Files
UnrealEngineUWP/Engine/Source/Developer/AnimationDataController/Public/AnimDataController.h
Marc Audy de2c3cb8e0 [Backout] - CL20593017, 20594056, 20625634, 20645670, 20649179, 20649223, 20649380, 20658535
Add new custom version to specify a certain window of AnimSequences are not loadable
#fyi Jurre.deBaare
#robomerge EngineMerge
Original CL Desc
-----------------------------------------------------------------
**New**
- Engine
	- IAnimationDataModel interface
- AnimationData plugin
	- AnimSequencerDataModel, sequencer based implementation of IAnimationDataModel
	- AnimSequencerDataController, controller for above (implementation of IAnimationDataController)
- Added FCompressedRichCurve::PopulateCurve, allowing users to convert back to a FRichCurve for validation/debugging
- Added DefaultFrameRate to AnimationSettings, this replaces the hardcoded 30FPS in code
- Added ::GetKeyIndicesFromTime which takes FFrameRate
- Added AnimSequenceBase::OnAnimModelLoaded, this is required for correct postloading behaviour of data model (specifically AnimSequencerDataModel, as it depends on data from its outer ? anim sequence)
- Added IAnimationDataModel ::Evaluate which now takes responsibility for evaluating raw animation bone, curve and attribute data. And moved all trackbased evaluation code into AnimDataModel.cpp
- Added a.ForceEvalRawData allowing to force evaluation of source data
- Added a.SkipDDC to force compressing animation data locally

**Changed**
- Reparent UAnimDataModel to IAnimationDataModel interface, and rejig behaviour
- AnimSequenceBase now reference AnimDataModel as IAnimationDataModel
- Upgrade path for legacy to IAnimationDataModel and existing UAnimDataModel to IAnimationDataModel through IAnimationDataController::PopulateWithExisting
- IAnimationDataModel data is now frame(number/rate/time) based rather than seconds/keyindices. This enforces frameborder aligned data from now on.
- Moved RichCurve evaluation code from RichCurve.cpp to separate file and consolidated all instances of copy-pasta behaviour
- Updated/removed deprecated EngineTests around AnimSequences
- Changed many instances to use a FFrameTime together with a known FFrameRate versus seconds and sequencelength in float involving frame \/ time calculations (including instances of FAnimKeyHelper)
- Switched anim sequence evaluation to use double in Extraction context for time value and patched up places with static\_cast\<double\>
- FRichCurve::Eval
	- Make sure we always evaluate keys when T >= Key0.Time and T <= KeyN.Time to deal with crazy userweighted tangents
- Fixed WeightedKeyDataAdapter::GetKeyInterpMode/GetKeyTangentWeightMode retrieving invalid values, as it was indexing according to KeyIndex rather than KeyIndex\*2. This made it so that values were misinterpreted.
- Fixed WeightedEvalForTwoKeys for compressed data retrieving GetKeyInterpMode and GetKeyTangentWeightMode using the wrong index value. As they are not indexed using KeyDataHandle type.
- Fixed issue where compression could crash when containing zero-key scale additivebase track (tries to retrieve)
- Replaced instances of NULL with nullptr
- Moved required decompression information into FAnimSequenceDecompressionContext and reimplemented decompression within UE::Anim::Decompression namespace and new file
- Deprecated ::GetRawDataGuid and replaced with GetDataModel()->GenerateGuid()
- Fixed UAnimStreamable evaluation/compression (previously broken with MVC refactor)
- Updated Animation exporting pipeline to be frame-based rather than seconds
- Deprecated RetargetPose, replaced with FRetargetingScope (used within AnimModel::Evaluate)
- Fixed BaseAdditiveAnimation array become invalid/incorrect when removing zero-additve tracks during compression
- Updated EngineTest animation sequence related tests to new APIs (while maintaining deprecated path testing as well for now)
- AnimDataController / Animation Sequence tests now generate a USkeleton for the transient animation sequence (used to perform the test on)

**Removed**
- Unused file/class AnimData/AnimDataNotifyCollector.h

#rb Thomas.Sarkanen, Martin.Wilson, Alexis.Matte, Mike.Zyracki
#jira UE-131296
#preflight 62a308a8b0150a87f9d6891b

