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ModelStreamObject.cpp
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276 lines (231 loc) · 8.85 KB
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// Copyright Epic Games, Inc. All Rights Reserved.
#include "ModelStreamObject.h"
#include "MobuLiveLinkUtilities.h"
#include <typeinfo>
#include "Roles/LiveLinkAnimationRole.h"
#include "Roles/LiveLinkAnimationTypes.h"
#include "Roles/LiveLinkTransformRole.h"
#include "Roles/LiveLinkTransformTypes.h"
// Creation / Destruction
FModelStreamObject::FModelStreamObject(const FBModel* ModelPointer)
: RootModel(ModelPointer)
, bIsActive(true)
, bSendAnimatable(false)
, StreamingMode(FModelStreamMode::RootOnly)
{
check(ModelPointer);
FString ModelLongName(ANSI_TO_TCHAR(RootModel->LongName));
FString RightString;
ModelLongName.Split(TEXT(":"), &ModelLongName, &RightString);
SubjectName = FName(*ModelLongName);
};
FModelStreamObject::~FModelStreamObject()
{
};
// Stream Object Interface
const bool FModelStreamObject::ShouldShowInUI() const
{
return true;
};
const FString FModelStreamObject::GetStreamOptions() const
{
return FString::Join(ModelStreamOptions, _T("~"));
};
FName FModelStreamObject::GetSubjectName() const
{
return SubjectName;
};
void FModelStreamObject::UpdateSubjectName(FName NewSubjectName)
{
if (NewSubjectName != SubjectName)
{
SubjectName = NewSubjectName;
}
};
int FModelStreamObject::GetStreamingMode() const
{
return StreamingMode;
};
void FModelStreamObject::UpdateStreamingMode(int NewStreamingMode)
{
if (StreamingMode != NewStreamingMode)
{
StreamingMode = NewStreamingMode;
}
};
bool FModelStreamObject::GetActiveStatus() const
{
return bIsActive;
};
void FModelStreamObject::UpdateActiveStatus(bool bIsNowActive)
{
bIsActive = bIsNowActive;
};
bool FModelStreamObject::GetSendAnimatableStatus() const
{
return bSendAnimatable;
};
void FModelStreamObject::UpdateSendAnimatableStatus(bool bNewSendAnimatable)
{
if (bSendAnimatable != bNewSendAnimatable)
{
bSendAnimatable = bNewSendAnimatable;
}
};
const FBModel* FModelStreamObject::GetModelPointer() const
{
return RootModel;
};
const FString FModelStreamObject::GetRootName() const
{
return FString(ANSI_TO_TCHAR(RootModel->LongName));
};
bool FModelStreamObject::IsValid() const
{
if (RootModel)
{
// By Default an object is valid if the root model is in the scene
return FBSystem().Scene->Components.Find((FBComponent*)RootModel) >= 0;
}
return false;
};
void FModelStreamObject::Refresh(const TSharedPtr<ILiveLinkProvider> Provider)
{
if (GetStreamingMode() == FModelStreamMode::FullHierarchy)
{
FLiveLinkStaticDataStruct SkeletonData(FLiveLinkSkeletonStaticData::StaticStruct());
UpdateSubjectSkeletalStaticData(*SkeletonData.Cast<FLiveLinkSkeletonStaticData>());
Provider->UpdateSubjectStaticData(SubjectName, ULiveLinkAnimationRole::StaticClass(), MoveTemp(SkeletonData));
}
else
{
FLiveLinkStaticDataStruct TransformData(FLiveLinkTransformStaticData::StaticStruct());
UpdateSubjectTransformStaticData(RootModel, bSendAnimatable, *TransformData.Cast<FLiveLinkTransformStaticData>());
Provider->UpdateSubjectStaticData(SubjectName, ULiveLinkTransformRole::StaticClass(), MoveTemp(TransformData));
}
}
void FModelStreamObject::UpdateSubjectFrame(const TSharedPtr<ILiveLinkProvider> Provider, FLiveLinkWorldTime WorldTime, FQualifiedFrameTime QualifiedFrameTime)
{
if (!bIsActive)
{
return;
}
if (GetStreamingMode() == FModelStreamMode::FullHierarchy)
{
FLiveLinkFrameDataStruct TransformData = (FLiveLinkAnimationFrameData::StaticStruct());
UpdateSubjectSkeletalFrameData(WorldTime, QualifiedFrameTime, *TransformData.Cast<FLiveLinkAnimationFrameData>());
Provider->UpdateSubjectFrameData(SubjectName, MoveTemp(TransformData));
}
else
{
FLiveLinkFrameDataStruct TransformData = (FLiveLinkTransformFrameData::StaticStruct());
UpdateSubjectTransformFrameData(RootModel, bSendAnimatable, WorldTime, QualifiedFrameTime, *TransformData.Cast<FLiveLinkTransformFrameData>());
Provider->UpdateSubjectFrameData(SubjectName, MoveTemp(TransformData));
}
}
void FModelStreamObject::UpdateBaseStaticData(const FBModel* Model, bool bSendAnimatable, FLiveLinkBaseStaticData& InOutBaseStaticData)
{
if (bSendAnimatable)
{
InOutBaseStaticData.PropertyNames = MobuUtilities::GetAllAnimatableCurveNames(const_cast<FBModel*>(Model), FString(ANSI_TO_TCHAR(Model->Name)));
