode.Translation - rootBegin.Translation; srcNode.Orientation = rootEnd.Orientation * rootBefore.Orientation.Conjugated() * (rootNode.Orientation * rootBegin.Orientation.Conjugated()); //srcNode.Orientation = Quaternion::Identity; } else { // Simple motion delta // (now - before) srcNode.Translation = rootNode.Translation - rootBefore.Translation; srcNode.Orientation = rootBefore.Orientation.Conjugated() * rootNode.Orientation; } // Convert root motion from local-space to the actor-space (eg. if root node is not actually a root and its parents have rotation/scale) auto& skeleton = _graph.BaseModel->Skeleton; int32 parentIndex = skeleton.Nodes[rootNodeIndex].ParentIndex; while (parentIndex != -1) { const Transform& parentNode = nodes->Nodes[parentIndex]; srcNode.Translation = parentNode.LocalToWorld(srcNode.Translation); parentIndex = skeleton.Nodes[parentIndex].ParentIndex; } } // Remove root node motion after extraction rootNode = refPose; // Blend root motion if (mode == ProcessAnimationMode::BlendAdditive) { dstNode.Translation += srcNode.Translation * weight; BlendAdditiveWeightedRotation(dstNode.Orientation, srcNode.Orientation, weight); } else if (mode == ProcessAnimationMode::Add) { dstNode.Translation += srcNode.Translation * weight; dstNode.Orientation += srcNode.Orientation * weight; } else if (weighted) { dstNode.Translation = srcNode.Translation * weight; dstNode.Orientation = srcNode.Orientation * weight; } else { dstNode = srcNode; } } // Collect events if (weight > 0.5f) { ProcessAnimEvents(node, loop, length, animPos, animPrevPos, anim, speed); } } Variant AnimGraphExecutor::SampleAnimation(AnimGraphNode* node, bool loop, float length, float startTimePos, float prevTimePos, float& newTimePos, Animation* anim, float speed) { if (anim == nullptr || !anim->IsLoaded()) return Value::Null; float pos, prevPos; GetAnimSamplePos(loop, length, startTimePos, prevTimePos, newTimePos, pos, prevPos); const auto nodes = node->GetNodes(this); InitNodes(nodes); nodes->Position = pos; nodes->Length = length; ProcessAnimation(nodes, node, loop, length, pos, prevPos, anim, speed); NormalizeRotations(nodes, _rootMotionMode); return nodes; } Variant AnimGraphExecutor::SampleAnimationsWithBlend(AnimGraphNode* node, bool loop, float length, float startTimePos, float prevTimePos, float& newTimePos, Animation* animA, Animation* animB, float speedA, float speedB, float alpha) { // Skip if any animation is not ready to use if (animA == nullptr || !animA->IsLoaded() || animB == nullptr || !animB->IsLoaded()) return Value::Null; float pos, prevPos; GetAnimSamplePos(loop, length, startTimePos, prevTimePos, newTimePos, pos, prevPos); // Sample the animations with blending const auto nodes = node->GetNodes(this); InitNodes(nodes); nodes->Position = pos; nodes->Length = length; ProcessAnimation(nodes, node, loop, length, pos, prevPos, animA, speedA, 1.0f - alpha, ProcessAnimationMode::Override); ProcessAnimation(nodes, node, loop, length, pos, prevPos, animB, speedB, alpha, ProcessAnimationMode::BlendAdditive); NormalizeRotations(nodes, _rootMotionMode); return nodes; } Variant AnimGraphExecutor::SampleAnimationsWithBlend(AnimGraphNode* node, bool loop, float length, float startTimePos, float prevTimePos, float& newTimePos, Animation* animA, Animation* animB, Animation* animC, float speedA, float speedB, float speedC, float alphaA, float alphaB, float alphaC) { // Skip if any animation is not ready to use if (animA == nullptr || !animA->IsLoaded() || animB == nullptr || !animB->IsLoaded() || animC == nullptr || !animC->IsLoaded()) return Value::Null; float pos, prevPos; GetAnimSamplePos(loop, length, startTimePos, prevTimePos, newTimePos, pos, prevPos); // Sample the animations with blending const auto nodes = node->GetNodes(this); InitNodes(nodes); nodes->Position = pos; nodes->Length = length; ASSERT(Math::Abs(alphaA + alphaB + alphaC - 1.0f) <= ANIM_GRAPH_BLEND_THRESHOLD); // Assumes weights are normalized ProcessAnimation(nodes, node, loop, length, pos, prevPos, animA, speedA, alphaA, ProcessAnimationMode::Override); ProcessAnimation(nodes, node, loop, length, pos, prevPos, animB, speedB, alphaB, ProcessAnimationMode::BlendAdditive); ProcessAnimation(nodes, node, loop, length, pos, prevPos, animC, speedC, alphaC, ProcessAnimationMode::BlendAdditive); NormalizeRotations(nodes, _rootMotionMode); return nodes; } Variant AnimGraphExecutor::Blend(AnimGraphNode* node, const Value& poseA, const Value& poseB, float alpha, AlphaBlendMode alphaMode) { ANIM_GRAPH_PROFILE_EVENT("Blend Pose"); alpha = AlphaBlend::Process(alpha, alphaMode); const auto nodes = node->GetNodes(this); auto nodesA = static_cast(poseA.AsPointer); auto nodesB = static_cast(poseB.AsPointer); if (!ANIM_GRAPH_IS_VALID_PTR(poseA)) nodesA = GetEmptyNodes(); if (!ANIM_GRAPH_IS_VALID_PTR(poseB)) nodesB = GetEmptyNodes(); for (int32 i = 0; i < nodes->Nodes.Count(); i++) { Transform::Lerp(nodesA->Nodes[i], nodesB->Nodes[i], alpha, nodes->Nodes[i]); } Transform::Lerp(nodesA->RootMotion, nodesB->RootMotion, alpha, nodes->RootMotion); nodes->Position = Math::Lerp(nodesA->Position, nodesB->Position, alpha); nodes->Length = Math::Lerp(nodesA->Length, nodesB->Length, alpha); return nodes; } Variant AnimGraphExecutor::SampleState(AnimGraphNode* state) { // Prepare auto& data = state->Data.State; if (data.Graph == nullptr || data.Graph->GetRootNode() == nullptr) { // Invalid state graph return Value::Null; } ANIM_GRAPH_PROFILE_EVENT("Evaluate State"); // Evaluate state auto rootNode = data.Graph->GetRootNode(); auto result = eatBox((Node*)rootNode, &rootNode->Boxes[0]); return result; } void AnimGraphExecutor::UpdateStateTransitions(AnimGraphContext& context, const AnimGraphNode::StateMachineData& stateMachineData, AnimGraphInstanceData::StateMachineBucket& stateMachineBucket, const AnimGraphNode::StateBaseData& stateData) { int32 transitionIndex = 0; while (transitionIndex < ANIM_GRAPH_MAX_STATE_TRANSITIONS && stateData.Transitions[transitionIndex] != AnimGraphNode::StateData::InvalidTransitionIndex) { const uint16 idx = stateData.Transitions[transitionIndex]; ASSERT(idx < stateMachineData.Graph->StateTransitions.Count()); auto& transition = stateMachineData.Graph->StateTransitions[idx]; if (transition.Destination == stateMachineBucket.CurrentState) { // Ignore transition to the current state transitionIndex++; continue; } // Evaluate source state transition data (position, length, etc.) const Value sourceStatePtr = SampleState(stateMachineBucket.CurrentState); auto& transitionData = context.TransitionData; // Note: this could support nested transitions but who uses state machine inside transition rule? if (ANIM_GRAPH_IS_VALID_PTR(sourceStatePtr)) { // Use source state as data provider const auto sourceState = (AnimGraphImpulse*)sourceStatePtr.AsPointer; auto sourceLength = Math::Max(sourceState->Length, 0.0f); transitionData.Position = Math::Clamp(sourceState->Position, 0.0f, sourceLength); transitionData.Length = sourceLength; } else { // Reset transitionData.Position = 0; transitionData.Length = ZeroTolerance; } const bool useDefaultRule = EnumHasAnyFlags(transition.Flags, AnimGraphStateTransition::FlagTypes::UseDefaultRule); if (transition.RuleGraph && !useDefaultRule) { // Execute transition rule auto rootNode = transition.RuleGraph->GetRootNode(); ASSERT(rootNode); if (!