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#jira UE-114768 - Syncing locomotion using sync markers seems to be broken #rb Jurre.deBaare [CL 16246870 by Thomas Sarkanen in ue5-main branch]
218 lines
6.6 KiB
C++
218 lines
6.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimNodes/AnimNode_SequenceEvaluator.h"
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#include "Animation/AnimInstanceProxy.h"
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#include "Animation/AnimTrace.h"
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float FAnimNode_SequenceEvaluatorBase::GetCurrentAssetTime() const
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{
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return GetExplicitTime();
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}
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float FAnimNode_SequenceEvaluatorBase::GetCurrentAssetLength() const
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{
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UAnimSequenceBase* CurrentSequence = GetSequence();
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return CurrentSequence ? CurrentSequence->GetPlayLength() : 0.0f;
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}
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void FAnimNode_SequenceEvaluatorBase::Initialize_AnyThread(const FAnimationInitializeContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
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FAnimNode_AssetPlayerBase::Initialize_AnyThread(Context);
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bReinitialized = true;
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}
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void FAnimNode_SequenceEvaluatorBase::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
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}
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void FAnimNode_SequenceEvaluatorBase::UpdateAssetPlayer(const FAnimationUpdateContext& Context)
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{
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GetEvaluateGraphExposedInputs().Execute(Context);
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float CurrentExplicitTime = GetExplicitTime();
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UAnimSequenceBase* CurrentSequence = GetSequence();
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if (CurrentSequence)
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{
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// Clamp input to a valid position on this sequence's time line.
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CurrentExplicitTime = FMath::Clamp(CurrentExplicitTime, 0.f, CurrentSequence->GetPlayLength());
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if ((!GetTeleportToExplicitTime() || (GetGroupName() != NAME_None) || (GetGroupMethod() == EAnimSyncMethod::Graph)) && (Context.AnimInstanceProxy->IsSkeletonCompatible(CurrentSequence->GetSkeleton())))
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{
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DeltaTimeRecord.Previous = InternalTimeAccumulator;
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if (bReinitialized)
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{
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switch (GetReinitializationBehavior())
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{
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case ESequenceEvalReinit::StartPosition: InternalTimeAccumulator = GetStartPosition(); break;
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case ESequenceEvalReinit::ExplicitTime: InternalTimeAccumulator = CurrentExplicitTime; break;
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}
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InternalTimeAccumulator = FMath::Clamp(InternalTimeAccumulator, 0.f, CurrentSequence->GetPlayLength());
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}
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const float TimeJump = GetEffectiveDeltaTime(CurrentExplicitTime, InternalTimeAccumulator);
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// if you jump from front to end or end to front, your time jump is 0.f, so nothing moves
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// to prevent that from happening, we set current accumulator to explicit time
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if (TimeJump == 0.f)
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{
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InternalTimeAccumulator = CurrentExplicitTime;
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}
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DeltaTimeRecord.Delta = TimeJump;
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const float DeltaTime = Context.GetDeltaTime();
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const float RateScale = CurrentSequence->RateScale;
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const float PlayRate = FMath::IsNearlyZero(DeltaTime) || FMath::IsNearlyZero(RateScale) ? 0.f : (TimeJump / (DeltaTime * RateScale));
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CreateTickRecordForNode(Context, CurrentSequence, GetShouldLoop(), PlayRate);
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}
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else
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{
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InternalTimeAccumulator = CurrentExplicitTime;
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}
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}
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bReinitialized = false;
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TRACE_ANIM_NODE_VALUE(Context, TEXT("Name"), CurrentSequence != nullptr ? CurrentSequence->GetFName() : NAME_None);
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TRACE_ANIM_NODE_VALUE(Context, TEXT("Sequence"), CurrentSequence);
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TRACE_ANIM_NODE_VALUE(Context, TEXT("InputTime"), CurrentExplicitTime);
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TRACE_ANIM_NODE_VALUE(Context, TEXT("Time"), InternalTimeAccumulator);
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}
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void FAnimNode_SequenceEvaluatorBase::Evaluate_AnyThread(FPoseContext& Output)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread)
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check(Output.AnimInstanceProxy != nullptr);
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UAnimSequenceBase* CurrentSequence = GetSequence();
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if ((CurrentSequence != nullptr) && (Output.AnimInstanceProxy->IsSkeletonCompatible(CurrentSequence->GetSkeleton())))
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{
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FAnimationPoseData AnimationPoseData(Output);
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CurrentSequence->GetAnimationPose(AnimationPoseData, FAnimExtractContext(InternalTimeAccumulator, Output.AnimInstanceProxy->ShouldExtractRootMotion(), DeltaTimeRecord, GetShouldLoop()));
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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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}
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void FAnimNode_SequenceEvaluatorBase::GatherDebugData(FNodeDebugData& DebugData)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(GatherDebugData)
