Files
UnrealEngineUWP/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Private/AnimationWarpingRuntimeModule.cpp
henrik karlsson 2f78497e67 [Engine/Plugins]
* Updated private files with IWYU for all plugins which had 3 or less changes made in ue5 main since last integration to fn

#preflight 63bf8d8b577437afe607dc72
#rb none

[CL 23659643 by henrik karlsson in ue5-main branch]
2023-01-12 01:48:34 -05:00

76 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimationWarpingRuntimeModule.h"
#include "Animation/AnimRootMotionProvider.h"
#include "Animation/AnimSequence.h"
#include "Animation/AttributesRuntime.h"
#include "Animation/BuiltInAttributeTypes.h"
#include "Features/IModularFeatures.h"
#include "Modules/ModuleManager.h"
class FAnimationWarpingRuntimeModule : public IAnimationWarpingRuntimeModule
{
};
namespace UE { namespace AnimationWarping {
// Root motion animation attribute data will always be accessible on the root bone's attribute container
static const UE::Anim::FAttributeId RootMotionAttributeId = { UE::Anim::IAnimRootMotionProvider::AttributeName , FCompactPoseBoneIndex(0) };
class FModule : public IModuleInterface, public UE::Anim::IAnimRootMotionProvider
{
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
public:
virtual void SampleRootMotion(const FDeltaTimeRecord& SampleRange, const UAnimSequence& Sequence, bool bLoopingSequence, UE::Anim::FStackAttributeContainer& OutAttributes) const override;
virtual bool OverrideRootMotion(const FTransform& RootMotionDelta, UE::Anim::FStackAttributeContainer& OutAttributes) const override;
virtual bool ExtractRootMotion(const UE::Anim::FStackAttributeContainer& Attributes, FTransform& OutRootMotionDelta) const override;
virtual bool HasRootMotion(const UE::Anim::FStackAttributeContainer& Attributes) const override;
};
void FModule::StartupModule()
{
IModularFeatures::Get().RegisterModularFeature(UE::Anim::IAnimRootMotionProvider::ModularFeatureName, this);
}
void FModule::ShutdownModule()
{
IModularFeatures::Get().UnregisterModularFeature(UE::Anim::IAnimRootMotionProvider::ModularFeatureName, this);
}
void FModule::SampleRootMotion(const FDeltaTimeRecord& SampleRange, const UAnimSequence& Sequence, bool bLoopingSequence, UE::Anim::FStackAttributeContainer& OutAttributes) const
{
const FTransform RootMotionTransform = Sequence.ExtractRootMotion(SampleRange.GetPrevious(), SampleRange.Delta, bLoopingSequence);
FTransformAnimationAttribute* RootMotionAttribute = OutAttributes.FindOrAdd<FTransformAnimationAttribute>(RootMotionAttributeId);
RootMotionAttribute->Value = RootMotionTransform;
}
bool FModule::OverrideRootMotion(const FTransform& RootMotionDelta, UE::Anim::FStackAttributeContainer& OutAttributes) const
{
if (FTransformAnimationAttribute* RootMotionAttribute = OutAttributes.Find<FTransformAnimationAttribute>(RootMotionAttributeId))
{
RootMotionAttribute->Value = RootMotionDelta;
return true;
}
return false;
}
bool FModule::ExtractRootMotion(const UE::Anim::FStackAttributeContainer& Attributes, FTransform& OutRootMotionDelta) const
{
const FTransformAnimationAttribute* RootMotionAttribute = Attributes.Find<FTransformAnimationAttribute>(RootMotionAttributeId);
OutRootMotionDelta = RootMotionAttribute ? RootMotionAttribute->Value : FTransform::Identity;
return !!RootMotionAttribute;
}
bool FModule::HasRootMotion(const UE::Anim::FStackAttributeContainer& Attributes) const
{
return !!Attributes.Find<FTransformAnimationAttribute>(RootMotionAttributeId);
}
}}
IMPLEMENT_MODULE(UE::AnimationWarping::FModule, AnimationWarpingRuntime)