(bool)eatBox((Node*)rootNode, &rootNode->Boxes[0])) { transitionIndex++; continue; } } // Check if can trigger the transition bool canEnter = false; if (useDefaultRule) { // Start transition when the current state animation is about to end (split blend duration evenly into two states) const auto transitionDurationHalf = transition.BlendDuration * 0.5f + ZeroTolerance; const auto endPos = transitionData.Length - transitionDurationHalf; canEnter = transitionData.Position >= endPos; } else if (transition.RuleGraph) canEnter = true; if (canEnter) { // Start transition stateMachineBucket.ActiveTransition = &transition; stateMachineBucket.TransitionPosition = 0.0f; break; } // Skip after Solo transition // TODO: don't load transitions after first enabled Solo transition and remove this check here if (EnumHasAnyFlags(transition.Flags, AnimGraphStateTransition::FlagTypes::Solo)) break; transitionIndex++; } } void ComputeMultiBlendLength(float& length, AnimGraphNode* node) { ANIM_GRAPH_PROFILE_EVENT("Setup Mutli Blend Length"); // TODO: lock graph or graph asset here? make it thread safe length = 0.0f; for (int32 i = 0; i < ARRAY_COUNT(node->Assets); i++) { if (node->Assets[i]) { // TODO: maybe don't update if not all anims are loaded? just skip the node with the bind pose? if (node->Assets[i]->WaitForLoaded()) { node->Assets[i] = nullptr; LOG(Warning, "Failed to load one of the animations."); } else { const auto anim = node->Assets[i].As(); const auto aData = node->Values[4 + i * 2].AsFloat4(); length = Math::Max(length, anim->GetLength() * Math::Abs(aData.W)); } } } } void AnimGraphExecutor::ProcessGroupParameters(Box* box, Node* node, Value& value) { auto& context = Context.Get(); switch (node->TypeID) { // Get case 1: { // Get parameter int32 paramIndex; const auto param = _graph.GetParameter((Guid)node->Values[0], paramIndex); if (param) { value = context.Data->Parameters[paramIndex].Value; switch (param->Type.Type) { case VariantType::Float2: switch (box->ID) { case 1: case 2: value = value.AsFloat2().Raw[box->ID - 1]; break; } break; case VariantType::Float3: switch (box->ID) { case 1: case 2: case 3: value = value.AsFloat3().Raw[box->ID - 1]; break; } break; case VariantType::Float4: case VariantType::Color: switch (box->ID) { case 1: case 2: case 3: case 4: value = value.AsFloat4().Raw[box->ID - 1]; break; } break; case VariantType::Double2: switch (box->ID) { case 1: case 2: value = value.AsDouble2().Raw[box->ID - 1]; break; } break; case VariantType::Double3: switch (box->ID) { case 1: case 2: case 3: value = value.AsDouble3().Raw[box->ID - 1]; break; } break; case VariantType::Double4: switch (box->ID) { case 1: case 2: case 3: case 4: value = value.AsDouble4().Raw[box->ID - 1]; break; } break; case VariantType::Matrix: { auto& matrix = value.Type.Type == VariantType::Matrix && value.AsBlob.Data ? *(Matrix*)value.AsBlob.Data : Matrix::Identity; switch (box->ID) { case 0: value = matrix.GetRow1(); break; case 1: value = matrix.GetRow2(); break; case 2: value = matrix.GetRow3(); break; case 3: value = matrix.GetRow4(); break; } break; } } } else { // TODO: add warning that no parameter selected value = Value::Zero; } break; } default: break; } } void AnimGraphExecutor::ProcessGroupTools(Box* box, Node* nodeBase, Value& value) { auto& context = Context.Get(); auto node = (AnimGraphNode*)nodeBase; switch (node->TypeID) { // Time case 5: { auto& bucket = context.Data->State[node->BucketIndex].Animation; if (bucket.LastUpdateFrame != context.CurrentFrameIndex) { bucket.TimePosition += context.DeltaTime; bucket.LastUpdateFrame = context.CurrentFrameIndex; } value = box->ID == 0 ? bucket.TimePosition : context.DeltaTime; break; } default: VisjectExecutor::ProcessGroupTools(box, nodeBase, value); break; } } void AnimGraphExecutor::ProcessGroupAnimation(Box* boxBase, Node* nodeBase, Value& value) { auto& context = Context.Get(); if (context.ValueCache.TryGet(boxBase, value)) return; auto box = (AnimGraphBox*)boxBase; auto node = (AnimGraphNode*)nodeBase; switch (node->TypeID) { // Animation Output case 1: value = tryGetValue(box, Value::Null); break; // Animation case 2: { auto anim = node->Assets[0].As(); auto& bucket = context.Data->State[node->BucketIndex].Animation; // Override animation when animation reference box is connected auto animationAssetBox = node->TryGetBox(8); if (animationAssetBox && animationAssetBox->HasConnection()) { anim = TVariantValueCast::Cast(tryGetValue(animationAssetBox, Value::Null)); } switch (box->ID) { // Animation case 0: { ANIM_GRAPH_PROFILE_EVENT("Animation"); const float speed = (float)tryGetValue(node->GetBox(5), node->Values[1]); const bool loop = (bool)tryGetValue(node->GetBox(6), node->Values[2]); const float startTimePos = (float)tryGetValue(node->GetBox(7), node->Values[3]); const float length = anim ? anim->GetLength() : 0.0f; // Calculate new time position if (speed < 0.0f && bucket.LastUpdateFrame < context.CurrentFrameIndex - 1) { // If speed is negative and it's the first node update then start playing from end bucket.TimePosition = length; } float newTimePos = bucket.TimePosition + context.DeltaTime * speed; value = SampleAnimation(node, loop, length, startTimePos, bucket.TimePosition, newTimePos, anim, 1.0f); bucket.TimePosition = newTimePos; bucket.LastUpdateFrame = context.CurrentFrameIndex; break; } // Normalized Time case 1: { const float startTimePos = (float)tryGetValue(node->GetBox(7), node->Values[3]); value = startTimePos + bucket.TimePosition; if (anim && anim->IsLoaded()) value.AsFloat /= anim->GetLength(); break; } // Time case 2: { const float startTimePos = (float)tryGetValue(node->GetBox(7), node->Values[3]); value = startTimePos + bucket.TimePosition; break; } // Length case 3: value = anim ? anim->GetLength() : 0.0f; break; // Is Playing case 4: // If anim was updated during this or a previous frame value = bucket.LastUpdateFrame >= context.CurrentFrameIndex - 1; break; } break; } // Transform Bone (local/model space) case 3: