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#rb aaron.cox Migrating the Animation Warping plugin from Experimental to Beta. #preflight 61ab2d10003ada0304ad2b6a #ROBOMERGE-AUTHOR: koray.hagen #ROBOMERGE-SOURCE: CL 18376688 in //UE5/Release-5.0/... via CL 18376689 via CL 18376691 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v895-18170469) [CL 18376692 by koray hagen in ue5-main branch]
75 lines
3.1 KiB
C++
75 lines
3.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimationWarpingRuntimeModule.h"
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#include "Animation/AnimRootMotionProvider.h"
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#include "Animation/AnimNodeBase.h"
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#include "Animation/AnimSequence.h"
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#include "Animation/BuiltInAttributeTypes.h"
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#include "Modules/ModuleManager.h"
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class FAnimationWarpingRuntimeModule : public IAnimationWarpingRuntimeModule
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{
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};
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namespace UE { namespace AnimationWarping {
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// Root motion animation attribute data will always be accessible on the root bone's attribute container
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static const UE::Anim::FAttributeId RootMotionAttributeId = { UE::Anim::IAnimRootMotionProvider::AttributeName , FCompactPoseBoneIndex(0) };
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class FModule : public IModuleInterface, public UE::Anim::IAnimRootMotionProvider
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{
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public:
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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public:
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virtual void SampleRootMotion(const FDeltaTimeRecord& SampleRange, const UAnimSequence& Sequence, bool bLoopingSequence, UE::Anim::FStackAttributeContainer& OutAttributes) const override;
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virtual bool OverrideRootMotion(const FTransform& RootMotionDelta, UE::Anim::FStackAttributeContainer& OutAttributes) const override;
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virtual bool ExtractRootMotion(const UE::Anim::FStackAttributeContainer& Attributes, FTransform& OutRootMotionDelta) const override;
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virtual bool HasRootMotion(const UE::Anim::FStackAttributeContainer& Attributes) const override;
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};
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void FModule::StartupModule()
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{
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IModularFeatures::Get().RegisterModularFeature(UE::Anim::IAnimRootMotionProvider::ModularFeatureName, this);
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}
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void FModule::ShutdownModule()
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{
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IModularFeatures::Get().UnregisterModularFeature(UE::Anim::IAnimRootMotionProvider::ModularFeatureName, this);
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}
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void FModule::SampleRootMotion(const FDeltaTimeRecord& SampleRange, const UAnimSequence& Sequence, bool bLoopingSequence, UE::Anim::FStackAttributeContainer& OutAttributes) const
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{
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const FTransform RootMotionTransform = Sequence.ExtractRootMotion(SampleRange.GetPrevious(), SampleRange.Delta, bLoopingSequence);
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FTransformAnimationAttribute* RootMotionAttribute = OutAttributes.FindOrAdd<FTransformAnimationAttribute>(RootMotionAttributeId);
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RootMotionAttribute->Value = RootMotionTransform;
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}
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bool FModule::OverrideRootMotion(const FTransform& RootMotionDelta, UE::Anim::FStackAttributeContainer& OutAttributes) const
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{
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if (FTransformAnimationAttribute* RootMotionAttribute = OutAttributes.Find<FTransformAnimationAttribute>(RootMotionAttributeId))
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{
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RootMotionAttribute->Value = RootMotionDelta;
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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 FModule::ExtractRootMotion(const UE::Anim::FStackAttributeContainer& Attributes, FTransform& OutRootMotionDelta) const
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{
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const FTransformAnimationAttribute* RootMotionAttribute = Attributes.Find<FTransformAnimationAttribute>(RootMotionAttributeId);
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OutRootMotionDelta = RootMotionAttribute ? RootMotionAttribute->Value : FTransform::Identity;
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return !!RootMotionAttribute;
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}
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bool FModule::HasRootMotion(const UE::Anim::FStackAttributeContainer& Attributes) const
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{
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return !!Attributes.Find<FTransformAnimationAttribute>(RootMotionAttributeId);
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}
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}}
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IMPLEMENT_MODULE(UE::AnimationWarping::FModule, AnimationWarpingRuntime)
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