}
}
void FModelStreamObject::UpdateSubjectTransformStaticData(const FBModel* Model, bool bSendAnimatable, FLiveLinkTransformStaticData& InOutTransformStatic)
{
InOutTransformStatic.bIsScaleSupported = true;
UpdateBaseStaticData(Model, bSendAnimatable, InOutTransformStatic);
}
void FModelStreamObject::UpdateSubjectSkeletalStaticData(FLiveLinkSkeletonStaticData& InOutAnimationStatic)
{
UpdateBaseStaticData(RootModel, bSendAnimatable, InOutAnimationStatic);
InOutAnimationStatic.BoneNames.Reset();
BoneParents.Reset();
BoneModels.Reset();
InOutAnimationStatic.BoneNames.Emplace(RootModel->Name);
BoneParents.Emplace(-1);
BoneModels.Emplace(RootModel);
{
TArray<TPair<int, FBModel*>> SearchList;
TArray<TPair<int, FBModel*>> SearchListNext;
SearchList.Emplace(0, (FBModel*)RootModel);
while (SearchList.Num() > 0)
{
for (const TPair<int, FBModel*>& SearchPair : SearchList)
{
int ParentIdx = SearchPair.Key;
FBModel* SearchModel = SearchPair.Value;
int ChildCount = SearchModel->Children.GetCount();
for (int ChildIdx = 0; ChildIdx < ChildCount; ++ChildIdx)
{
FBModel* ChildModel = SearchModel->Children[ChildIdx];
InOutAnimationStatic.BoneNames.Emplace(ChildModel->Name);
BoneParents.Emplace(ParentIdx);
BoneModels.Emplace(ChildModel);
SearchListNext.Emplace(BoneModels.Num() - 1, ChildModel);
}
}
SearchList = SearchListNext;
SearchListNext.Reset();
}
}
InOutAnimationStatic.BoneParents = BoneParents;
check(BoneModels.Num() == InOutAnimationStatic.BoneNames.Num());
if (bSendAnimatable)
{
for (int32 BoneIndex = 0; BoneIndex < BoneModels.Num(); ++BoneIndex)
{
InOutAnimationStatic.PropertyNames.Append(MobuUtilities::GetAllAnimatableCurveNames(const_cast<FBModel*>(BoneModels[BoneIndex]), InOutAnimationStatic.BoneNames[BoneIndex].ToString()));
}
}
}
void FModelStreamObject::UpdateBaseFrameData(const FBModel* Model, bool bSendAnimatable, FLiveLinkWorldTime WorldTime, FQualifiedFrameTime QualifiedFrameTime, FLiveLinkBaseFrameData& InOutBaseFrameData)
{
InOutBaseFrameData.WorldTime = WorldTime;
InOutBaseFrameData.MetaData.SceneTime = QualifiedFrameTime;
if (bSendAnimatable)
{
InOutBaseFrameData.PropertyValues = MobuUtilities::GetAllAnimatableCurveValues(const_cast<FBModel*>(Model));
}
}
void FModelStreamObject::UpdateSubjectTransformFrameData(const FBModel* Model, bool bSendAnimatable, FLiveLinkWorldTime WorldTime, FQualifiedFrameTime QualifiedFrameTime, FLiveLinkTransformFrameData& InOutTransformFrame)
{
UpdateBaseFrameData(Model, bSendAnimatable, WorldTime, QualifiedFrameTime, InOutTransformFrame);
InOutTransformFrame.Transform = MobuUtilities::UnrealTransformFromModel(const_cast<FBModel*>(Model));
}
void FModelStreamObject::UpdateSubjectSkeletalFrameData(FLiveLinkWorldTime WorldTime, FQualifiedFrameTime QualifiedFrameTime, FLiveLinkAnimationFrameData& InOutAnimationFrame)
{
UpdateBaseFrameData(RootModel, bSendAnimatable, WorldTime, QualifiedFrameTime, InOutAnimationFrame);
if (BoneParents.Num() != BoneModels.Num())
{
return;
}
const int32 BoneCount = BoneParents.Num();
InOutAnimationFrame.Transforms.SetNum(BoneCount);
TArray<FTransform> ParentInverseTransforms;
ParentInverseTransforms.SetNum(BoneCount);
// loop through children here
for (int BoneIndex = 0; BoneIndex < BoneModels.Num(); ++BoneIndex)
{
InOutAnimationFrame.Transforms[BoneIndex] = MobuUtilities::UnrealTransformFromModel(const_cast<FBModel*>(BoneModels[BoneIndex]));
// We seem to be getting NaNs from somewhere for some reason, so let's trap them here to prevent the engine from hitting the Ensure()
if (InOutAnimationFrame.Transforms[BoneIndex].ContainsNaN())
{
FBTrace("ERROR - Subject %s contains NaNs - %s\n", TCHAR_TO_UTF8(*SubjectName.ToString()), TCHAR_TO_UTF8(*InOutAnimationFrame.Transforms[BoneIndex].ToString()));
ParentInverseTransforms[BoneIndex].SetIdentity();
InOutAnimationFrame.Transforms[BoneIndex].SetIdentity();
}
else
{
ParentInverseTransforms[BoneIndex] = InOutAnimationFrame.Transforms[BoneIndex].Inverse();
if (BoneParents[BoneIndex] != -1)
{
InOutAnimationFrame.Transforms[BoneIndex] = InOutAnimationFrame.Transforms[BoneIndex] * ParentInverseTransforms[BoneParents[BoneIndex]];
}
}
if (bSendAnimatable)
{
// Stream all parameters of all bones as "<BoneName>:<ParameterName>"
InOutAnimationFrame.PropertyValues.Append(MobuUtilities::GetAllAnimatableCurveValues(const_cast<FBModel*>(BoneModels[BoneIndex])));
}
}
}