Files
UnrealEngineUWP/Engine/Source/Developer/AnimationDataController/Public/AnimDataControllerActions.h
Jurre deBaare ff0db16d0b Reintroducing AnimationDataModel refactor with additional memory and cooktime optimizations.
**Animation Data Model load/cook time and memory optimizations**
- Added SetKeysOnly to FMovieSceneFloatChannel, allowing to only set value/frames values and skip allocating key handles
- Added EvaluateWithCache to TMovieSceneCurveChannelImpl, allowing to evaluate multiple curves using a caching data structure holding the frame-indices resulting from the FrameTime -> indexes calculationg
- UFKControlRig::GetControlName/GetControlTargetName, added thread_local mapping cache and optimized FName generation
- Made the sequencer bone curve keys 'sparse' again, if constant it just sets the default value for the curve otherwise it is still uniform
- Only resample keys when compressing, and clear them on any significant model changes and when save-during-cook has been completed
- Routed ::Presave for AnimSequencerDataModel directly through to UMovieSceneSignedObject to skip compiling cooked sequencer that that will/should never cooked and packaged
- Added some significant pass-by-reference changes to AnimSequencerModel APIs (passing large arrays by value previously) :doh:
- Optimized GenerateLegacyBoneData

Original CL description:

**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, Mike.Zyracki
#jira UE-131296
#preflight 631f6897a9331c69c3a34d1e

[CL 21980597 by Jurre deBaare in ue5-main branch]
2022-09-13 06:41:15 -04:00

425 lines
14 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Misc/Change.h"
#include "Misc/CoreMiscDefines.h"
#include "Animation/AnimData/IAnimationDataModel.h"
#include "Animation/AnimTypes.h"
#include "Misc/FrameRate.h"
class UObject;
class IAnimationDataModel;
class IAnimationDataController;
#if WITH_EDITOR
namespace UE {
namespace Anim {
/**
* UAnimDataController instanced FChange-based objects used for storing mutations to an IAnimationDataModel within the Transaction Buffer.
* Each Action class represents an (invertable) operation mutating an IAnimationDataModel object utilizing a UAnimDataController. Allowing
* for a more granular approach to undo/redo-ing changes while also allowing for script-based interoperability.
*/
class ANIMATIONDATACONTROLLER_API FAnimDataBaseAction : public FSwapChange
{
public:
virtual TUniquePtr<FChange> Execute(UObject* Object) final;
virtual ~FAnimDataBaseAction() {}
virtual FString ToString() const override;
protected:
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) = 0;
virtual FString ToStringInternal() const = 0;
};
class ANIMATIONDATACONTROLLER_API FOpenBracketAction : public FAnimDataBaseAction
{
public:
explicit FOpenBracketAction(const FString& InDescription) : Description(InDescription) {}
virtual ~FOpenBracketAction() {}
protected:
FOpenBracketAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FString Description;
};
class ANIMATIONDATACONTROLLER_API FCloseBracketAction : public FAnimDataBaseAction
{
public:
explicit FCloseBracketAction(const FString& InDescription) : Description(InDescription) {}
virtual ~FCloseBracketAction() {}
protected:
FCloseBracketAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FString Description;
};
class ANIMATIONDATACONTROLLER_API FAddTrackAction : public FAnimDataBaseAction
{
public:
explicit FAddTrackAction(const FBoneAnimationTrack& Track);
virtual ~FAddTrackAction() {}
protected:
FAddTrackAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FName Name;
int32 BoneTreeIndex;
FRawAnimSequenceTrack Data;
};
class ANIMATIONDATACONTROLLER_API FRemoveTrackAction : public FAnimDataBaseAction
{
public:
explicit FRemoveTrackAction(const FName& TrackName);
virtual ~FRemoveTrackAction() {}
protected:
FRemoveTrackAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FName Name;
};
class ANIMATIONDATACONTROLLER_API FSetTrackKeysAction : public FAnimDataBaseAction
{
public:
explicit FSetTrackKeysAction(const FBoneAnimationTrack& Track);
virtual ~FSetTrackKeysAction() {}
