Files
UnrealEngineUWP/Engine/Source/Editor/Persona/Private/SAnimationScrubPanel.cpp
Lina Halper 86925abe76 #AnimEditing: support inserting frame
- This only supports a frame insertion, not resizing length
- Main difficulty is to link with curves that have been modified. We'll need to properly shift whole thing if we want to.

[CL 2480582 by Lina Halper in Main branch]
2015-03-16 15:45:34 -04:00

557 lines
16 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "PersonaPrivatePCH.h"
#include "AnimGraphDefinitions.h"
#include "AnimPreviewInstance.h"
#include "Animation/AnimSingleNodeInstance.h"
#include "Persona.h"
#include "SAnimationScrubPanel.h"
#include "Editor/KismetWidgets/Public/SScrubControlPanel.h"
#include "AnimationUtils.h"
#include "ScopedTransaction.h"
#define LOCTEXT_NAMESPACE "AnimationScrubPanel"
void SAnimationScrubPanel::Construct( const SAnimationScrubPanel::FArguments& InArgs )
{
bSliderBeingDragged = false;
PersonaPtr = InArgs._Persona;
LockedSequence = InArgs._LockedSequence;
// register delegate for anim change notification
PersonaPtr.Pin()->RegisterOnAnimChanged( FPersona::FOnAnimChanged::CreateSP(this, &SAnimationScrubPanel::AnimChanged) );
check(PersonaPtr.IsValid());
this->ChildSlot
[
SNew(SHorizontalBox)
.AddMetaData<FTagMetaData>(TEXT("AnimScrub.Scrub"))
+SHorizontalBox::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Center)
.FillWidth(1)
.Padding( FMargin( 3.0f, 0.0f) )
[
SAssignNew(ScrubControlPanel, SScrubControlPanel)
.IsEnabled(true)//this, &SAnimationScrubPanel::DoesSyncViewport)
.Value(this, &SAnimationScrubPanel::GetScrubValue)
.NumOfKeys(this, &SAnimationScrubPanel::GetNumOfFrames)
.SequenceLength(this, &SAnimationScrubPanel::GetSequenceLength)
.OnValueChanged(this, &SAnimationScrubPanel::OnValueChanged)
.OnBeginSliderMovement(this, &SAnimationScrubPanel::OnBeginSliderMovement)
.OnEndSliderMovement(this, &SAnimationScrubPanel::OnEndSliderMovement)
.OnClickedForwardPlay(this, &SAnimationScrubPanel::OnClick_Forward)
.OnClickedForwardStep(this, &SAnimationScrubPanel::OnClick_Forward_Step)
.OnClickedForwardEnd(this, &SAnimationScrubPanel::OnClick_Forward_End)
.OnClickedBackwardPlay(this, &SAnimationScrubPanel::OnClick_Backward)
.OnClickedBackwardStep(this, &SAnimationScrubPanel::OnClick_Backward_Step)
.OnClickedBackwardEnd(this, &SAnimationScrubPanel::OnClick_Backward_End)
.OnClickedToggleLoop(this, &SAnimationScrubPanel::OnClick_ToggleLoop)
.OnGetLooping(this, &SAnimationScrubPanel::IsLoopStatusOn)
.OnGetPlaybackMode(this, &SAnimationScrubPanel::GetPlaybackMode)
.ViewInputMin(InArgs._ViewInputMin)
.ViewInputMax(InArgs._ViewInputMax)
.OnSetInputViewRange(InArgs._OnSetInputViewRange)
.OnCropAnimSequence( this, &SAnimationScrubPanel::OnCropAnimSequence )
.OnAddAnimSequence( this, &SAnimationScrubPanel::OnInsertAnimSequence )
.OnReZeroAnimSequence( this, &SAnimationScrubPanel::OnReZeroAnimSequence )
.bAllowZoom(InArgs._bAllowZoom)
.IsRealtimeStreamingMode(this, &SAnimationScrubPanel::IsRealtimeStreamingMode)
]
];
}
SAnimationScrubPanel::~SAnimationScrubPanel()
{
if (PersonaPtr.IsValid())
{
PersonaPtr.Pin()->UnregisterOnAnimChanged(this);
}
}
FReply SAnimationScrubPanel::OnClick_Forward_Step()
{
if (UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance())
{
PreviewInstance->SetPlaying(false);
PreviewInstance->StepForward();
}
else if (UDebugSkelMeshComponent* SMC = PersonaPtr.Pin()->GetPreviewMeshComponent())
{
//@TODO: Should we hardcode 30 Hz here?
