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Adds 'template' anim BP concept. These anim BPs have no TargetSkeleton and as such cannot have direct references to animations placed inside of their anim graphs Adds function call support from anim nodes. All anim graph nodes can now call functions when initialized, updated, evaluated or when they first become relevant. Relevancy is established using a new FAnimSubsystemInstance_NodeRelevancy which tracks nodes in a local map, per UAnimInstance, if nodes require it. Functions are displayed on the node if bound, and in the details panel. Added a new override point to FAnimSubsystemInstance to allow for WT init. Moved FMemberReference customization into a public header so it can be used on anim node functions. Wrapped functions up into FAnimNodeFunctionRef structure so they can be re-used more effectively. Converted CallFunction node to use them. Added a couple of simple BP function libraries to demonstrate the use of the new FAnimNodeContext (this is intended to be a generic way of exposing FAnimNode_Base types to script without the node types themselves having to be known to script directly). Added the ability to set exposed properties as 'always dynamic' so they appear in mutable data rather than being merged into constants. This allows for the anim node data API to be changed to be less strict (and more script friendly). Now values can be set in mutable data (via GET_MUTABLE_ANIM_NODE_DATA_PTR) and attempted sets to constant data can be ignored and reported to client code. A few minor crash fixes with edge cases (inc when trying to open an asset editor fails because of a missing skeleton/cancellation). Also fixes an issue where literal linked anim graph/control rig/custom poroperty node inputs didnt get copied #rb Jurre.deBaare,Aaron.Cox [CL 16703644 by Thomas Sarkanen in ue5-main branch]
326 lines
9.0 KiB
C++
326 lines
9.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimNodes/AnimNode_BlendSpacePlayer.h"
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#include "Animation/BlendSpace.h"
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#include "Animation/AnimSequence.h"
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#include "Animation/AnimInstanceProxy.h"
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#include "AnimGraphRuntimeTrace.h"
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#include "Animation/AnimSync.h"
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#include "Animation/AnimSyncScope.h"
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/////////////////////////////////////////////////////
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// FAnimNode_BlendSpacePlayer
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float FAnimNode_BlendSpacePlayer::GetCurrentAssetTime() const
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{
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if(const FBlendSampleData* HighestWeightedSample = GetHighestWeightedSample())
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{
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return HighestWeightedSample->Time;
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}
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// No sample
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return 0.0f;
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}
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float FAnimNode_BlendSpacePlayer::GetCurrentAssetTimePlayRateAdjusted() const
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{
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float Length = GetCurrentAssetLength();
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return GetPlayRate() < 0.0f ? Length - InternalTimeAccumulator * Length : Length * InternalTimeAccumulator;
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}
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float FAnimNode_BlendSpacePlayer::GetCurrentAssetLength() const
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{
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if(const FBlendSampleData* HighestWeightedSample = GetHighestWeightedSample())
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{
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UBlendSpace* CurrentBlendSpace = GetBlendSpace();
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if (CurrentBlendSpace != nullptr)
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{
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const FBlendSample& Sample = CurrentBlendSpace->GetBlendSample(HighestWeightedSample->SampleDataIndex);
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return Sample.Animation->GetPlayLength();
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}
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}
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// No sample
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return 0.0f;
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}
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void FAnimNode_BlendSpacePlayer::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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GetEvaluateGraphExposedInputs().Execute(Context);
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Reinitialize();
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PreviousBlendSpace = GetBlendSpace();
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}
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void FAnimNode_BlendSpacePlayer::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_BlendSpacePlayer::UpdateAssetPlayer(const FAnimationUpdateContext& Context)
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{
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GetEvaluateGraphExposedInputs().Execute(Context);
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UpdateInternal(Context);
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}
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void FAnimNode_BlendSpacePlayer::UpdateInternal(const FAnimationUpdateContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(UpdateInternal)
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UBlendSpace* CurrentBlendSpace = GetBlendSpace();
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if ((CurrentBlendSpace != nullptr) && (Context.AnimInstanceProxy->IsSkeletonCompatible(CurrentBlendSpace->GetSkeleton())))
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{
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if (PreviousBlendSpace != CurrentBlendSpace)
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{
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Reinitialize(ShouldResetPlayTimeWhenBlendSpaceChanges());
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}
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const FVector Position = GetPosition();
