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+ Attribute structures to UAnimDataModel
* These are sampled/copied into AnimSequence whenever they change
+ Attribute related Notifies and Payloads
+ Controller API and Actions for Attribute related behaviour
+ Type traits (TAttributeTypeTraitsBase) to determine support functionality for user-defined attribute types
+ TAttributeContainer equivalent to TCustomAttributes, used for keeping track of attributes at runtime in a TMap similar fashion
* Has two exported specializations FStack/Heap-AttributeContainer
+ IAttributeBlendOperator interface used for Attribute related operations in Anim graph
* Allows for user-defined blending behaviour for their associated types
+ TAttributeBlendOperator providing out-of-the-box blending behaviour for user-defined types
+ FAttributeBlendData helper structure, this encapsulates and abstracts the blend / attribute operations
* Exposes two iterators, allowing BlendOperator to loop through (type) overlapping Attributes and unique attributes
+ Float/Integer/String Animation Attribute structures used to support legacy TVariant CustomAttribute data types
+ Transform animation attribute structure to add support for single-FTransform based attributes
+ FAnimationAttributeIdentifier identifier used to reference an attribute in a script-friendly manor
+ AttributeTypes static API for registering Attribute types
+ FAttributeCurve providing a curve-type with an Attribute type as its underlying key-value
+ TWrappedAttribute helper structure to wrap end template operate on raw memory (TArray buffer)
+ Added tests for
* Attribute related controller functionality and actions
* Attribute curve key reduction
* Evaluating attributes from AnimSequence
* Attribute operations (blend, accumulate etc)
* Functional testing for blendspace attribute evaluation and blending
* Changed default attribute blend type to Blend vs Override
* Updated FBX import/export paths to handle and use new Attribute data structures
* Attribute data is now incorporated into animation source data DDC key
* Deprecated Custom Attributes stored on AnimSequence get converted into their equivalent Attribute structures
* Deprecated all previous CustomAttribute structures, APIs and files
* Corrected some comments in UAnimDataController.h
* Updated existing custom attribute tests to adhere to new blend expectations/behaviour
* Updated AnimSequence resize tests to also incorporate an attribute curve
* Changed layered bone blend to use .5 blend weight vs 1.0 to cover more behaviour
* Added transform attribute used to compare against bone transform during pre-existing functional testing (blended only)
- Deleted CustomAttributes details customization
#rb Thomas.Sarkanen
#fyi kiaran.ritchie, koray.hagen, timothy.daoust
[CL 15568420 by Jurre deBaare in ue5-main branch]
70 lines
2.2 KiB
C++
70 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimNodes/AnimNode_MakeDynamicAdditive.h"
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#include "AnimationRuntime.h"
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#include "Animation/AnimTrace.h"
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/////////////////////////////////////////////////////
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// FAnimNode_MakeDynamicAdditive
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FAnimNode_MakeDynamicAdditive::FAnimNode_MakeDynamicAdditive()
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: bMeshSpaceAdditive(false)
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{
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}
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void FAnimNode_MakeDynamicAdditive::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_Base::Initialize_AnyThread(Context);
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Base.Initialize(Context);
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Additive.Initialize(Context);
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}
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void FAnimNode_MakeDynamicAdditive::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(CacheBones_AnyThread)
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Base.CacheBones(Context);
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Additive.CacheBones(Context);
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}
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void FAnimNode_MakeDynamicAdditive::Update_AnyThread(const FAnimationUpdateContext& Context)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Update_AnyThread)
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Base.Update(Context.FractionalWeight(1.f));
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Additive.Update(Context.FractionalWeight(1.f));
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TRACE_ANIM_NODE_VALUE(Context, TEXT("Mesh Space Additive"), bMeshSpaceAdditive);
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}
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void FAnimNode_MakeDynamicAdditive::Evaluate_AnyThread(FPoseContext& Output)
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{
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DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread)
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FPoseContext BaseEvalContext(Output);
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Base.Evaluate(BaseEvalContext);
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Additive.Evaluate(Output);
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if (bMeshSpaceAdditive)
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{
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FAnimationRuntime::ConvertPoseToMeshRotation(Output.Pose);
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FAnimationRuntime::ConvertPoseToMeshRotation(BaseEvalContext.Pose);
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}
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FAnimationRuntime::ConvertPoseToAdditive(Output.Pose, BaseEvalContext.Pose);
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Output.Curve.ConvertToAdditive(BaseEvalContext.Curve);
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UE::Anim::Attributes::ConvertToAdditive(BaseEvalContext.CustomAttributes, Output.CustomAttributes);
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}
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void FAnimNode_MakeDynamicAdditive::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("(Mesh Space Additive: %s)"), bMeshSpaceAdditive ? TEXT("true") : TEXT("false"));
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DebugData.AddDebugItem(DebugLine);
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Base.GatherDebugData(DebugData.BranchFlow(1.f));
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Additive.GatherDebugData(DebugData.BranchFlow(1.f));
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}
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