{
const float TargetFramerate = 30.0f;
// Advance a single frame, leaving it paused afterwards
SMC->GlobalAnimRateScale = 1.0f;
SMC->TickAnimation(1.0f / TargetFramerate);
SMC->GlobalAnimRateScale = 0.0f;
}
}
return FReply::Handled();
}
FReply SAnimationScrubPanel::OnClick_Forward_End()
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
if (PreviewInstance)
{
PreviewInstance->SetPlaying(false);
PreviewInstance->SetPosition(PreviewInstance->GetLength(), false);
}
return FReply::Handled();
}
FReply SAnimationScrubPanel::OnClick_Backward_Step()
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
if (PreviewInstance)
{
PreviewInstance->SetPlaying(false);
PreviewInstance->StepBackward();
}
return FReply::Handled();
}
FReply SAnimationScrubPanel::OnClick_Backward_End()
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
if (PreviewInstance)
{
PreviewInstance->SetPlaying(false);
PreviewInstance->SetPosition(0.f, false);
}
return FReply::Handled();
}
FReply SAnimationScrubPanel::OnClick_Forward()
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
if (PreviewInstance)
{
bool bIsReverse = PreviewInstance->bReverse;
bool bIsPlaying = PreviewInstance->bPlaying;
// if current bIsReverse and bIsPlaying, we'd like to just turn off reverse
if (bIsReverse && bIsPlaying)
{
PreviewInstance->SetReverse(false);
}
// already playing, simply pause
else if (bIsPlaying)
{
PreviewInstance->SetPlaying(false);
}
// if not playing, play forward
else
{
//if we're at the end of the animation, jump back to the beginning before playing
if ( GetScrubValue() >= GetSequenceLength() )
{
PreviewInstance->SetPosition(0.0f, false);
}
PreviewInstance->SetReverse(false);
PreviewInstance->SetPlaying(true);
}
}
else if (UDebugSkelMeshComponent* SMC = PersonaPtr.Pin()->GetPreviewMeshComponent())
{
SMC->GlobalAnimRateScale = (SMC->GlobalAnimRateScale > 0.0f) ? 0.0f : 1.0f;
}
return FReply::Handled();
}
FReply SAnimationScrubPanel::OnClick_Backward()
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
if (PreviewInstance)
{
bool bIsReverse = PreviewInstance->bReverse;
bool bIsPlaying = PreviewInstance->bPlaying;
// if currently playing forward, just simply turn on reverse
if (!bIsReverse && bIsPlaying)
{
PreviewInstance->SetReverse(true);
}
else if (bIsPlaying)
{
PreviewInstance->SetPlaying(false);
}
else
{
//if we're at the beginning of the animation, jump back to the end before playing
if ( GetScrubValue() <= 0.0f )
{
PreviewInstance->SetPosition(GetSequenceLength(), false);
}
PreviewInstance->SetPlaying(true);
PreviewInstance->SetReverse(true);
}
}
return FReply::Handled();
}
FReply SAnimationScrubPanel::OnClick_ToggleLoop()
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
if (PreviewInstance)
{
bool bIsLooping = PreviewInstance->bLooping;
PreviewInstance->SetLooping(!bIsLooping);
}
return FReply::Handled();
}
bool SAnimationScrubPanel::IsLoopStatusOn() const
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
return (PreviewInstance && PreviewInstance->bLooping);
}
EPlaybackMode::Type SAnimationScrubPanel::GetPlaybackMode() const
{
if (UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance())
{
if (PreviewInstance->bPlaying)
{
return PreviewInstance->bReverse ? EPlaybackMode::PlayingReverse : EPlaybackMode::PlayingForward;
}
return EPlaybackMode::Stopped;
}
else if (UDebugSkelMeshComponent* SMC = PersonaPtr.Pin()->GetPreviewMeshComponent())
{
return (SMC->GlobalAnimRateScale > 0.0f) ? EPlaybackMode::PlayingForward : EPlaybackMode::Stopped;
}
return EPlaybackMode::Stopped;
}
bool SAnimationScrubPanel::IsRealtimeStreamingMode() const
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
return ( ! (PreviewInstance && PreviewInstance->CurrentAsset) );
}
void SAnimationScrubPanel::OnValueChanged(float NewValue)
{
if (UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance())
{
PreviewInstance->SetPosition(NewValue);
}
else
{
UAnimInstance* Instance;
FAnimBlueprintDebugData* DebugData;
if (GetAnimBlueprintDebugData(/*out*/ Instance, /*out*/ DebugData))
{
DebugData->SetSnapshotIndexByTime(Instance, NewValue);
}
}
}
// make sure viewport is freshes
void SAnimationScrubPanel::OnBeginSliderMovement()
{
bSliderBeingDragged = true;
if (UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance())
{
PreviewInstance->SetPlaying(false);
}
}