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// Create a tick record and push into the closest scope
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UE::Anim::FAnimSyncGroupScope& SyncScope = Context.GetMessageChecked<UE::Anim::FAnimSyncGroupScope>();
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FAnimTickRecord TickRecord(CurrentBlendSpace, Position, BlendSampleDataCache, BlendFilter, GetLoop(), GetPlayRate(), Context.GetFinalBlendWeight(), /*inout*/ InternalTimeAccumulator, MarkerTickRecord);
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TickRecord.RootMotionWeightModifier = Context.GetRootMotionWeightModifier();
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TickRecord.DeltaTimeRecord = &DeltaTimeRecord;
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UE::Anim::FAnimSyncParams SyncParams(GetGroupName(), GetGroupRole(), GetGroupMethod());
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if(Context.GetSharedContext())
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{
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Context.GetSharedContext()->MessageStack.MakeEventContextData(TickRecord.ContextData);
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}
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SyncScope.AddTickRecord(TickRecord, SyncParams, UE::Anim::FAnimSyncDebugInfo(Context));
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TRACE_ANIM_TICK_RECORD(Context, TickRecord);
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#if WITH_EDITORONLY_DATA
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if (FAnimBlueprintDebugData* DebugData = Context.AnimInstanceProxy->GetAnimBlueprintDebugData())
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{
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DebugData->RecordBlendSpacePlayer(Context.GetCurrentNodeId(), CurrentBlendSpace, Position, BlendFilter.GetFilterLastOutput());
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}
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#endif
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PreviousBlendSpace = CurrentBlendSpace;
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}
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TRACE_BLENDSPACE_PLAYER(Context, *this);
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TRACE_ANIM_NODE_VALUE(Context, TEXT("Name"), CurrentBlendSpace ? *CurrentBlendSpace->GetName() : TEXT("None"));
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TRACE_ANIM_NODE_VALUE(Context, TEXT("Blend Space"), CurrentBlendSpace);
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TRACE_ANIM_NODE_VALUE(Context, TEXT("Playback Time"), InternalTimeAccumulator);
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}
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void FAnimNode_BlendSpacePlayer::Evaluate_AnyThread(FPoseContext& Output)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread)
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UBlendSpace* CurrentBlendSpace = GetBlendSpace();
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if ((CurrentBlendSpace != nullptr) && (Output.AnimInstanceProxy->IsSkeletonCompatible(CurrentBlendSpace->GetSkeleton())))
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{
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FAnimationPoseData AnimationPoseData(Output);
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CurrentBlendSpace->GetAnimationPose(BlendSampleDataCache, FAnimExtractContext(InternalTimeAccumulator, Output.AnimInstanceProxy->ShouldExtractRootMotion(), DeltaTimeRecord, GetLoop()), AnimationPoseData);
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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_BlendSpacePlayer::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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UBlendSpace* CurrentBlendSpace = GetBlendSpace();
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if (CurrentBlendSpace)
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{
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DebugLine += FString::Printf(TEXT("('%s' Play Time: %.3f)"), *CurrentBlendSpace->GetName(), InternalTimeAccumulator);
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DebugData.AddDebugItem(DebugLine, true);
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}
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}
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float FAnimNode_BlendSpacePlayer::GetTimeFromEnd(float CurrentTime) const
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{
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// Blend-spaces use normalized time value
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const float PlayLength = 1.0f;
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return GetBlendSpace() != nullptr ? PlayLength - CurrentTime : 0.0f;
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}
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UAnimationAsset* FAnimNode_BlendSpacePlayer::GetAnimAsset() const
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{
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return GetBlendSpace();
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}
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const FBlendSampleData* FAnimNode_BlendSpacePlayer::GetHighestWeightedSample() const
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{
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if(BlendSampleDataCache.Num() == 0)
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{
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return nullptr;
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}
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const FBlendSampleData* HighestSample = &BlendSampleDataCache[0];
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for(int32 Idx = 1; Idx < BlendSampleDataCache.Num(); ++Idx)
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{
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if(BlendSampleDataCache[Idx].TotalWeight > HighestSample->TotalWeight)
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{
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HighestSample = &BlendSampleDataCache[Idx];
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}
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}
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return HighestSample;
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}
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void FAnimNode_BlendSpacePlayer::Reinitialize(bool bResetTime)
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{
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BlendSampleDataCache.Empty();
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if(bResetTime)
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{
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float CurrentStartPosition = GetStartPosition();
