Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimSequencerInstanceProxy.h
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#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]
2018-12-14 13:44:01 -05:00

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();
};