[CL 20677979 by Marc Audy in ue5-main branch]
2022-06-15 18:24:46 -04:00

157 lines
9.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "UObject/ObjectMacros.h"
#include "Animation/AnimData/AnimDataModel.h"
#include "Animation/AnimCurveTypes.h"
#include "Algo/Transform.h"
#include "Animation/AnimData/IAnimationDataController.h"
#if WITH_EDITOR
#include "ChangeTransactor.h"
#endif // WITH_EDITOR
#include "AnimDataController.generated.h"
#if WITH_EDITOR
#endif // WITH_EDITOR
struct FAnimationCurveIdentifier;
struct FAnimationAttributeIdentifier;
namespace UE {
namespace Anim {
class FOpenBracketAction;
class FCloseBracketAction;
static const int32 DefaultCurveFlags = EAnimAssetCurveFlags::AACF_Editable;
}}
UCLASS(BlueprintType)
class ANIMATIONDATACONTROLLER_API UAnimDataController : public UObject, public IAnimationDataController
{
GENERATED_BODY()
public:
UAnimDataController()
#if WITH_EDITOR
: BracketDepth(0)
#endif // WITH_EDITOR
{}
#if WITH_EDITOR
/** Begin IAnimationDataController overrides */
virtual void SetModel(UAnimDataModel* InModel) override;
virtual UAnimDataModel* GetModel() override { return Model; }
virtual const UAnimDataModel* const GetModel() const override { return Model; }
virtual void OpenBracket(const FText& InTitle, bool bShouldTransact = true) override;
virtual void CloseBracket(bool bShouldTransact = true) override;
virtual void SetPlayLength(float Length, bool bShouldTransact = true) override;
virtual void ResizePlayLength(float NewLength, float T0, float T1, bool bShouldTransact = true) override;
virtual void Resize(float Length, float T0, float T1, bool bShouldTransact = true) override;
virtual void SetFrameRate(FFrameRate FrameRate, bool bShouldTransact = true) override;
virtual int32 AddBoneTrack(FName BoneName, bool bShouldTransact = true) override;
virtual int32 InsertBoneTrack(FName BoneName, int32 DesiredIndex, bool bShouldTransact = true) override;
virtual bool RemoveBoneTrack(FName BoneName, bool bShouldTransact = true) override;
virtual void RemoveAllBoneTracks(bool bShouldTransact = true) override;
virtual bool SetBoneTrackKeys(FName BoneName, const TArray<FVector3f>& PositionalKeys, const TArray<FQuat4f>& RotationalKeys, const TArray<FVector3f>& ScalingKeys, bool bShouldTransact = true) override;
virtual bool SetBoneTrackKeys(FName BoneName, const TArray<FVector>& PositionalKeys, const TArray<FQuat>& RotationalKeys, const TArray<FVector>& ScalingKeys, bool bShouldTransact = true) override;
virtual bool UpdateBoneTrackKeys(FName BoneName, const FInt32Range& KeyRangeToSet, const TArray<FVector3f>& PositionalKeys, const TArray<FQuat4f>& RotationalKeys, const TArray<FVector3f>& ScalingKeys, bool bShouldTransact = true) override;
virtual bool UpdateBoneTrackKeys(FName BoneName, const FInt32Range& KeyRangeToSet, const TArray<FVector>& PositionalKeys, const TArray<FQuat>& RotationalKeys, const TArray<FVector>& ScalingKeys, bool bShouldTransact = true) override;
virtual bool AddCurve(const FAnimationCurveIdentifier& CurveId, int32 CurveFlags = 0x00000004, bool bShouldTransact = true) override;
virtual bool DuplicateCurve(const FAnimationCurveIdentifier& CopyCurveId, const FAnimationCurveIdentifier& NewCurveId, bool bShouldTransact = true) override;
virtual bool RemoveCurve(const FAnimationCurveIdentifier& CurveId, bool bShouldTransact = true) override;
virtual void RemoveAllCurvesOfType(ERawCurveTrackTypes SupportedCurveType, bool bShouldTransact = true) override;
virtual bool SetCurveFlag(const FAnimationCurveIdentifier& CurveId, EAnimAssetCurveFlags Flag, bool bState = true, bool bShouldTransact = true) override;
virtual bool SetCurveFlags(const FAnimationCurveIdentifier& CurveId, int32 Flags, bool bShouldTransact = true) override;
virtual bool SetTransformCurveKeys(const FAnimationCurveIdentifier& CurveId, const TArray<FTransform>& TransformValues, const TArray<float>& TimeKeys, bool bShouldTransact = true) override;
virtual bool SetTransformCurveKey(const FAnimationCurveIdentifier& CurveId, float Time, const FTransform& Value, bool bShouldTransact = true) override;
virtual bool RemoveTransformCurveKey(const FAnimationCurveIdentifier& CurveId, float Time, bool bShouldTransact = true) override;
virtual bool RenameCurve(const FAnimationCurveIdentifier& CurveToRenameId, const FAnimationCurveIdentifier& NewCurveId, bool bShouldTransact = true) override;
virtual bool SetCurveColor(const FAnimationCurveIdentifier& CurveId, FLinearColor Color, bool bShouldTransact = true) override;
virtual bool ScaleCurve(const FAnimationCurveIdentifier& CurveId, float Origin, float Factor, bool bShouldTransact = true) override;