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InternalTimeAccumulator = FMath::Clamp(CurrentStartPosition, 0.f, 1.0f);
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if (CurrentStartPosition == 0.f && GetPlayRate() < 0.0f)
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{
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// Blend spaces run between 0 and 1
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InternalTimeAccumulator = 1.0f;
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}
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}
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UBlendSpace* CurrentBlendSpace = GetBlendSpace();
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if (CurrentBlendSpace != nullptr)
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{
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CurrentBlendSpace->InitializeFilter(&BlendFilter);
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}
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}
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bool FAnimNode_BlendSpacePlayer::SetBlendSpace(UBlendSpace* InBlendSpace)
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{
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#if WITH_EDITORONLY_DATA
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BlendSpace = InBlendSpace;
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GET_MUTABLE_ANIM_NODE_DATA(TObjectPtr<UBlendSpace>, BlendSpace) = InBlendSpace;
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#endif
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if(TObjectPtr<UBlendSpace>* BlendSpacePtr = GET_INSTANCE_ANIM_NODE_DATA_PTR(TObjectPtr<UBlendSpace>, BlendSpace))
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{
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*BlendSpacePtr = InBlendSpace;
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return true;
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}
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return false;
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}
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FVector FAnimNode_BlendSpacePlayer::GetPosition() const
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{
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return FVector(GET_ANIM_NODE_DATA(float, X), GET_ANIM_NODE_DATA(float, Y), GET_ANIM_NODE_DATA(float, Z));
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}
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float FAnimNode_BlendSpacePlayer::GetPlayRate() const
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{
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return GET_ANIM_NODE_DATA(float, PlayRate);
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}
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bool FAnimNode_BlendSpacePlayer::GetLoop() const
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{
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return GET_ANIM_NODE_DATA(bool, bLoop);
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}
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bool FAnimNode_BlendSpacePlayer::ShouldResetPlayTimeWhenBlendSpaceChanges() const
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{
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return GET_ANIM_NODE_DATA(bool, bResetPlayTimeWhenBlendSpaceChanges);
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}
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float FAnimNode_BlendSpacePlayer::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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UBlendSpace* FAnimNode_BlendSpacePlayer::GetBlendSpace() const
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{
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return GET_ANIM_NODE_DATA(TObjectPtr<UBlendSpace>, BlendSpace);
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}
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FName FAnimNode_BlendSpacePlayer::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_BlendSpacePlayer::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_BlendSpacePlayer::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_BlendSpacePlayer::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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bool FAnimNode_BlendSpacePlayer::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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if(FName* GroupNamePtr = GET_INSTANCE_ANIM_NODE_DATA_PTR(FName, GroupName))
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{
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*GroupNamePtr = InGroupName;
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return true;
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}
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return false;
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}
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bool FAnimNode_BlendSpacePlayer::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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if(TEnumAsByte<EAnimGroupRole::Type>* GroupRolePtr = GET_INSTANCE_ANIM_NODE_DATA_PTR(TEnumAsByte<EAnimGroupRole::Type>, GroupRole))
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{
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*GroupRolePtr = InRole;
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return true;
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}
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return false;
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}
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bool FAnimNode_BlendSpacePlayer::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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if(EAnimSyncMethod* MethodPtr = GET_INSTANCE_ANIM_NODE_DATA_PTR(EAnimSyncMethod, Method))
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{
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*MethodPtr = InMethod;
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return true;
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}
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return false;
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}
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bool FAnimNode_BlendSpacePlayer::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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if(bool* bIgnoreForRelevancyTestPtr = GET_INSTANCE_ANIM_NODE_DATA_PTR(bool, bIgnoreForRelevancyTest))
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{
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*bIgnoreForRelevancyTestPtr = bInIgnoreForRelevancyTest;
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return true;
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}
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return false;
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} |