Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
ludovic chabant e57f12f56c Fix some bugs with sequencer anim-nodes and anim-notifies not firing correctly in various cases.
- Provide the previous/next times to the anim-node so it can make the animation system update that whole time range, including when the node is resetting.
- Do the same thing for the anim-montage update, because when time loops around back to 0, it was updating backwards and firing notifies incorrectly.

Disable anim-notifies when scrubbing because we currently can't make all cases work consistently.

There are some other edge cases that are not solved by this CL yet, though.

#jira UE-70926
#jira UE-77768
#rb laurent.delayen, mike.zyracki, max.chen

[CL 8093828 by ludovic chabant in Dev-Editor branch]
2019-08-16 13:07:50 -04:00

124 lines
3.7 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Animation/AnimInstanceProxy.h"
#include "AnimNodes/AnimNode_SequenceEvaluator.h"
#include "AnimNodes/AnimNode_ApplyAdditive.h"
#include "AnimNodes/AnimNode_MultiWayBlend.h"
#include "AnimNodes/AnimNode_PoseSnapshot.h"
#include "AnimSequencerInstanceProxy.generated.h"
/** Base class for all 'players' that can attach to and be blended into a sequencer instance's output */
struct FSequencerPlayerBase
{
public:
FSequencerPlayerBase()
: PoseIndex(INDEX_NONE)
, bAdditive(false)
{}
template<class TType>
bool IsOfType() const
{
return IsOfTypeImpl(TType::GetTypeId());
}
/** Virtual destructor. */
virtual ~FSequencerPlayerBase() { }
public:
/** Index of this players pose in the set of blend slots */
int32 PoseIndex;
/** Whether this pose is additive or not */
bool bAdditive;
protected:
/**
* Checks whether this drag and drop operation can cast safely to the specified type.
*/
virtual bool IsOfTypeImpl(const FName& Type) const
{
return false;
}
};
/** Quick n dirty RTTI to allow for derived classes to insert nodes of different types */
#define SEQUENCER_INSTANCE_PLAYER_TYPE(TYPE, BASE) \
static const FName& GetTypeId() { static FName Type(TEXT(#TYPE)); return Type; } \
virtual bool IsOfTypeImpl(const FName& Type) const override { return GetTypeId() == Type || BASE::IsOfTypeImpl(Type); }
/** Player type that evaluates a sequence-specified UAnimSequence */
struct FSequencerPlayerAnimSequence : public FSequencerPlayerBase
{
SEQUENCER_INSTANCE_PLAYER_TYPE(FSequencerPlayerAnimSequence, FSequencerPlayerBase)
struct FAnimNode_SequenceEvaluator PlayerNode;
};
/** Proxy override for this UAnimInstance-derived class */
USTRUCT()
struct ANIMGRAPHRUNTIME_API FAnimSequencerInstanceProxy : public FAnimInstanceProxy
{
GENERATED_BODY()
public:
FAnimSequencerInstanceProxy()
{
}
FAnimSequencerInstanceProxy(UAnimInstance* InAnimInstance)
: FAnimInstanceProxy(InAnimInstance)
{
}
virtual ~FAnimSequencerInstanceProxy();
// FAnimInstanceProxy interface
virtual void Initialize(UAnimInstance* InAnimInstance) override;
virtual bool Evaluate(FPoseContext& Output) override;
virtual void UpdateAnimationNode(float DeltaSeconds) override;
/** Update an animation sequence player in this instance */
void UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, uint32 SequenceId, float InPosition, float Weight, bool bFireNotifies);
void UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, uint32 SequenceId, TOptional<float> InFromPosition, float InToPosition, float Weight, bool bFireNotifies);
/** Reset all nodes in this instance */
virtual void ResetNodes();
/** Reset the pose in this instance*/
virtual void ResetPose();
protected:
/** Find a player of a specified type */
template<typename Type>
Type* FindPlayer(uint32 SequenceId) const
{
FSequencerPlayerBase* Player = SequencerToPlayerMap.FindRef(SequenceId);
if (Player && Player->IsOfType<Type>())
{
return static_cast<Type*>(Player);
}
return nullptr;
}
/** Construct and link the base part of the blend tree */
void ConstructNodes();
/** custom root node for this sequencer player. Didn't want to use RootNode in AnimInstance because it's used with lots of AnimBP functionality */
struct FAnimNode_ApplyAdditive SequencerRootNode;
struct FAnimNode_MultiWayBlend FullBodyBlendNode;
struct FAnimNode_MultiWayBlend AdditiveBlendNode;
struct FAnimNode_PoseSnapshot SnapshotNode;
/** mapping from sequencer index to internal player index */
TMap<uint32, FSequencerPlayerBase*> SequencerToPlayerMap;
void InitAnimTrack(UAnimSequenceBase* InAnimSequence, uint32 SequenceId);
void EnsureAnimTrack(UAnimSequenceBase* InAnimSequence, uint32 SequenceId);
void ClearSequencePlayerMap();
};