protected:
FSetTrackKeysAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FName Name;
int32 TrackIndex;
FRawAnimSequenceTrack TrackData;
};
class ANIMATIONDATACONTROLLER_API FResizePlayLengthInFramesAction : public FAnimDataBaseAction
{
public:
explicit FResizePlayLengthInFramesAction(const IAnimationDataModel* InModel, FFrameNumber F0, FFrameNumber F1);
virtual ~FResizePlayLengthInFramesAction() override {}
protected:
FResizePlayLengthInFramesAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FFrameNumber Length;
FFrameNumber Frame0;
FFrameNumber Frame1;
};
class ANIMATIONDATACONTROLLER_API FSetFrameRateAction : public FAnimDataBaseAction
{
public:
explicit FSetFrameRateAction(const IAnimationDataModel* InModel);
virtual ~FSetFrameRateAction() override {}
protected:
FSetFrameRateAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FFrameRate FrameRate;
};
class ANIMATIONDATACONTROLLER_API FAddCurveAction : public FAnimDataBaseAction
{
public:
explicit FAddCurveAction(const FAnimationCurveIdentifier& InCurveId, int32 InFlags) : CurveId(InCurveId), Flags(InFlags) {}
virtual ~FAddCurveAction() {}
protected:
FAddCurveAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
int32 Flags;
};
class ANIMATIONDATACONTROLLER_API FAddFloatCurveAction : public FAnimDataBaseAction
{
public:
explicit FAddFloatCurveAction(const FAnimationCurveIdentifier& InCurveId, int32 InFlags, const TArray<FRichCurveKey>& InKeys, const FLinearColor& InColor) : CurveId(InCurveId), Flags(InFlags), Keys(InKeys), Color(InColor) {}
virtual ~FAddFloatCurveAction() {}
protected:
FAddFloatCurveAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
int32 Flags;
TArray<FRichCurveKey> Keys;
FLinearColor Color;
};
class ANIMATIONDATACONTROLLER_API FAddTransformCurveAction : public FAnimDataBaseAction
{
public:
explicit FAddTransformCurveAction(const FAnimationCurveIdentifier& InCurveId, int32 InFlags, const FTransformCurve& InTransformCurve);
virtual ~FAddTransformCurveAction() {}
protected:
FAddTransformCurveAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
int32 Flags;
TArray<FRichCurveKey> SubCurveKeys[9];
};
class ANIMATIONDATACONTROLLER_API FRemoveCurveAction : public FAnimDataBaseAction
{
public:
explicit FRemoveCurveAction(const FAnimationCurveIdentifier& InCurveId) : CurveId(InCurveId) {}
virtual ~FRemoveCurveAction() {}
protected:
FRemoveCurveAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
};
class ANIMATIONDATACONTROLLER_API FSetCurveFlagsAction : public FAnimDataBaseAction
{
public:
explicit FSetCurveFlagsAction(const FAnimationCurveIdentifier& InCurveId, int32 InFlags, ERawCurveTrackTypes InCurveType) : CurveId(InCurveId), Flags(InFlags), CurveType(InCurveType) {}
virtual ~FSetCurveFlagsAction() {}
protected:
FSetCurveFlagsAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
int32 Flags;
ERawCurveTrackTypes CurveType;
};
class ANIMATIONDATACONTROLLER_API FRenameCurveAction : public FAnimDataBaseAction
{
public:
explicit FRenameCurveAction(const FAnimationCurveIdentifier& InCurveId, const FAnimationCurveIdentifier& InNewCurveId) : CurveId(InCurveId), NewCurveId(InNewCurveId) {}
virtual ~FRenameCurveAction() {}
protected:
FRenameCurveAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
FAnimationCurveIdentifier NewCurveId;
};
class ANIMATIONDATACONTROLLER_API FScaleCurveAction : public FAnimDataBaseAction
{
public:
explicit FScaleCurveAction(const FAnimationCurveIdentifier& InCurveId, float InOrigin, float InFactor, ERawCurveTrackTypes InCurveType);
virtual ~FScaleCurveAction() {}
protected:
FScaleCurveAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
ERawCurveTrackTypes CurveType;
float Origin;
float Factor;
};
class ANIMATIONDATACONTROLLER_API FAddRichCurveKeyAction : public FAnimDataBaseAction
{
public:
explicit FAddRichCurveKeyAction(const FAnimationCurveIdentifier& InCurveId, const FRichCurveKey& InKey) : CurveId(InCurveId), Key(InKey) {}
virtual ~FAddRichCurveKeyAction() {}
protected:
FAddRichCurveKeyAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
ERawCurveTrackTypes CurveType;
