2024-10-23 16:38:20 +08:00
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# 相关类
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- TsArkitDataReceiver(ArkitDataReceiver)
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- TsChingmuMocapReceiverActor(ChingmuMocapReceiverActor)
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- TsMotionReceiverActor(MotionReceiverActor) => BP_MotionReceiver:定义了MotionNetConfig.ini。
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- TsMotionSenderActor(MotionSenderActor)
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# TsChingmuMocapReceiverActor
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1. Init():在Server才会Spawn TsChingmuMocapReceiverActor。
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2. ConnectChingMu():**ChingmuComp.StartConnectServer()**
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3. Multicast_AligmMotionTime():寻找场景中的BP_MotionReceiver,并且调用Receiver.AlignTimeStamp()。
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## ChingmuMocapReceiverActor
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2024-10-28 19:23:10 +08:00
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```c++
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void AChingmuMocapReceiverActor::BeginPlay()
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{
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Super::BeginPlay();
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MaxHumanCount = 10;
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MaxRigidBodyCount = 10;
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CacheLimit = 240;
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SampledHumanData = NewObject<UMocapFrameData>();
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ThreadInterval = 0.002;
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BackIndexCount = int64(UMotionUtils::BackSampleTime / (1000.0 / CHINGMU_SERVER_FPS));//BackSampleTime = 100ms CHINGMU_SERVER_FPS =120ms
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ChingmuComp = Cast<UChingMUComponent>(GetComponentByClass(UChingMUComponent::StaticClass()));
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if (ChingmuComp == nullptr)
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{
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UE_LOG(LogTemp, Error, TEXT("Chingmu Component is missing!!"));
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}
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Thread = new FChingmuThread("Chingmu Data Thread", this);
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Sender = GetMotionSender();
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}
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```
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### FChingmuThread
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用途为:
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```c++
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uint32 FChingmuThread::Run()
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{
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FTransform Tmp;
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while (bRun)
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{
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if (OwnerActor && OwnerActor->UseThread && OwnerActor->ChingmuComp && OwnerActor->ChingmuComp->IsConnected())
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{
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CurTime = ULiveDirectorStatics::GetUnixTime();
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// Human
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for (auto HumanIndex = 0; HumanIndex < OwnerActor->MaxHumanCount; HumanIndex++)
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{
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const auto bRes = OwnerActor->ChingmuComp->FullBodyMotionCapBaseBonesLocalSpaceRotation(
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OwnerActor->ChingmuFullAddress, HumanIndex, TmpTimeCode);
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if (bRes)
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{
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if (!HumanToLastReceiveTime.Contains(HumanIndex))//空数据处理。
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{
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HumanToLastReceiveTime.Add(HumanIndex, 0);
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}
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if (HumanToLastReceiveTime[HumanIndex] != TmpTimeCode.Frames)//接收端时间与
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{
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HumanToLastReceiveTime[HumanIndex] = TmpTimeCode.Frames;
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OwnerActor->OnGetHumanData_NotInGameThread(HumanIndex, CurTime, TmpTimeCode.Frames);
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}
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else
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{
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// get same frame, skip
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break;
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}
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}
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}
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// Rigidbody
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for (auto RigidBodyIndex = OwnerActor->RigidBodyStartIndex; RigidBodyIndex < OwnerActor->RigidBodyStartIndex
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+ OwnerActor->MaxRigidBodyCount; RigidBodyIndex++)
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{
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OwnerActor->ChingmuComp->GetTrackerPoseTC(OwnerActor->ChingmuFullAddress, RigidBodyIndex, Tmp,
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TmpTimeCode);
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if (!RigidBodyToLastReceiveTransform.Contains(RigidBodyIndex))
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{
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RigidBodyToLastReceiveTransform.Add(RigidBodyIndex, FTransform::Identity);
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}
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// 道具的TmpTimeCode.Frames永远为0,所以无法用帧数判断
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// 改为transform判断
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if (!RigidBodyToLastReceiveTransform[RigidBodyIndex].Equals(Tmp))
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{
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RigidBodyToLastReceiveTransform[RigidBodyIndex] = Tmp;
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OwnerActor->OnGetRigidBodyData_NotInGameThread(RigidBodyIndex, Tmp, CurTime, TmpTimeCode.Frames);
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}
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}
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}
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if (bRun)
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{
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FPlatformProcess::Sleep(OwnerActor ? OwnerActor->ThreadInterval : 0.004);
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}
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else
