You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb none #lockdown Nick.Penwarden #ROBOMERGE-OWNER: ryan.gerleve #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/... #ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking) [CL 4662413 by ben marsh in Dev-Networking branch]
118 lines
3.4 KiB
C++
118 lines
3.4 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "Animation/AnimInstanceProxy.h"
|
|
#include "AnimNodes/AnimNode_SequenceEvaluator.h"
|
|
#include "AnimNodes/AnimNode_ApplyAdditive.h"
|
|
#include "AnimNodes/AnimNode_MultiWayBlend.h"
|
|
#include "AnimSequencerInstanceProxy.generated.h"
|
|
|
|
/** Base class for all 'players' that can attach to and be blended into a sequencer instance's output */
|
|
struct FSequencerPlayerBase
|
|
{
|
|
public:
|
|
FSequencerPlayerBase()
|
|
: PoseIndex(INDEX_NONE)
|
|
, bAdditive(false)
|
|
{}
|
|
|
|
template<class TType>
|
|
bool IsOfType() const
|
|
{
|
|
return IsOfTypeImpl(TType::GetTypeId());
|
|
}
|
|
|
|
/** Virtual destructor. */
|
|
virtual ~FSequencerPlayerBase() { }
|
|
|
|
public:
|
|
/** Index of this players pose in the set of blend slots */
|
|
int32 PoseIndex;
|
|
|
|
/** Whether this pose is additive or not */
|
|
bool bAdditive;
|
|
|
|
protected:
|
|
/**
|
|
* Checks whether this drag and drop operation can cast safely to the specified type.
|
|
*/
|
|
virtual bool IsOfTypeImpl(const FName& Type) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
};
|
|
|
|
/** Quick n dirty RTTI to allow for derived classes to insert nodes of different types */
|
|
#define SEQUENCER_INSTANCE_PLAYER_TYPE(TYPE, BASE) \
|
|
static const FName& GetTypeId() { static FName Type(TEXT(#TYPE)); return Type; } \
|
|
virtual bool IsOfTypeImpl(const FName& Type) const override { return GetTypeId() == Type || BASE::IsOfTypeImpl(Type); }
|
|
|
|
/** Player type that evaluates a sequence-specified UAnimSequence */
|
|
struct FSequencerPlayerAnimSequence : public FSequencerPlayerBase
|
|
{
|
|
SEQUENCER_INSTANCE_PLAYER_TYPE(FSequencerPlayerAnimSequence, FSequencerPlayerBase)
|
|
|
|
struct FAnimNode_SequenceEvaluator PlayerNode;
|
|
};
|
|
|
|
/** Proxy override for this UAnimInstance-derived class */
|
|
USTRUCT()
|
|
struct ANIMGRAPHRUNTIME_API FAnimSequencerInstanceProxy : public FAnimInstanceProxy
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
FAnimSequencerInstanceProxy()
|
|
{
|
|
}
|
|
|
|
FAnimSequencerInstanceProxy(UAnimInstance* InAnimInstance)
|
|
: FAnimInstanceProxy(InAnimInstance)
|
|
{
|
|
}
|
|
|
|
virtual ~FAnimSequencerInstanceProxy();
|
|
|
|
// FAnimInstanceProxy interface
|
|
virtual void Initialize(UAnimInstance* InAnimInstance) override;
|
|
virtual bool Evaluate(FPoseContext& Output) override;
|
|
virtual void UpdateAnimationNode(float DeltaSeconds) override;
|
|
|
|
/** Update an animation sequence player in this instance */
|
|
void UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, uint32 SequenceId, float InPosition, float Weight, bool bFireNotifies);
|
|
|
|
/** Reset all nodes in this instance */
|
|
virtual void ResetNodes();
|
|
|
|
protected:
|
|
/** Find a player of a specified type */
|
|
template<typename Type>
|
|
Type* FindPlayer(uint32 SequenceId) const
|
|
{
|
|
FSequencerPlayerBase* Player = SequencerToPlayerMap.FindRef(SequenceId);
|
|
if (Player && Player->IsOfType<Type>())
|
|
{
|
|
return static_cast<Type*>(Player);
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
/** Construct and link the base part of the blend tree */
|
|
void ConstructNodes();
|
|
|
|
/** custom root node for this sequencer player. Didn't want to use RootNode in AnimInstance because it's used with lots of AnimBP functionality */
|
|
struct FAnimNode_ApplyAdditive SequencerRootNode;
|
|
struct FAnimNode_MultiWayBlend FullBodyBlendNode;
|
|
struct FAnimNode_MultiWayBlend AdditiveBlendNode;
|
|
|
|
/** mapping from sequencer index to internal player index */
|
|
TMap<uint32, FSequencerPlayerBase*> SequencerToPlayerMap;
|
|
|
|
void InitAnimTrack(UAnimSequenceBase* InAnimSequence, uint32 SequenceId);
|
|
void EnsureAnimTrack(UAnimSequenceBase* InAnimSequence, uint32 SequenceId);
|
|
void ClearSequencePlayerMap();
|
|
};
|