FRichCurveKey Key;
};
class ANIMATIONDATACONTROLLER_API FSetRichCurveKeyAction : public FAnimDataBaseAction
{
public:
explicit FSetRichCurveKeyAction(const FAnimationCurveIdentifier& InCurveId, const FRichCurveKey& InKey) : CurveId(InCurveId), Key(InKey) {}
virtual ~FSetRichCurveKeyAction() {}
protected:
FSetRichCurveKeyAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
FRichCurveKey Key;
};
class ANIMATIONDATACONTROLLER_API FRemoveRichCurveKeyAction : public FAnimDataBaseAction
{
public:
explicit FRemoveRichCurveKeyAction(const FAnimationCurveIdentifier& InCurveId, const float InTime) : CurveId(InCurveId), Time(InTime) {}
virtual ~FRemoveRichCurveKeyAction() {}
protected:
FRemoveRichCurveKeyAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
float Time;
};
class ANIMATIONDATACONTROLLER_API FSetRichCurveKeysAction : public FAnimDataBaseAction
{
public:
explicit FSetRichCurveKeysAction(const FAnimationCurveIdentifier& InCurveId, const TArray<FRichCurveKey>& InKeys) : CurveId(InCurveId), Keys(InKeys) {}
virtual ~FSetRichCurveKeysAction() {}
protected:
FSetRichCurveKeysAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
TArray<FRichCurveKey> Keys;
};
class ANIMATIONDATACONTROLLER_API FSetCurveColorAction : public FAnimDataBaseAction
{
public:
explicit FSetCurveColorAction(const FAnimationCurveIdentifier& InCurveId, const FLinearColor& InColor) : CurveId(InCurveId), Color(InColor) {}
virtual ~FSetCurveColorAction() {}
protected:
FSetCurveColorAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
FLinearColor Color;
};
class ANIMATIONDATACONTROLLER_API FAddAtributeAction : public FAnimDataBaseAction
{
public:
explicit FAddAtributeAction(const FAnimatedBoneAttribute& InAttribute);
virtual ~FAddAtributeAction() {}
protected:
FAddAtributeAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationAttributeIdentifier AttributeId;
TArray<FAttributeKey> Keys;
};
class ANIMATIONDATACONTROLLER_API FRemoveAtributeAction : public FAnimDataBaseAction
{
public:
explicit FRemoveAtributeAction(const FAnimationAttributeIdentifier& InAttributeId) : AttributeId(InAttributeId) {}
virtual ~FRemoveAtributeAction() {}
protected:
FRemoveAtributeAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationAttributeIdentifier AttributeId;
};
class ANIMATIONDATACONTROLLER_API FAddAtributeKeyAction : public FAnimDataBaseAction
{
public:
explicit FAddAtributeKeyAction(const FAnimationAttributeIdentifier& InAttributeId, const FAttributeKey& InKey) : AttributeId(InAttributeId), Key(InKey) {}
virtual ~FAddAtributeKeyAction() {}
protected:
FAddAtributeKeyAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationAttributeIdentifier AttributeId;
FAttributeKey Key;
};
class ANIMATIONDATACONTROLLER_API FSetAtributeKeyAction : public FAnimDataBaseAction
{
public:
explicit FSetAtributeKeyAction(const FAnimationAttributeIdentifier& InAttributeId, const FAttributeKey& InKey) : AttributeId(InAttributeId), Key(InKey) {}
virtual ~FSetAtributeKeyAction() {}
protected:
FSetAtributeKeyAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationAttributeIdentifier AttributeId;
FAttributeKey Key;
};
class ANIMATIONDATACONTROLLER_API FRemoveAtributeKeyAction : public FAnimDataBaseAction
{
public:
explicit FRemoveAtributeKeyAction(const FAnimationAttributeIdentifier& InAttributeId, float InTime) : AttributeId(InAttributeId), Time(InTime) {}
virtual ~FRemoveAtributeKeyAction() {}
protected:
FRemoveAtributeKeyAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationAttributeIdentifier AttributeId;
float Time;
};
class ANIMATIONDATACONTROLLER_API FSetAtributeKeysAction : public FAnimDataBaseAction
{
public:
explicit FSetAtributeKeysAction(const FAnimatedBoneAttribute& InAttribute);
virtual ~FSetAtributeKeysAction() {}
protected:
FSetAtributeKeysAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(IAnimationDataModel* Model, IAnimationDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationAttributeIdentifier AttributeId;
TArray<FAttributeKey> Keys;
};
} // namespace Anim
} // namespace UE
#endif // WITH_EDITOR