virtual bool SetCurveKey(const FAnimationCurveIdentifier& CurveId, const FRichCurveKey& Key, bool bShouldTransact = true) override;
virtual bool RemoveCurveKey(const FAnimationCurveIdentifier& CurveId, float Time, bool bShouldTransact = true) override;
virtual bool SetCurveKeys(const FAnimationCurveIdentifier& CurveId, const TArray<FRichCurveKey>& CurveKeys, bool bShouldTransact = true) override;
virtual void UpdateCurveNamesFromSkeleton(const USkeleton* Skeleton, ERawCurveTrackTypes SupportedCurveType, bool bShouldTransact = true) override;
virtual void FindOrAddCurveNamesOnSkeleton(USkeleton* Skeleton, ERawCurveTrackTypes SupportedCurveType, bool bShouldTransact = true) override;
virtual bool RemoveBoneTracksMissingFromSkeleton(const USkeleton* Skeleton, bool bShouldTransact = true) override;
virtual void UpdateAttributesFromSkeleton(const USkeleton* Skeleton, bool bShouldTransact = true) override;
virtual void NotifyPopulated() override;
virtual void ResetModel(bool bShouldTransact = true) override;
virtual bool AddAttribute(const FAnimationAttributeIdentifier& AttributeIdentifier, bool bShouldTransact = true) override;
virtual bool RemoveAttribute(const FAnimationAttributeIdentifier& AttributeIdentifier, bool bShouldTransact = true) override;
virtual int32 RemoveAllAttributesForBone(const FName& BoneName, bool bShouldTransact = true) override;
virtual int32 RemoveAllAttributes(bool bShouldTransact = true) override;
virtual bool SetAttributeKey(const FAnimationAttributeIdentifier& AttributeIdentifier, float Time, const void* KeyValue, const UScriptStruct* TypeStruct, bool bShouldTransact = true) override
{
return SetAttributeKey_Internal(AttributeIdentifier, Time, KeyValue, TypeStruct, bShouldTransact);
}
virtual bool SetAttributeKeys(const FAnimationAttributeIdentifier& AttributeIdentifier, TArrayView<const float> Times, TArrayView<const void*> KeyValues, const UScriptStruct* TypeStruct, bool bShouldTransact = true) override
{
return SetAttributeKeys_Internal(AttributeIdentifier, Times, KeyValues, TypeStruct, bShouldTransact);
}
virtual bool RemoveAttributeKey(const FAnimationAttributeIdentifier& AttributeIdentifier, float Time, bool bShouldTransact = true) override;
virtual bool DuplicateAttribute(const FAnimationAttributeIdentifier& AttributeIdentifier, const FAnimationAttributeIdentifier& NewAttributeIdentifier, bool bShouldTransact = true) override;
protected:
virtual void NotifyBracketOpen() override;
virtual void NotifyBracketClosed() override;
/** End IAnimationDataController overrides */
private:
/** Internal functionality for setting Attribute curve key(s) */
bool SetAttributeKey_Internal(const FAnimationAttributeIdentifier& AttributeIdentifier, float Time, const void* KeyValue, const UScriptStruct* TypeStruct, bool bShouldTransact = true);
bool SetAttributeKeys_Internal(const FAnimationAttributeIdentifier& AttributeIdentifier, TArrayView<const float> Times, TArrayView<const void*> KeyValues, const UScriptStruct* TypeStruct, bool bShouldTransact = true);
/** Returns whether or not the supplied curve type is supported by the controller functionality */
const bool IsSupportedCurveType(ERawCurveTrackTypes CurveType) const;
/** Returns the string representation of the provided curve enum type value */
FString GetCurveTypeValueName(ERawCurveTrackTypes InType) const;
/** Resizes the curve/attribute data stored on the model according to the provided new length and time at which to insert or remove time */
void ResizeCurves(float NewLength, bool bInserted, float T0, float T1, bool bShouldTransact = true);
void ResizeAttributes(float NewLength, bool bInserted, float T0, float T1, bool bShouldTransact = true);
/** Ensures that a valid model is currently targeted */
void ValidateModel() const;
/** Verifies whether or not the Model's outer object is (or is derived from) the specified UClass */
bool CheckOuterClass(UClass* InClass) const;
/** Helper functionality to output script-based warnings and errors */
void ReportWarning(const FText& InMessage) const;
void ReportError(const FText& InMessage) const;
template <typename FmtType, typename... Types>
void ReportWarningf(const FmtType& Fmt, Types... Args) const
{
ReportWarning(FText::Format(Fmt, Args...));
}
template <typename FmtType, typename... Types>
void ReportErrorf(const FmtType& Fmt, Types... Args) const
{
ReportError(FText::Format(Fmt, Args...));
}
#endif // WITH_EDITOR
private:
#if WITH_EDITOR
int32 BracketDepth;
UE::FChangeTransactor ChangeTransactor;
#endif // WITH_EDITOR
#if WITH_EDITORONLY_DATA
UPROPERTY(transient)
TObjectPtr<UAnimDataModel> Model;
#endif // WITH_EDITORONLY_DATA
friend class FAnimDataControllerTestBase;
friend UE::Anim::FOpenBracketAction;
friend UE::Anim::FCloseBracketAction;
};