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Before: 3648 unity files Total CPU Time: 47886.140625 s Total time in Parallel executor: 498.81 seconds After: 3548 unity files Total CPU Time: 46643.828125 s Total time in Parallel executor: 486.06 seconds #jira #preflight [CL 22173263 by marc audy in ue5-main branch]
77 lines
2.9 KiB
C++
77 lines
2.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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UAnimSequencerInstance.cpp: Single Node Tree Instance
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Only plays one animation at a time.
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=============================================================================*/
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#include "AnimSequencerInstance.h"
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#include "AnimSequencerInstanceProxy.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimSequencerInstance)
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/////////////////////////////////////////////////////
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// UAnimSequencerInstance
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/////////////////////////////////////////////////////
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const FName UAnimSequencerInstance::SequencerPoseName(TEXT("Sequencer_Pose_Name"));
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UAnimSequencerInstance::UAnimSequencerInstance(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bUseMultiThreadedAnimationUpdate = false;
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}
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FAnimInstanceProxy* UAnimSequencerInstance::CreateAnimInstanceProxy()
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{
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return new FAnimSequencerInstanceProxy(this);
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}
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void UAnimSequencerInstance::UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies)
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{
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GetProxyOnGameThread<FAnimSequencerInstanceProxy>().UpdateAnimTrack(InAnimSequence, SequenceId, InPosition, Weight, bFireNotifies);
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}
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void UAnimSequencerInstance::UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies)
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{
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GetProxyOnGameThread<FAnimSequencerInstanceProxy>().UpdateAnimTrack(InAnimSequence, SequenceId, InFromPosition, InToPosition, Weight, bFireNotifies);
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}
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void UAnimSequencerInstance::UpdateAnimTrackWithRootMotion(UAnimSequenceBase* InAnimSequence, int32 SequenceId, const TOptional<FRootMotionOverride>& RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies)
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{
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FAnimSequencerData AnimSequencerData(InAnimSequence, SequenceId, RootMotion, InFromPosition, InToPosition, Weight, bFireNotifies, ESwapRootBone::SwapRootBone_None, FTransform(), nullptr);
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GetProxyOnGameThread<FAnimSequencerInstanceProxy>().UpdateAnimTrackWithRootMotion(AnimSequencerData);
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}
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void UAnimSequencerInstance::UpdateAnimTrackWithRootMotion(const FAnimSequencerData& InAnimSequencerData)
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{
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GetProxyOnGameThread<FAnimSequencerInstanceProxy>().UpdateAnimTrackWithRootMotion(InAnimSequencerData);
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}
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void UAnimSequencerInstance::ConstructNodes()
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{
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GetProxyOnGameThread<FAnimSequencerInstanceProxy>().ConstructNodes();
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}
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void UAnimSequencerInstance::ResetNodes()
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{
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GetProxyOnGameThread<FAnimSequencerInstanceProxy>().ResetNodes();
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}
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void UAnimSequencerInstance::ResetPose()
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{
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GetProxyOnGameThread<FAnimSequencerInstanceProxy>().ResetPose();
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}
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void UAnimSequencerInstance::SavePose()
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{
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if (USkeletalMeshComponent* SkeletalMeshComponent = GetSkelMeshComponent())
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{
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if (SkeletalMeshComponent->GetSkeletalMeshAsset() && SkeletalMeshComponent->GetComponentSpaceTransforms().Num() > 0)
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{
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SavePoseSnapshot(UAnimSequencerInstance::SequencerPoseName);
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}
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}
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}
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