case 4: { // [Deprecated on 13.05.2020, expires on 13.05.2021] const auto inputBox = node->GetBox(1); const auto boneIndex = (int32)node->Values[0]; const auto transformMode = static_cast((int32)node->Values[1]); // Get the transformation Transform transform; transform.Translation = (Vector3)tryGetValue(node->GetBox(2), Vector3::Zero); transform.Orientation = (Quaternion)tryGetValue(node->GetBox(3), Quaternion::Identity); transform.Scale = (Float3)tryGetValue(node->GetBox(4), Float3::One); // Skip if no change will be performed auto& skeleton = _graph.BaseModel->Skeleton; if (boneIndex < 0 || boneIndex >= skeleton.Bones.Count() || transformMode == BoneTransformMode::None || (transformMode == BoneTransformMode::Add && transform.IsIdentity())) { // Pass through the input value = Value::Null; if (inputBox->HasConnection()) value = eatBox(nodeBase, inputBox->FirstConnection()); context.ValueCache.Add(boxBase, value); return; } const auto nodeIndex = _graph.BaseModel->Skeleton.Bones[boneIndex].NodeIndex; const auto nodes = node->GetNodes(this); // Prepare the input nodes bool hasValidInput = false; if (inputBox->HasConnection()) { const auto input = eatBox(nodeBase, inputBox->FirstConnection()); hasValidInput = ANIM_GRAPH_IS_VALID_PTR(input); if (hasValidInput) CopyNodes(nodes, input); } if (!hasValidInput) InitNodes(nodes); // Apply the transformation if (transformMode == BoneTransformMode::Add) nodes->Nodes[nodeIndex] = nodes->Nodes[nodeIndex] * transform; else nodes->Nodes[nodeIndex] = transform; value = nodes; break; } // Local To Model case 5: { // [Deprecated on 15.05.2020, expires on 15.05.2021] value = tryGetValue(node->GetBox(1), Value::Null); /*const AnimGraphImpulse* src; AnimGraphImpulse* dst = node->GetNodes(this); if (ANIM_GRAPH_IS_VALID_PTR(input)) { src = (AnimGraphImpulse*)input.AsPointer; } else { src = GetEmptyNodes(); } const auto srcNodes = src->Nodes.Get(); const auto dstNodes = dst->Nodes.Get(); // Transform every node const auto& skeleton = BaseModel->Skeleton; for (int32 i = 0; i < nodes->Nodes.Count(); i++) { const int32 parentIndex = skeleton.Nodes[i].ParentIndex; if (parentIndex != -1) dstNodes[parentIndex].LocalToWorld(srcNodes[i], dstNodes[i]); else dstNodes[i] = srcNodes[i]; } value = dst;*/ break; } // Model To Local case 6: { // [Deprecated on 15.05.2020, expires on 15.05.2021] value = tryGetValue(node->GetBox(1), Value::Null); /*// Get input and output const auto input = tryGetValue(node->GetBox(1), Value::Null); if (!ANIM_GRAPH_IS_VALID_PTR(input)) { // Skip value = Value::Null; break; } const AnimGraphImpulse* src = (AnimGraphImpulse*)input.AsPointer; if (src->PerNodeTransformationSpace.IsEmpty() && src->TransformationSpace == AnimGraphTransformationSpace::Local) { // Input is already in local space (eg. not modified) value = input; break; } const auto nodes = node->GetNodes(this); AnimGraphImpulse* dst = nodes; const auto srcNodes = src->Nodes.Get(); const auto dstNodes = dst->Nodes.Get(); // Inv transform every node const auto& skeleton = BaseModel->Skeleton; for (int32 i = nodes->Nodes.Count() - 1; i >= 0; i--) { const int32 parentIndex = skeleton.Nodes[i].ParentIndex; if (parentIndex != -1) dstNodes[parentIndex].WorldToLocal(srcNodes[i], dstNodes[i]); else dstNodes[i] = srcNodes[i]; } value = dst;*/ break; } // Copy Bone case 7: { // [Deprecated on 13.05.2020, expires on 13.05.2021] // Get input auto input = tryGetValue(node->GetBox(1), Value::Null); const auto nodes = node->GetNodes(this); if (ANIM_GRAPH_IS_VALID_PTR(input)) { // Use input nodes CopyNodes(nodes, input); } else { // Use default nodes InitNodes(nodes); input = nodes; } // Fetch the settings const auto srcBoneIndex = (int32)node->Values[0]; const auto dstBoneIndex = (int32)node->Values[1]; const auto copyTranslation = (bool)node->Values[2]; const auto copyRotation = (bool)node->Values[3]; const auto copyScale = (bool)node->Values[4]; // Skip if no change will be performed const auto& skeleton = _graph.BaseModel->Skeleton; if (srcBoneIndex < 0 || srcBoneIndex >= skeleton.Bones.Count() || dstBoneIndex < 0 || dstBoneIndex >= skeleton.Bones.Count() || !(copyTranslation || copyRotation || copyScale)) { // Pass through the input value = input; context.ValueCache.Add(boxBase, value); return; } // Copy bone data Transform srcTransform = nodes->Nodes[skeleton.Bones[srcBoneIndex].NodeIndex]; Transform dstTransform = nodes->Nodes[skeleton.Bones[dstBoneIndex].NodeIndex]; if (copyTranslation) dstTransform.Translation = srcTransform.Translation; if (copyRotation) dstTransform.Orientation = srcTransform.Orientation; if (copyScale) dstTransform.Scale = srcTransform.Scale; nodes->Nodes[skeleton.Bones[dstBoneIndex].NodeIndex] = dstTransform; value = nodes; break; } // Get Bone Transform case 8: { // [Deprecated on 13.05.2020, expires on 13.05.2021] // Get input const auto boneIndex = (int32)node->Values[0]; const auto& skeleton = _graph.BaseModel->Skeleton; const auto input = tryGetValue(node->GetBox(0), Value::Null); if (ANIM_GRAPH_IS_VALID_PTR(input) && boneIndex >= 0 && boneIndex < skeleton.Bones.Count()) value = Variant(((AnimGraphImpulse*)input.AsPointer)->Nodes[skeleton.Bones[boneIndex].NodeIndex]); else value = Variant(Transform::Identity); break; } // Blend case 9: { const float alpha = Math::Saturate((float)tryGetValue(node->GetBox(3), node->Values[0])); // Only A if (Math::NearEqual(alpha, 0.0f, ANIM_GRAPH_BLEND_THRESHOLD)) { value = tryGetValue(node->GetBox(1), Value::Null); } // Only B else if (Math::NearEqual(alpha, 1.0f, ANIM_GRAPH_BLEND_THRESHOLD)) { value = tryGetValue(node->GetBox(2), Value::Null); } // Blend A and B else { const auto valueA = tryGetValue(node->GetBox(1), Value::Null); const auto valueB = tryGetValue(node->GetBox(2), Value::Null); const auto nodes = node->GetNodes(this); auto nodesA = static_cast(valueA.AsPointer); auto nodesB = static_cast(valueB.AsPointer); if (!ANIM_GRAPH_IS_VALID_PTR(valueA)) nodesA = GetEmptyNodes(); if (!ANIM_GRAPH_IS_VALID_PTR(valueB)) nodesB = GetEmptyNodes(); for (int32 i = 0; i < nodes->Nodes.Count(); i++) { Transform::Lerp(nodesA->Nodes[i], nodesB->Nodes[i], alpha, nodes->Nodes[i]); } Transform::Lerp(nodesA->RootMotion, nodesB->RootMotion, alpha, nodes->RootMotion); value = nodes; } break; } // Blend Additive case 10: { const float alpha = Math::Saturate((float)tryGetValue(node->GetBox(3), node->Values[0])); // Only A if (Math::NearEqual(alpha, 0.0f, ANIM_GRAPH_BLEND_THRESHOLD)) { value = tryGetValue(node->GetBox(1), Value::Null); } // Blend A and B else { const auto valueA = tryGetValue(node->GetBox(1), Value::Null); const auto valueB = tryGetValue(node->GetBox(2), Value::Null); if (!ANIM_GRAPH_IS_VALID_PTR(valueA)) { value = Value::Null; } else if (!ANIM_GRAPH_IS_VALID_PTR(valueB)) { value = valueA; } else { const auto nodes = node->GetNodes(this); const auto nodesA = static_cast(valueA.AsPointer); const auto nodesB = static_cast(valueB.AsPointer); Transform t, tA, tB; for (int32 i = 0; i < nodes->Nodes.Count(); i++) { tA = nodesA->Nodes[i]; tB = nodesB->Nodes[i]; t.Translation = tA.Translation + tB.Translation; t.Orientation = tA.Orientation * tB.Orientation; t.Scale = tA.Scale * tB.Scale; t.Orientation.Normalize(); Transform::Lerp(tA, t, alpha, nodes->Nodes[i]); } Transform::Lerp(nodesA->RootMotion, nodesA->RootMotion + nodesB->RootMotion, alpha, nodes->RootMotion); value = nodes; } } break; } // Blend with Mask case 11: { const float alpha = Math::Saturate((float)tryGetValue(node->GetBox(3), node->Values[0])); auto mask = node->Assets[0].As(); // Only A or missing/invalid mask if (Math::NearEqual(alpha, 0.0f, ANIM_GRAPH_BLEND_THRESHOLD) || mask == nullptr || mask->WaitForLoaded()) { value = tryGetValue(node->GetBox(1), Value::Null); } // Blend A and B with mask else { auto valueA = tryGetValue(node->GetBox(1), Value::Null); auto valueB = tryGetValue(node->GetBox(2), Value::Null); const auto nodes = node->GetNodes(this); if (!ANIM_GRAPH_IS_VALID_PTR(valueA)) valueA = GetEmptyNodes(); if (!ANIM_GRAPH_IS_VALID_PTR(valueB)) valueB = GetEmptyNodes(); const auto nodesA = static_cast(valueA.AsPointer); const auto nodesB = static_cast(valueB.AsPointer); // Blend all nodes masked by the user Transform tA, tB; auto& nodesMask = mask->GetNodesMask(); for (int32 nodeIndex = 0; nodeIndex < nodes->Nodes.Count(); nodeIndex++) { tA = nodesA->Nodes[nodeIndex]; if (nodesMask[nodeIndex]) { tB = nodesB->Nodes[nodeIndex]; Transform::Lerp(tA, tB, alpha, nodes->Nodes[nodeIndex]); } else { nodes->Nodes[nodeIndex] = tA; } } Transform::Lerp(nodesA->RootMotion, nodesB->RootMotion, alpha, nodes->RootMotion); value = nodes; } break; } // Multi Blend 1D case 12: { ASSERT(box->ID == 0); value = Value::Null; // Note data layout: // [0]: Float4 Range (minX, maxX, 0, 0) // [1]: float Speed // [2]: bool Loop // [3]: float StartPosition // Per Blend Sample data layout: // [0]: Float4 Info (x=posX, y=0, z=0, w=Speed) // [1]: Guid Animation // Prepare auto& bucket = context.Data->State[node->BucketIndex].MultiBlend; const auto range = node->Values[0].AsFloat4(); const auto speed = (float)tryGetValue(node->GetBox(1), node->Values[1]); const auto loop = (bool)tryGetValue(node->GetBox(2), node->Values[2]); const auto startTimePos = (float)tryGetValue(node->GetBox(3), node->Values[3]); auto& data = node->Data.MultiBlend1D; // Check if not valid animation binded if (data.IndicesSorted[0] == ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS) break; // Get axis X float x = (float)tryGetValue(node->GetBox(4), Value::Zero); x = Math::Clamp(x, range.X, range.Y); // Check if need to evaluate multi blend length if (data.Length < 0) ComputeMultiBlendLength(data.Length, node); if (data.Length <= ZeroTolerance) break; // Calculate new time position if (speed < 0.0f && bucket.LastUpdateFrame < context.CurrentFrameIndex - 1) { // If speed is negative and it's the first node update then start playing from end bucket.TimePosition = data.Length; } float newTimePos = bucket.TimePosition + context.DeltaTime * speed; ANIM_GRAPH_PROFILE_EVENT("Multi Blend 1D"); // Find 2 animations to blend (line) for (int32 i = 0; i < ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS - 1; i++) { const auto a = data.IndicesSorted[i]; const auto b = data.IndicesSorted[i + 1]; // Get A animation data const auto aAnim = node->Assets[a].As(); auto aData = node->Values[4 + a * 2].AsFloat4(); // Check single A case or the last valid animation if (x <= aData.X + ANIM_GRAPH_BLEND_THRESHOLD || b == ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS) { value = SampleAnimation(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, aAnim, aData.W); break; } // Get B animation data ASSERT(b != ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS); const auto bAnim = node->Assets[b].As(); auto bData = node->Values[4 + b * 2].AsFloat4(); // Check single B edge case if (Math::NearEqual(bData.X, x, ANIM_GRAPH_BLEND_THRESHOLD)) { value = SampleAnimation(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, bAnim, bData.W); break; } // Blend A and B const float alpha = (x - aData.X) / (bData.X - aData.X); if (alpha > 1.0f) continue; value = SampleAnimationsWithBlend(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, aAnim, bAnim, aData.W, bData.W, alpha); break; } bucket.TimePosition = newTimePos; bucket.LastUpdateFrame = context.CurrentFrameIndex; break; } // Multi Blend 2D case 13: { ASSERT(box->ID == 0); value = Value::Null; // Note data layout: // [0]: Float4 Range (minX, maxX, minY, maxY) // [1]: float Speed // [2]: bool Loop // [3]: float StartPosition // Per Blend Sample data layout: // [0]: Float4 Info (x=posX, y=posY, z=0, w=Speed) // [1]: Guid Animation // Prepare auto& bucket = context.Data->State[node->BucketIndex].MultiBlend; const auto range = node->Values[0].AsFloat4(); const auto speed = (float)tryGetValue(node->GetBox(1), node->Values[1]); const auto loop = (bool)tryGetValue(node->GetBox(2), node->Values[2]); const auto startTimePos = (float)tryGetValue(node->GetBox(3), node->Values[3]); auto& data = node->Data.MultiBlend2D; // Check if not valid animation binded if (data.TrianglesP0[0] == ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS) break; // Get axis X float x = (float)tryGetValue(node->GetBox(4), Value::Zero); x = Math::Clamp(x, range.X, range.Y); // Get axis Y float y = (float)tryGetValue(node->GetBox(5), Value::Zero); y = Math::Clamp(y, range.Z, range.W); // Check if need to evaluate multi blend length if (data.Length < 0) ComputeMultiBlendLength(data.Length, node); if (data.Length <= ZeroTolerance) break; // Calculate new time position if (speed < 0.0f && bucket.LastUpdateFrame < context.CurrentFrameIndex - 1) { // If speed is negative and it's the first node update then start playing from end bucket.TimePosition = data.Length; } float newTimePos = bucket.TimePosition + context.DeltaTime * speed; ANIM_GRAPH_PROFILE_EVENT("Multi Blend 2D"); // Find 3 animations to blend (triangle) Float2 p(x, y); bool hasBest = false; Float2 bestPoint; float bestWeight = 0.0f; byte bestAnims[2]; for (int32 i = 0; i < ANIM_GRAPH_MULTI_BLEND_2D_MAX_TRIS && data.TrianglesP0[i] != ANIM_GRAPH_MULTI_BLEND_MAX_ANIMS; i++) { // Get A animation data const auto a = data.TrianglesP0[i]; const auto aAnim = node->Assets[a].As(); const auto aData = node->Values[4 + a * 2].AsFloat4(); // Get B animation data const auto b = data.TrianglesP1[i]; const auto bAnim = node->Assets[b].As(); const auto bData = node->Values[4 + b * 2].AsFloat4(); // Get C animation data const auto c = data.TrianglesP2[i]; const auto cAnim = node->Assets[c].As(); const auto cData = node->Values[4 + c * 2].AsFloat4(); // Get triangle coords Float2 points[3] = { Float2(aData.X, aData.Y), Float2(bData.X, bData.Y), Float2(cData.X, cData.Y) }; // Check if blend using this triangle if (CollisionsHelper::IsPointInTriangle(p, points[0], points[1], points[2])) { if (Float2::DistanceSquared(p, points[0]) < ANIM_GRAPH_BLEND_THRESHOLD2) { // Use only vertex A value = SampleAnimation(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, aAnim, aData.W); break; } if (Float2::DistanceSquared(p, points[1]) < ANIM_GRAPH_BLEND_THRESHOLD2) { // Use only vertex B value = SampleAnimation(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, bAnim, bData.W); break; } if (Float2::DistanceSquared(p, points[2]) < ANIM_GRAPH_BLEND_THRESHOLD2) { // Use only vertex C value = SampleAnimation(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, cAnim, cData.W); break; } auto v0 = points[1] - points[0]; auto v1 = points[2] - points[0]; auto v2 = p - points[0]; const float d00 = Float2::Dot(v0, v0); const float d01 = Float2::Dot(v0, v1); const float d11 = Float2::Dot(v1, v1); const float d20 = Float2::Dot(v2, v0); const float d21 = Float2::Dot(v2, v1); const float coeff = (d00 * d11 - d01 * d01); if (Math::IsZero(coeff)) { const bool xAxis = Math::IsZero(v0.X) && Math::IsZero(v1.X); const bool yAxis = Math::IsZero(v0.Y) && Math::IsZero(v1.Y); if (xAxis && yAxis) { // Single animation value = SampleAnimation(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, aAnim, aData.W); } else if (xAxis || yAxis) { if (yAxis) { // Use code for X-axis case so swap coordinates Swap(v0.X, v0.Y); Swap(v1.X, v1.Y); Swap(v2.X, v2.Y); Swap(p.X, p.Y); } // Use 1D blend if points are on the same line (degenerated triangle) // TODO: simplify this code if (v1.Y >= v0.Y) { if (p.Y < v0.Y && v1.Y >= v0.Y) { const float alpha = p.Y / v0.Y; value = SampleAnimationsWithBlend(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, aAnim, bAnim, aData.W, bData.W, alpha); } else { const float alpha = (p.Y - v0.Y) / (v1.Y - v0.Y); value = SampleAnimationsWithBlend(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, bAnim, cAnim, bData.W, cData.W, alpha); } } else { if (p.Y < v1.Y) { const float alpha = p.Y / v1.Y; value = SampleAnimationsWithBlend(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, aAnim, cAnim, aData.W, cData.W, alpha); } else { const float alpha = (p.Y - v1.Y) / (v0.Y - v1.Y); value = SampleAnimationsWithBlend(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, cAnim, bAnim, cData.W, bData.W, alpha); } } } else { // Use only vertex A for invalid triangle value = SampleAnimation(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, aAnim, aData.W); } break; } const float v = (d11 * d20 - d01 * d21) / coeff; const float w = (d00 * d21 - d01 * d20) / coeff; const float u = 1.0f - v - w; // Blend A and B and C value = SampleAnimationsWithBlend(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, aAnim, bAnim, cAnim, aData.W, bData.W, cData.W, u, v, w); break; } // Try to find the best blend weights for blend position being outside the all triangles (edge case) for (int j = 0; j < 3; j++) { Float2 s[2] = { points[j], points[(j + 1) % 3] }; Float2 closest; CollisionsHelper::ClosestPointPointLine(p, s[0], s[1], closest); if (!hasBest || Float2::DistanceSquared(closest, p) < Float2::DistanceSquared(bestPoint, p)) { bestPoint = closest; hasBest = true; float d = Float2::Distance(s[0], s[1]); if (Math::IsZero(d)) { bestWeight = 0; } else { bestWeight = Float2::Distance(s[0], closest) / d; } bestAnims[0] = j; bestAnims[1] = (j + 1) % 3; } } } // Check if use the closest sample if ((void*)value == nullptr && hasBest) { const auto aAnim = node->Assets[bestAnims[0]].As(); const auto aData = node->Values[4 + bestAnims[0] * 2].AsFloat4(); // Check if use only one sample if (bestWeight < ANIM_GRAPH_BLEND_THRESHOLD) { value = SampleAnimation(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, aAnim, aData.W); } else { const auto bAnim = node->Assets[bestAnims[1]].As(); const auto bData = node->Values[4 + bestAnims[1] * 2].AsFloat4(); value = SampleAnimationsWithBlend(node, loop, data.Length, startTimePos, bucket.TimePosition, newTimePos, aAnim, bAnim, aData.W, bData.W, bestWeight); } } bucket.TimePosition = newTimePos; bucket.LastUpdateFrame = context.CurrentFrameIndex; break; } // Blend Pose case 14: { ASSERT(box->ID == 0); const int32 FirstBlendPoseBoxIndex = 3; const int32 MaxBlendPoses = 8; value = Value::Null; // Note data layout: // [0]: int Pose Index // [1]: float Blend Duration // [2]: int Pose Count // [3]: AlphaBlendMode Mode // Prepare auto& bucket = context.Data->State[node->BucketIndex].BlendPose; const int32 poseIndex = (int32)tryGetValue(node->GetBox(1), node->Values[0]); const float blendDuration = (float)tryGetValue(node->GetBox(2), node->Values[1]); const int32 poseCount = Math::Clamp(node->Values[2].AsInt, 0, MaxBlendPoses); const AlphaBlendMode mode = (AlphaBlendMode)node->Values[3].AsInt; // Skip if nothing to blend if (poseCount == 0 || poseIndex < 0 || poseIndex >= poseCount) { break; } // Check if transition is not active (first update, pose not changing or transition ended) bucket.TransitionPosition += context.DeltaTime; if (bucket.PreviousBlendPoseIndex == -1 || bucket.PreviousBlendPoseIndex == poseIndex || bucket.TransitionPosition >= blendDuration || blendDuration <= ANIM_GRAPH_BLEND_THRESHOLD) { bucket.TransitionPosition = 0.0f; bucket.PreviousBlendPoseIndex = poseIndex; value = tryGetValue(node->GetBox(FirstBlendPoseBoxIndex + poseIndex), Value::Null); break; } ASSERT(bucket.PreviousBlendPoseIndex >= 0 && bucket.PreviousBlendPoseIndex < poseCount); // Blend two animations { const float alpha = Math::Saturate(bucket.TransitionPosition / blendDuration); const auto valueA = tryGetValue(node->GetBox(FirstBlendPoseBoxIndex + bucket.PreviousBlendPoseIndex), Value::Null); const auto valueB = tryGetValue(node->GetBox(FirstBlendPoseBoxIndex + poseIndex), Value::Null); value = Blend(node, valueA, valueB, alpha, mode); } break; } // Get Root Motion case 15: { auto pose = tryGetValue(node->GetBox(2), Value::Null); if (ANIM_GRAPH_IS_VALID_PTR(pose)) { const AnimGraphImpulse* poseData = (AnimGraphImpulse*)pose.AsPointer; switch (box->ID) { case 0: value = poseData->RootMotion.Translation; break; case 1: value = poseData->RootMotion.Orientation; break; } } else { switch (box->ID) { case 0: value = Vector3::Zero; break; case 