2014-12-07 19:09:38 -05:00
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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2015-07-22 14:37:24 -04:00
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#include "AnimGraphRuntimePrivatePCH.h"
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#include "AnimNodes/AnimNode_SequenceEvaluator.h"
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2014-03-14 14:13:41 -04:00
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/////////////////////////////////////////////////////
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// FAnimSequenceEvaluatorNode
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void FAnimNode_SequenceEvaluator::Initialize(const FAnimationInitializeContext& Context)
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{
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2015-09-03 09:55:41 -04:00
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FAnimNode_Base::Initialize(Context);
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2014-03-14 14:13:41 -04:00
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}
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2014-10-01 14:45:04 -04:00
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void FAnimNode_SequenceEvaluator::CacheBones(const FAnimationCacheBonesContext& Context)
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2014-03-14 14:13:41 -04:00
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{
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}
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2015-06-11 08:47:18 -04:00
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void FAnimNode_SequenceEvaluator::UpdateAssetPlayer(const FAnimationUpdateContext& Context)
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2014-03-14 14:13:41 -04:00
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{
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EvaluateGraphExposedInputs.Execute(Context);
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}
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void FAnimNode_SequenceEvaluator::Evaluate(FPoseContext& Output)
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{
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if ((Sequence != NULL) && (Output.AnimInstance->CurrentSkeleton->IsCompatible(Sequence->GetSkeleton())))
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{
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2015-06-26 12:27:57 -04:00
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Sequence->GetAnimationPose(Output.Pose, Output.Curve, FAnimExtractContext(ExplicitTime, Output.AnimInstance->ShouldExtractRootMotion()));
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2014-03-14 14:13:41 -04:00
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}
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else
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{
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Output.ResetToRefPose();
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}
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2014-04-23 17:39:22 -04:00
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}
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void FAnimNode_SequenceEvaluator::OverrideAsset(UAnimationAsset* NewAsset)
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{
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if(UAnimSequenceBase* NewSequence = Cast<UAnimSequenceBase>(NewAsset))
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{
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Sequence = NewSequence;
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}
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}
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2014-04-23 18:35:21 -04:00
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void FAnimNode_SequenceEvaluator::GatherDebugData(FNodeDebugData& DebugData)
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{
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FString DebugLine = DebugData.GetNodeName(this);
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DebugLine += FString::Printf(TEXT("('%s' Play Time: %.3f)"), *Sequence->GetName(), ExplicitTime);
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DebugData.AddDebugItem(DebugLine, true);
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}
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