void SAnimationScrubPanel::OnEndSliderMovement(float NewValue)
{
bSliderBeingDragged = false;
}
void SAnimationScrubPanel::AnimChanged(UAnimationAsset* AnimAsset)
{
}
uint32 SAnimationScrubPanel::GetNumOfFrames() const
{
if (DoesSyncViewport())
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
float Length = PreviewInstance->GetLength();
// if anim sequence, use correct num frames
int32 NumFrames = (int32) (Length/0.0333f);
if (PreviewInstance->CurrentAsset && PreviewInstance->CurrentAsset->IsA(UAnimSequenceBase::StaticClass()))
{
NumFrames = CastChecked<UAnimSequenceBase>(PreviewInstance->CurrentAsset)->GetNumberOfFrames();
}
return NumFrames;
}
else if (LockedSequence)
{
return LockedSequence->GetNumberOfFrames();
}
else
{
UAnimInstance* Instance;
FAnimBlueprintDebugData* DebugData;
if (GetAnimBlueprintDebugData(/*out*/ Instance, /*out*/ DebugData))
{
return DebugData->GetSnapshotLengthInFrames();
}
}
return 1;
}
float SAnimationScrubPanel::GetSequenceLength() const
{
if (DoesSyncViewport())
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
return PreviewInstance->GetLength();
}
else if (LockedSequence)
{
return LockedSequence->SequenceLength;
}
else
{
UAnimInstance* Instance;
FAnimBlueprintDebugData* DebugData;
if (GetAnimBlueprintDebugData(/*out*/ Instance, /*out*/ DebugData))
{
return Instance->LifeTimer;
}
}
return 0.f;
}
bool SAnimationScrubPanel::DoesSyncViewport() const
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
return (( LockedSequence==NULL && PreviewInstance ) || ( LockedSequence && PreviewInstance && PreviewInstance->CurrentAsset == LockedSequence ));
}
void SAnimationScrubPanel::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
{
if (bSliderBeingDragged)
{
if (PersonaPtr.IsValid())
{
PersonaPtr.Pin()->RefreshViewport();
}
else
{
// if character editor isn't valid, we should just ignore update
bSliderBeingDragged = false;
}
}
}
class UAnimSingleNodeInstance* SAnimationScrubPanel::GetPreviewInstance() const
{
UDebugSkelMeshComponent* PreviewMeshComponent = PersonaPtr.Pin()->GetPreviewMeshComponent();
return PreviewMeshComponent && PreviewMeshComponent->IsPreviewOn()? PreviewMeshComponent->PreviewInstance : NULL;
}
float SAnimationScrubPanel::GetScrubValue() const
{
if (DoesSyncViewport())
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
if (PreviewInstance)
{
return PreviewInstance->CurrentTime;
}
}
else
{
UAnimInstance* Instance;
FAnimBlueprintDebugData* DebugData;
if (GetAnimBlueprintDebugData(/*out*/ Instance, /*out*/ DebugData))
{
return Instance->CurrentLifeTimerScrubPosition;
}
}
return 0.f;
}
void SAnimationScrubPanel::ReplaceLockedSequence(class UAnimSequenceBase* NewLockedSequence)
{
LockedSequence = NewLockedSequence;
}
UAnimInstance* SAnimationScrubPanel::GetAnimInstanceWithBlueprint() const
{
if (UDebugSkelMeshComponent* DebugComponent = PersonaPtr.Pin()->GetPreviewMeshComponent())
{
UAnimInstance* Instance = DebugComponent->AnimScriptInstance;
if ((Instance != NULL) && (Instance->GetClass()->ClassGeneratedBy != NULL))
{
return Instance;
}
}
return NULL;
}
bool SAnimationScrubPanel::GetAnimBlueprintDebugData(UAnimInstance*& Instance, FAnimBlueprintDebugData*& DebugInfo) const
{
Instance = GetAnimInstanceWithBlueprint();
if (Instance != NULL)
{
// Avoid updating the instance if we're replaying the past
if (UAnimBlueprintGeneratedClass* AnimBlueprintClass = Cast<UAnimBlueprintGeneratedClass>(Instance->GetClass()))
{
if (UAnimBlueprint* Blueprint = Cast<UAnimBlueprint>(AnimBlueprintClass->ClassGeneratedBy))
{
if (Blueprint->GetObjectBeingDebugged() == Instance)
{
DebugInfo = &(AnimBlueprintClass->GetAnimBlueprintDebugData());
return true;
}
}
}
}
return false;
}
void SAnimationScrubPanel::OnCropAnimSequence( bool bFromStart, float CurrentTime )
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
if(PreviewInstance)
{
float Length = PreviewInstance->GetLength();
if (PreviewInstance->CurrentAsset)
{
UAnimSequence* AnimSequence = Cast<UAnimSequence>( PreviewInstance->CurrentAsset );
if( AnimSequence )
{
const FScopedTransaction Transaction( LOCTEXT("CropAnimSequence", "Crop Animation Sequence") );
//Call modify to restore slider position
PreviewInstance->Modify();
//Call modify to restore anim sequence current state
AnimSequence->Modify();
//Adjust anim notify time based on current time and bFromStart flag.