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FString DebugLine = DebugData.GetNodeName(this);
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DebugLine += FString::Printf(TEXT("('%s' InputTime: %.3f, Time: %.3f)"), *GetNameSafe(GetSequence()), GetExplicitTime(), InternalTimeAccumulator);
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DebugData.AddDebugItem(DebugLine, true);
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}
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float FAnimNode_SequenceEvaluatorBase::GetEffectiveDeltaTime(float ExplicitTime, float PrevExplicitTime) const
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{
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float DeltaTime = ExplicitTime - PrevExplicitTime;
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if (GetShouldLoop())
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{
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if (FMath::Abs(DeltaTime) > (GetSequence()->GetPlayLength() * 0.5f))
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{
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if (DeltaTime > 0.f)
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{
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DeltaTime -= GetSequence()->GetPlayLength();
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}
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else
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{
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DeltaTime += GetSequence()->GetPlayLength();
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}
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}
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}
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return DeltaTime;
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}
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void FAnimNode_SequenceEvaluator::SetSequence(UAnimSequenceBase* InSequence)
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{
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#if WITH_EDITORONLY_DATA
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TObjectPtr<UAnimSequenceBase>& SequenceToSet = GET_MUTABLE_ANIM_NODE_DATA(TObjectPtr<UAnimSequenceBase>, Sequence);
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SequenceToSet = InSequence;
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#endif
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}
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UAnimSequenceBase* FAnimNode_SequenceEvaluator::GetSequence() const
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{
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return GET_ANIM_NODE_DATA(TObjectPtr<UAnimSequenceBase>, Sequence);
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}
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float FAnimNode_SequenceEvaluator::GetExplicitTime() const
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{
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return GET_ANIM_NODE_DATA(float, ExplicitTime);
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}
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bool FAnimNode_SequenceEvaluator::GetShouldLoop() const
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{
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return GET_ANIM_NODE_DATA(bool, bShouldLoop);
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}
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bool FAnimNode_SequenceEvaluator::GetTeleportToExplicitTime() const
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{
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return GET_ANIM_NODE_DATA(bool, bTeleportToExplicitTime);
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}
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TEnumAsByte<ESequenceEvalReinit::Type> FAnimNode_SequenceEvaluator::GetReinitializationBehavior() const
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{
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return GET_ANIM_NODE_DATA(TEnumAsByte<ESequenceEvalReinit::Type>, ReinitializationBehavior);
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}
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float FAnimNode_SequenceEvaluator::GetStartPosition() const
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{
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return GET_ANIM_NODE_DATA(float, StartPosition);
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}
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FName FAnimNode_SequenceEvaluator::GetGroupName() const
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{
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return GET_ANIM_NODE_DATA(FName, GroupName);
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}
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EAnimGroupRole::Type FAnimNode_SequenceEvaluator::GetGroupRole() const
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{
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return GET_ANIM_NODE_DATA(TEnumAsByte<EAnimGroupRole::Type>, GroupRole);
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}
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EAnimSyncMethod FAnimNode_SequenceEvaluator::GetGroupMethod() const
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{
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return GET_ANIM_NODE_DATA(EAnimSyncMethod, Method);
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}
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bool FAnimNode_SequenceEvaluator::GetIgnoreForRelevancyTest() const
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{
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return GET_ANIM_NODE_DATA(bool, bIgnoreForRelevancyTest);
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}
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void FAnimNode_SequenceEvaluator::SetGroupName(FName InGroupName)
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{
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#if WITH_EDITORONLY_DATA
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GroupName = InGroupName;
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#endif
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}
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void FAnimNode_SequenceEvaluator::SetGroupRole(EAnimGroupRole::Type InRole)
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{
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#if WITH_EDITORONLY_DATA
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GroupRole = InRole;
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#endif
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}
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void FAnimNode_SequenceEvaluator::SetGroupMethod(EAnimSyncMethod InMethod)
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{
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#if WITH_EDITORONLY_DATA
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Method = InMethod;
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#endif
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}
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void FAnimNode_SequenceEvaluator::SetIgnoreForRelevancyTest(bool bInIgnoreForRelevancyTest)
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{
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#if WITH_EDITORONLY_DATA
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bIgnoreForRelevancyTest = bInIgnoreForRelevancyTest;
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#endif
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} |