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{
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break;
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}
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}
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UE_LOG(LogTemp, Warning, TEXT("%s finish work."), *ThreadName)
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return 0;
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}
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```
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## MocapData
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```c++
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#define MOCAP_BONE_COUNT 23
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enum E_MotionType
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{
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Human,
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RigidBody
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};
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enum E_SourceType
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{
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Mocap,
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CMR,
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Replay
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};
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struct ST_MocapFrameData
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{
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int ID;
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int64 TimeStamp;
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int FrameIndex;
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E_MotionType MotionType;
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E_SourceType SourceType;
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FVector BonesWorldPos[MOCAP_BONE_COUNT];
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FQuat BonesLocalRot[MOCAP_BONE_COUNT];
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};
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class LIVEDIRECTOR_API UMocapFrameData : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int ID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TArray<FVector> BonesWorldPos;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TArray<FQuat> BonesLocalRot;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int64 TimeStamp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int FrameIndex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int MotionType; // 0 human; 1 rigidbody
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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int SourceType; // 0 mocap, 1 cmr
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public:
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void CopyFrom(const ST_MocapFrameData* Other)
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{
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ID = Other->ID;
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TimeStamp = Other->TimeStamp;
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FrameIndex = Other->FrameIndex;
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MotionType = Other->MotionType;
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SourceType = Other->SourceType;
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for (auto Index = 0; Index < 23; Index++)
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{
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BonesWorldPos[Index] = Other->BonesWorldPos[Index];
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BonesLocalRot[Index] = Other->BonesLocalRot[Index];
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}
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}
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};
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class MocapFrames
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{
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public:
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int ID;
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std::vector<ST_MocapFrameData*> Frames = {};
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void CalculatePackageAverageInterval(float& Res)
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{
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if(Frames.size() > 0)
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{
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auto First = Frames[0];
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auto Last = Frames[Frames.size() - 1];
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if(Last->FrameIndex > First->FrameIndex)
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{
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Res = 1.0 * (Last->TimeStamp - First->TimeStamp) / (Last->FrameIndex - First->FrameIndex);
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}
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}
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}
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};
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```
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2024-10-30 12:48:27 +08:00
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# MotionCapture(青瞳插件)
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实现1个组件与3个动画节点:
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- [[#ChingMUComponent]]:
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- [[#AnimNode_ChingMUPose]]:接受骨骼动捕数据。
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- [[#AnimNode_ChingMURetargetPose]]:接受重定向后的骨骼动捕数据。
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- AnimNode_ChingMURetargetPoseForBuild:
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## ***ChingMUComponent***
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1.
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## FAnimNode_ChingMUPose
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1. Initialize_AnyThread():取得**ChingMUComponent**。
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2. Update_AnyThread():调用**ChingMUComponent->CalculateBoneCSRotation()**
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3. Evaluate_AnyThread():对23根骨骼进行遍历;取得RefPose后,将从Update_AnyThread()获得动捕数据(**Rotation**)覆盖到上面(ComponentSpace),**根骨骼需要额外添加Location数据**。最后将数据从ComponentSpace => LocalSpace。
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## AnimNode_ChingMURetargetPose
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1. Initialize_AnyThread():创建曲线逻辑(TCHour、TCMinute、TCSecond、TCFrame)。
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2. Update_AnyThread():
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3. Evaluate_AnyThread():相关逻辑都实现在这里。
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### AnimNode_ChingMURetargetPose::Evaluate_AnyThread()
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2024-10-23 16:38:20 +08:00
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# TsMotionReceiverActor
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只在BeginPlay()中调用了this.MarkAsClientSeamlessTravel(); 具体逻辑在`AMotionReceiverActor`
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## MotionReceiverActor
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2024-10-28 19:23:10 +08:00
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