for( int32 i=0; i<AnimSequence->Notifies.Num(); i++ )
{
FAnimNotifyEvent& Notify = AnimSequence->Notifies[i];
float NotifyTime = Notify.GetTime();
if( bFromStart )
{
//Cropping from start to current time
if( NotifyTime <= CurrentTime )
{
Notify.SetTime(0.0f);
Notify.TriggerTimeOffset = GetTriggerTimeOffsetForType(EAnimEventTriggerOffsets::OffsetAfter);
}
else
{
Notify.SetTime(NotifyTime - CurrentTime);
}
}
else
{
//Cropping from current time to the end.
if( NotifyTime >= CurrentTime )
{
Notify.SetTime(CurrentTime);
Notify.TriggerTimeOffset = GetTriggerTimeOffsetForType(EAnimEventTriggerOffsets::OffsetBefore);
}
}
}
// Crop the raw anim data.
AnimSequence->CropRawAnimData( CurrentTime, bFromStart );
// Recompress animation from Raw.
FAnimationUtils::CompressAnimSequence(AnimSequence, false, false);
//Resetting slider position to the first frame
PreviewInstance->SetPosition( 0.0f, false );
}
}
}
}
void SAnimationScrubPanel::OnInsertAnimSequence( bool bBefore, int32 CurrentFrame )
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
if(PreviewInstance)
{
float Length = PreviewInstance->GetLength();
if(PreviewInstance->CurrentAsset)
{
UAnimSequence* AnimSequence = Cast<UAnimSequence>(PreviewInstance->CurrentAsset);
if(AnimSequence)
{
const FScopedTransaction Transaction(LOCTEXT("InsertAnimSequence", "Insert Animation Sequence"));
//Call modify to restore slider position
PreviewInstance->Modify();
//Call modify to restore anim sequence current state
AnimSequence->Modify();
// Crop the raw anim data.
int32 StartFrame = (bBefore)? CurrentFrame : CurrentFrame + 1;
int32 EndFrame = StartFrame + 1;
AnimSequence->InsertFramesToRawAnimData(StartFrame, EndFrame, CurrentFrame);
// Recompress animation from Raw.
FAnimationUtils::CompressAnimSequence(AnimSequence, false, false);
}
}
}
}
void SAnimationScrubPanel::OnReZeroAnimSequence( )
{
UAnimSingleNodeInstance* PreviewInstance = GetPreviewInstance();
if(PreviewInstance)
{
UDebugSkelMeshComponent* PreviewSkelComp = PersonaPtr.Pin()->GetPreviewMeshComponent();
if (PreviewInstance->CurrentAsset && PreviewSkelComp )
{
UAnimSequence* AnimSequence = Cast<UAnimSequence>( PreviewInstance->CurrentAsset );
if( AnimSequence )
{
const FScopedTransaction Transaction( LOCTEXT("ReZeroAnimation", "ReZero Animation Sequence") );
//Call modify to restore anim sequence current state
AnimSequence->Modify();
// Find vector that would translate current root bone location onto origin.
FVector ApplyTranslation = -1.f * PreviewSkelComp->GetSpaceBases()[0].GetLocation();
// Convert into world space and eliminate 'z' translation. Don't want to move character into ground.
FVector WorldApplyTranslation = PreviewSkelComp->ComponentToWorld.TransformVector(ApplyTranslation);
WorldApplyTranslation.Z = 0.f;
ApplyTranslation = PreviewSkelComp->ComponentToWorld.InverseTransformVector(WorldApplyTranslation);
// As above, animations don't have any idea of hierarchy, so we don't know for sure if track 0 is the root bone's track.
FRawAnimSequenceTrack& RawTrack = AnimSequence->RawAnimationData[0];
for(int32 i=0; i<RawTrack.PosKeys.Num(); i++)
{
RawTrack.PosKeys[i] += ApplyTranslation;
}
FAnimationUtils::CompressAnimSequence(AnimSequence, false, false);
AnimSequence->MarkPackageDirty();
}
}
}
}
#undef LOCTEXT_NAMESPACE