1: value = Quaternion::Identity; break; } } break; } // Set Root Motion case 16: { auto pose = tryGetValue(node->GetBox(1), Value::Null); if (!ANIM_GRAPH_IS_VALID_PTR(pose)) { value = pose; break; } const AnimGraphImpulse* poseData = (AnimGraphImpulse*)pose.AsPointer; auto nodes = node->GetNodes(this); nodes->Nodes = poseData->Nodes; nodes->RootMotion.Translation = (Vector3)tryGetValue(node->GetBox(2), Value::Zero); nodes->RootMotion.Orientation = (Quaternion)tryGetValue(node->GetBox(3), Value::Zero); value = nodes; break; } // Add Root Motion case 17: { auto pose = tryGetValue(node->GetBox(1), Value::Null); if (!ANIM_GRAPH_IS_VALID_PTR(pose)) { value = pose; break; } const AnimGraphImpulse* poseData = (AnimGraphImpulse*)pose.AsPointer; auto nodes = node->GetNodes(this); nodes->Nodes = poseData->Nodes; nodes->RootMotion.Translation = poseData->RootMotion.Translation + (Vector3)tryGetValue(node->GetBox(2), Value::Zero); nodes->RootMotion.Orientation = poseData->RootMotion.Orientation * (Quaternion)tryGetValue(node->GetBox(3), Value::Zero); value = nodes; break; } // State Machine case 18: { ANIM_GRAPH_PROFILE_EVENT("State Machine"); const int32 maxTransitionsPerUpdate = node->Values[2].AsInt; const bool reinitializeOnBecomingRelevant = node->Values[3].AsBool; const bool skipFirstUpdateTransition = node->Values[4].AsBool; // Prepare auto& bucket = context.Data->State[node->BucketIndex].StateMachine; auto& data = node->Data.StateMachine; int32 transitionsLeft = maxTransitionsPerUpdate == 0 ? MAX_uint16 : maxTransitionsPerUpdate; bool isFirstUpdate = bucket.LastUpdateFrame == 0 || bucket.CurrentState == nullptr; if (bucket.LastUpdateFrame != context.CurrentFrameIndex - 1 && reinitializeOnBecomingRelevant) { // Reset on becoming relevant isFirstUpdate = true; } if (isFirstUpdate && skipFirstUpdateTransition) transitionsLeft = 0; // Initialize on the first update if (isFirstUpdate) { // Ensure to have valid state machine graph if (data.Graph == nullptr || data.Graph->GetRootNode() == nullptr) { value = Value::Null; break; } // Enter to the first state pointed by the Entry node (without transitions) bucket.CurrentState = data.Graph->GetRootNode(); bucket.ActiveTransition = nullptr; bucket.TransitionPosition = 0.0f; // Reset all state buckets pof the graphs and nodes included inside the state machine ResetBuckets(context, data.Graph); } #define END_TRANSITION() \ ResetBuckets(context, bucket.CurrentState->Data.State.Graph); \ bucket.CurrentState = bucket.ActiveTransition->Destination; \ bucket.ActiveTransition = nullptr; \ bucket.TransitionPosition = 0.0f // Update the active transition if (bucket.ActiveTransition) { bucket.TransitionPosition += context.DeltaTime; // Check for transition end if (bucket.TransitionPosition >= bucket.ActiveTransition->BlendDuration) { END_TRANSITION(); } // Check for transition interruption else if (EnumHasAnyFlags(bucket.ActiveTransition->Flags, AnimGraphStateTransition::FlagTypes::InterruptionRuleRechecking)) { const bool useDefaultRule = EnumHasAnyFlags(bucket.ActiveTransition->Flags, AnimGraphStateTransition::FlagTypes::UseDefaultRule); if (bucket.ActiveTransition->RuleGraph && !useDefaultRule) { // Execute transition rule auto rootNode = bucket.ActiveTransition->RuleGraph->GetRootNode(); if (!(bool)eatBox((Node*)rootNode, &rootNode->Boxes[0])) { bool cancelTransition = false; if (EnumHasAnyFlags(bucket.ActiveTransition->Flags, AnimGraphStateTransition::FlagTypes::InterruptionInstant)) { cancelTransition = true; } else { // Blend back to the source state (remove currently applied delta and rewind transition) bucket.TransitionPosition -= context.DeltaTime; bucket.TransitionPosition -= context.DeltaTime; if (bucket.TransitionPosition <= ZeroTolerance) { cancelTransition = true; } } if (cancelTransition) { // Go back to the source state ResetBuckets(context, bucket.CurrentState->Data.State.Graph); bucket.ActiveTransition = nullptr; bucket.TransitionPosition = 0.0f; } } } } } ASSERT(bucket.CurrentState && bucket.CurrentState->Type == GRAPH_NODE_MAKE_TYPE(9, 20)); // Update transitions // Note: this logic assumes that all transitions are sorted by Order property and Enabled (by Editor when saving Anim Graph asset) while (!bucket.ActiveTransition && transitionsLeft-- > 0) { // State transitions UpdateStateTransitions(context, data, bucket, bucket.CurrentState->Data.State); // Any state transitions // TODO: cache Any state nodes inside State Machine to optimize the loop below for (const AnimGraphNode& anyStateNode : data.Graph->Nodes) { if (anyStateNode.Type == GRAPH_NODE_MAKE_TYPE(9, 34)) UpdateStateTransitions(context, data, bucket, anyStateNode.Data.AnyState); } // Check for instant transitions if (bucket.ActiveTransition && bucket.ActiveTransition->BlendDuration <= ZeroTolerance) { END_TRANSITION(); } } // Sample the current state const auto currentState = SampleState(bucket.CurrentState); value = currentState; // Handle active transition blending if (bucket.ActiveTransition) { // Sample the active transition destination state const auto destinationState = SampleState(bucket.ActiveTransition->Destination); // Perform blending const float alpha = Math::Saturate(bucket.TransitionPosition / bucket.ActiveTransition->BlendDuration); value = Blend(node, currentState, destinationState, alpha, bucket.ActiveTransition->BlendMode); } // Update bucket bucket.LastUpdateFrame = context.CurrentFrameIndex; #undef END_TRANSITION break; } // Entry case 19: // State case 20: // Any State case 34: { // Not used CRASH; break; } // State Output case 21: // Rule Output case 22: value = box->HasConnection() ? eatBox(nodeBase, box->FirstConnection()) : Value::Null; break; // Transition Source State Anim case 23: { const AnimGraphTransitionData& transitionsData = context.TransitionData; switch (box->ID) { // Length case 0: value = transitionsData.Length; break; // Time case 1: value = transitionsData.Position; break; // Normalized Time case 2: value = transitionsData.Position / transitionsData.Length; break; // Remaining Time case 3: value = transitionsData.Length - transitionsData.Position; break; // Remaining Normalized Time case 4: value = 1.0f - (transitionsData.Position / transitionsData.Length); break; default: CRASH; break; } break; } // Animation Graph Function case 24: { // Load function graph auto function = node->Assets[0].As(); auto& data = node->Data.AnimationGraphFunction; if (data.Graph == nullptr) { value = Value::Zero; break; } #if 0 // Prevent recursive calls for (int32 i = context.CallStack.Count() - 1; i >= 0; i--) { if (context.CallStack[i]->Type == GRAPH_NODE_MAKE_TYPE(9, 24)) { const auto callFunc = context.CallStack[i]->Assets[0].Get(); if (callFunc == function) { value = Value::Zero; context.ValueCache.Add(boxBase, value); return; } } } #endif // Peek the function output (function->Outputs maps the functions outputs to output nodes indices) // This assumes that Function Output nodes are allowed to be only in the root graph (not in state machine sub-graphs) const int32 outputIndex = box->ID - 16; if (outputIndex < 0 || outputIndex >= function->Outputs.Count()) { value = Value::Zero; break; } Node* functionOutputNode = (Node*)&data.Graph->Nodes[function->Outputs[outputIndex].NodeIndex]; Box* functionOutputBox = functionOutputNode->TryGetBox(0); // Cache relation between current node in the call stack to the actual function graph context.Functions[nodeBase] = (Graph*)data.Graph; // Evaluate the function output context.GraphStack.Push((Graph*)data.Graph); value = functionOutputBox && functionOutputBox->HasConnection() ? eatBox(nodeBase, functionOutputBox->FirstConnection()) : Value::Zero; context.GraphStack.Pop(); break; } // Transform Bone (local/model space) case 25: case 26: { const auto inputBox = node->GetBox(1); const auto nodeIndex = node->Data.TransformNode.NodeIndex; const auto transformMode = static_cast((int32)node->Values[1]); // Get the transformation Transform transform; transform.Translation = (Vector3)tryGetValue(node->GetBox(2), Vector3::Zero); transform.Orientation = (Quaternion)tryGetValue(node->GetBox(3), Quaternion::Identity); transform.Scale = (Float3)tryGetValue(node->GetBox(4), Float3::One); // Skip if no change will be performed if (nodeIndex < 0 || nodeIndex >= _skeletonNodesCount || transformMode == BoneTransformMode::None || (transformMode == BoneTransformMode::Add && transform.IsIdentity())) { // Pass through the input value = Value::Null; if (inputBox->HasConnection()) value = eatBox(nodeBase, inputBox->FirstConnection()); context.ValueCache.Add(boxBase, value); return; } const auto nodes = node->GetNodes(this); // Prepare the input nodes bool hasValidInput = false; if (inputBox->HasConnection()) { const auto input = eatBox(nodeBase, inputBox->FirstConnection()); hasValidInput = ANIM_GRAPH_IS_VALID_PTR(input); if (hasValidInput) CopyNodes(nodes, input); } if (!hasValidInput) InitNodes(nodes); if (node->TypeID == 25) { // Local space if (transformMode == BoneTransformMode::Add) nodes->Nodes[nodeIndex] = nodes->Nodes[nodeIndex] + transform; else nodes->Nodes[nodeIndex] = transform; } else { // Global space if (transformMode == BoneTransformMode::Add) nodes->SetNodeModelTransformation(_graph.BaseModel->Skeleton, nodeIndex, nodes->GetNodeModelTransformation(_graph.BaseModel->Skeleton, nodeIndex) + transform); else nodes->SetNodeModelTransformation(_graph.BaseModel->Skeleton, nodeIndex, transform); } value = nodes; break; } // Copy Node case 27: { // Get input auto input = tryGetValue(node->GetBox(1), Value::Null); const auto nodes = node->GetNodes(this); if (ANIM_GRAPH_IS_VALID_PTR(input)) { // Use input nodes CopyNodes(nodes, input); } else { // Use default nodes InitNodes(nodes); input = nodes; } // Fetch the settings const auto srcNodeIndex = node->Data.CopyNode.SrcNodeIndex; const auto dstNodeIndex = node->Data.CopyNode.DstNodeIndex; const auto copyTranslation = (bool)node->Values[2]; const auto copyRotation = (bool)node->Values[3]; const auto copyScale = (bool)node->Values[4]; // Skip if no change will be performed if (srcNodeIndex < 0 || srcNodeIndex >= _skeletonNodesCount || dstNodeIndex < 0 || dstNodeIndex >= _skeletonNodesCount || !(copyTranslation || copyRotation || copyScale)) { // Pass through the input value = input; context.ValueCache.Add(boxBase, value); return; } // Copy bone data Transform& srcTransform = nodes->Nodes[srcNodeIndex]; Transform& dstTransform = nodes->Nodes[dstNodeIndex]; if (copyTranslation) dstTransform.Translation = srcTransform.Translation; if (copyRotation) dstTransform.Orientation = srcTransform.Orientation; if (copyScale) dstTransform.Scale = srcTransform.Scale; value = nodes; break; } // Get Node Transform (model space) case 28: { // Get input const auto nodeIndex = node->Data.TransformNode.NodeIndex; const auto input = tryGetValue(node->GetBox(0), Value::Null); if (ANIM_GRAPH_IS_VALID_PTR(input) && nodeIndex >= 0 && nodeIndex < _skeletonNodesCount) value = Variant(((AnimGraphImpulse*)input.AsPointer)->GetNodeModelTransformation(_graph.BaseModel->Skeleton, nodeIndex)); else value = Variant(Transform::Identity); break; } // Aim IK case 29: { // Get input auto input = tryGetValue(node->GetBox(1), Value::Null); const auto nodeIndex = node->Data.TransformNode.NodeIndex; float weight = (float)tryGetValue(node->GetBox(3), node->Values[1]); if (nodeIndex < 0 || nodeIndex >= _skeletonNodesCount || weight < ANIM_GRAPH_BLEND_THRESHOLD) { // Pass through the input value = input; break; } const auto nodes = node->GetNodes(this); if (ANIM_GRAPH_IS_VALID_PTR(input)) { // Use input nodes CopyNodes(nodes, input); } else { // Use default nodes InitNodes(nodes); input = nodes; } const Vector3 target = (Vector3)tryGetValue(node->GetBox(2), Vector3::Zero); weight = Math::Saturate(weight); // Solve IK Transform nodeTransformModelSpace = nodes->GetNodeModelTransformation(_graph.BaseModel->Skeleton, nodeIndex); Quaternion nodeCorrection; InverseKinematics::SolveAimIK(nodeTransformModelSpace, target, nodeCorrection); // Apply IK auto bindPoseNodeTransformation = GetEmptyNodes()->GetNodeModelTransformation(_graph.BaseModel->Skeleton, nodeIndex); Quaternion newRotation = nodeCorrection * bindPoseNodeTransformation.Orientation; if (weight < 1.0f) Quaternion::Slerp(nodeTransformModelSpace.Orientation, newRotation, weight, nodeTransformModelSpace.Orientation); else nodeTransformModelSpace.Orientation = newRotation; nodes->SetNodeModelTransformation(_graph.BaseModel->Skeleton, nodeIndex, nodeTransformModelSpace); value = nodes; break; } // Get Node Transform (local space) case 30: { // Get input const auto nodeIndex = node->Data.TransformNode.NodeIndex; const auto input = tryGetValue(node->GetBox(0), Value::Null); if (ANIM_GRAPH_IS_VALID_PTR(input) && nodeIndex >= 0 && nodeIndex < _skeletonNodesCount) value = Variant(((AnimGraphImpulse*)input.AsPointer)->GetNodeLocalTransformation(_graph.BaseModel->Skeleton, nodeIndex)); else value = Variant(Transform::Identity); break; } // Two Bone IK case 31: { // Get input auto input = tryGetValue(node->GetBox(1), Value::Null); const auto nodeIndex = node->Data.TransformNode.NodeIndex; float weight = (float)tryGetValue(node->GetBox(4), node->Values[1]); if (nodeIndex < 0 || nodeIndex >= _skeletonNodesCount || weight < ANIM_GRAPH_BLEND_THRESHOLD) { // Pass through the input value = input; break; } const