Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_BlendSpacePlayer.cpp
Zak Middleton 50599f7ed2 #ue4 - Fix for crash running QAGame PIE 100% of the time in anim node code in debug.
#codereview Thomas.Sarkanen, Lina.Halper

[CL 2679501 by Zak Middleton in Main branch]
2015-09-03 18:11:12 -04:00

117 lines
3.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphRuntimePrivatePCH.h"
#include "AnimNodes/AnimNode_BlendSpacePlayer.h"
#include "Animation/BlendSpaceBase.h"
/////////////////////////////////////////////////////
// FAnimNode_BlendSpacePlayer
FAnimNode_BlendSpacePlayer::FAnimNode_BlendSpacePlayer()
: X(0.0f)
, Y(0.0f)
, Z(0.0f)
, PlayRate(1.0f)
, bLoop(true)
, StartPosition(0.f)
, BlendSpace(NULL)
, GroupIndex(INDEX_NONE)
{
}
void FAnimNode_BlendSpacePlayer::Initialize(const FAnimationInitializeContext& Context)
{
FAnimNode_AssetPlayerBase::Initialize(Context);
BlendSampleDataCache.Empty();
EvaluateGraphExposedInputs.Execute(Context);
InternalTimeAccumulator = FMath::Clamp(StartPosition, 0.f, 1.0f);
if(StartPosition == 0.f && PlayRate < 0.0f)
{
// Blend spaces run between 0 and 1
InternalTimeAccumulator = 1.0f;
}
if (BlendSpace != NULL)
{
BlendSpace->InitializeFilter(&BlendFilter);
}
}
void FAnimNode_BlendSpacePlayer::CacheBones(const FAnimationCacheBonesContext& Context)
{
}
void FAnimNode_BlendSpacePlayer::UpdateAssetPlayer(const FAnimationUpdateContext& Context)
{
EvaluateGraphExposedInputs.Execute(Context);
UpdateInternal(Context);
}
void FAnimNode_BlendSpacePlayer::UpdateInternal(const FAnimationUpdateContext& Context)
{
if ((BlendSpace != NULL) && (Context.AnimInstance->CurrentSkeleton->IsCompatible(BlendSpace->GetSkeleton())))
{
// Create a tick record and fill it out
FAnimGroupInstance* SyncGroup;
FAnimTickRecord& TickRecord = Context.AnimInstance->CreateUninitializedTickRecord(GroupIndex, /*out*/ SyncGroup);
TickRecord.SourceNodeRef = this;
Context.AnimInstance->InitTickRecordFromLastFrame(GroupIndex, TickRecord);
const FVector BlendInput(X, Y, Z);
Context.AnimInstance->MakeBlendSpaceTickRecord(TickRecord, BlendSpace, BlendInput, BlendSampleDataCache, BlendFilter, bLoop, PlayRate, Context.GetFinalBlendWeight(), /*inout*/ InternalTimeAccumulator);
// Update the sync group if it exists
if (SyncGroup != NULL)
{
SyncGroup->TestTickRecordForLeadership(GroupRole);
}
}
}
void FAnimNode_BlendSpacePlayer::Evaluate(FPoseContext& Output)
{
if ((BlendSpace != NULL) && (Output.AnimInstance->CurrentSkeleton->IsCompatible(BlendSpace->GetSkeleton())))
{
BlendSpace->GetAnimationPose(BlendSampleDataCache, Output.Pose, Output.Curve);
}
else
{
Output.ResetToRefPose();
}
}
void FAnimNode_BlendSpacePlayer::OverrideAsset(UAnimationAsset* NewAsset)
{
if(UBlendSpaceBase* NewBlendSpace = Cast<UBlendSpaceBase>(NewAsset))
{
BlendSpace = NewBlendSpace;
}
}
void FAnimNode_BlendSpacePlayer::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
if (BlendSpace)
{
DebugLine += FString::Printf(TEXT("('%s' Play Time: %.3f)"), *BlendSpace->GetName(), InternalTimeAccumulator);
DebugData.AddDebugItem(DebugLine, true);
//BlendSpace->GetBlendSamples();
}
}
float FAnimNode_BlendSpacePlayer::GetTimeFromEnd(float CurrentTime)
{
return BlendSpace->GetMaxCurrentTime() - CurrentTime;
}
UAnimationAsset* FAnimNode_BlendSpacePlayer::GetAnimAsset()
{
return BlendSpace;
}