auto nodes = node->GetNodes(this); if (ANIM_GRAPH_IS_VALID_PTR(input)) { // Use input nodes CopyNodes(nodes, input); } else { // Use default nodes InitNodes(nodes); input = nodes; } const Vector3 target = (Vector3)tryGetValue(node->GetBox(2), Vector3::Zero); const Vector3 jointTarget = (Vector3)tryGetValue(node->GetBox(3), Vector3::Zero); const bool allowStretching = (bool)tryGetValue(node->GetBox(5), node->Values[2]); const float maxStretchScale = (float)tryGetValue(node->GetBox(6), node->Values[3]); weight = Math::Saturate(weight); // Solve IK int32 jointNodeIndex = _graph.BaseModel->Skeleton.Nodes[nodeIndex].ParentIndex; if (jointNodeIndex == -1) { value = input; break; } int32 rootNodeIndex = _graph.BaseModel->Skeleton.Nodes[jointNodeIndex].ParentIndex; if (rootNodeIndex == -1) { value = input; break; } Transform rootTransformLocalSpace = nodes->Nodes[rootNodeIndex]; Transform jointTransformLocalSpace = nodes->Nodes[jointNodeIndex]; Transform nodeTransformLocalSpace = nodes->Nodes[nodeIndex]; Transform rootTransformModelSpace = nodes->GetNodeModelTransformation(_graph.BaseModel->Skeleton, rootNodeIndex); Transform jointTransformModelSpace = rootTransformModelSpace.LocalToWorld(jointTransformLocalSpace); Transform targetTransformModelSpace = jointTransformModelSpace.LocalToWorld(nodeTransformLocalSpace); InverseKinematics::SolveTwoBoneIK(rootTransformModelSpace, jointTransformModelSpace, targetTransformModelSpace, target, jointTarget, allowStretching, maxStretchScale); // Apply IK nodes->SetNodeModelTransformation(_graph.BaseModel->Skeleton, rootNodeIndex, rootTransformModelSpace); rootTransformModelSpace.WorldToLocal(jointTransformModelSpace, nodes->Nodes[jointNodeIndex]); jointTransformModelSpace.WorldToLocal(targetTransformModelSpace, nodes->Nodes[nodeIndex]); if (weight < 1.0f) { Transform::Lerp(rootTransformLocalSpace, nodes->Nodes[rootNodeIndex], weight, nodes->Nodes[rootNodeIndex]); Transform::Lerp(jointTransformLocalSpace, nodes->Nodes[jointNodeIndex], weight, nodes->Nodes[jointNodeIndex]); Transform::Lerp(nodeTransformLocalSpace, nodes->Nodes[nodeIndex], weight, nodes->Nodes[nodeIndex]); } value = nodes; break; } // Animation Slot case 32: { auto& slots = context.Data->Slots; if (slots.Count() == 0) { value = tryGetValue(node->GetBox(1), Value::Null); return; } const StringView slotName(node->Values[0]); auto& bucket = context.Data->State[node->BucketIndex].Slot; if (bucket.Index != -1 && (slots.Count() <= bucket.Index || slots[bucket.Index].Animation == nullptr)) { // Current slot animation ended bucket.Index = -1; } if (bucket.Index == -1) { // Pick the animation to play for (int32 i = 0; i < slots.Count(); i++) { auto& slot = slots[i]; if (slot.Animation && slot.Name == slotName) { // Start playing animation bucket.Index = i; bucket.TimePosition = 0.0f; bucket.BlendInPosition = 0.0f; bucket.BlendOutPosition = 0.0f; bucket.LoopsDone = 0; bucket.LoopsLeft = slot.LoopCount; break; } } if (bucket.Index == -1 || !slots[bucket.Index].Animation->IsLoaded()) { value = tryGetValue(node->GetBox(1), Value::Null); return; } } // Play the animation auto& slot = slots[bucket.Index]; Animation* anim = slot.Animation; ASSERT(slot.Animation && slot.Animation->IsLoaded()); const float deltaTime = slot.Pause ? 0.0f : context.DeltaTime * slot.Speed; const float length = anim->GetLength(); const bool loop = bucket.LoopsLeft != 0; float newTimePos = bucket.TimePosition + deltaTime; if (newTimePos >= length) { if (bucket.LoopsLeft == 0) { // End playing animation value = tryGetValue(node->GetBox(1), Value::Null); bucket.Index = -1; slot.Animation = nullptr; return; } // Loop animation if (bucket.LoopsLeft > 0) bucket.LoopsLeft--; bucket.LoopsDone++; } // Speed is accounted for in the new time pos, so keep sample speed at 1 value = SampleAnimation(node, loop, length, 0.0f, bucket.TimePosition, newTimePos, anim, 1); bucket.TimePosition = newTimePos; if (bucket.LoopsLeft == 0 && slot.BlendOutTime > 0.0f && length - slot.BlendOutTime < bucket.TimePosition) { // Blend out auto input = tryGetValue(node->GetBox(1), Value::Null); bucket.BlendOutPosition += deltaTime; const float alpha = Math::Saturate(bucket.BlendOutPosition / slot.BlendOutTime); value = Blend(node, value, input, alpha, AlphaBlendMode::HermiteCubic); } else if (bucket.LoopsDone == 0 && slot.BlendInTime > 0.0f && bucket.BlendInPosition < slot.BlendInTime) { // Blend in auto input = tryGetValue(node->GetBox(1), Value::Null); bucket.BlendInPosition += deltaTime; const float alpha = Math::Saturate(bucket.BlendInPosition / slot.BlendInTime); value = Blend(node, input, value, alpha, AlphaBlendMode::HermiteCubic); } break; } // Animation Instance Data case 33: { auto& bucket = context.Data->State[node->BucketIndex].InstanceData; if (bucket.Init) { bucket.Init = false; *(Float4*)bucket.Data = (Float4)tryGetValue(node->GetBox(1), Value::Zero); } value = *(Float4*)bucket.Data; break; } default: break; } context.ValueCache[boxBase] = value; } void AnimGraphExecutor::ProcessGroupFunction(Box* boxBase, Node* node, Value& value) { auto& context = Context.Get(); if (context.ValueCache.TryGet(boxBase, value)) return; switch (node->TypeID) { // Function Input case 1: { // Find the function call AnimGraphNode* functionCallNode = nullptr; ASSERT(context.GraphStack.Count() >= 2); Graph* graph; for (int32 i = context.CallStack.Count() - 1; i >= 0; i--) { if (context.CallStack[i]->Type == GRAPH_NODE_MAKE_TYPE(9, 24) && context.Functions.TryGet(context.CallStack[i], graph) && context.GraphStack.Last() == graph) { functionCallNode = (AnimGraphNode*)context.CallStack[i]; break; } } if (!functionCallNode) { value = Value::Zero; break; } const auto function = functionCallNode->Assets[0].As(); auto& data = functionCallNode->Data.AnimationGraphFunction; if (data.Graph == nullptr) { value = Value::Zero; break; } // Peek the input box to use int32 inputIndex = -1; const auto name = (StringView)node->Values[1]; for (int32 i = 0; i < function->Inputs.Count(); i++) { auto& input = function->Inputs[i]; if (input.Name == name) { inputIndex = input.InputIndex; break; } } if (inputIndex < 0 || inputIndex >= function->Inputs.Count()) { value = Value::Zero; break; } Box* functionCallBox = functionCallNode->TryGetBox(inputIndex); if (functionCallBox && functionCallBox->HasConnection()) { // Use provided input value from the function call context.GraphStack.Pop(); value = eatBox(node, functionCallBox->FirstConnection()); context.GraphStack.Push(graph); } else { // Use the default value from the function graph value = tryGetValue(node->TryGetBox(1), Value::Zero); } context.ValueCache.Add(boxBase, value); break; } default: break; } }