Files
UnrealEngineUWP/Engine/Source/Developer/AnimationDataController/Public/AnimDataControllerActions.h
Marc Audy de2c3cb8e0 [Backout] - CL20593017, 20594056, 20625634, 20645670, 20649179, 20649223, 20649380, 20658535
Add new custom version to specify a certain window of AnimSequences are not loadable
#fyi Jurre.deBaare
#robomerge EngineMerge
Original CL Desc
-----------------------------------------------------------------
**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, Martin.Wilson, Alexis.Matte, Mike.Zyracki
#jira UE-131296
#preflight 62a308a8b0150a87f9d6891b

[CL 20677979 by Marc Audy in ue5-main branch]
2022-06-15 18:24:46 -04:00

426 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Misc/Change.h"
#include "Animation/AnimData/AnimDataModel.h"
#include "Animation/AnimTypes.h"
#include "Misc/FrameRate.h"
class UObject;
class UAnimDataModel;
class UAnimDataController;
#if WITH_EDITOR
namespace UE {
namespace Anim {
/**
* UAnimDataController instanced FChange-based objects used for storing mutations to an UAnimDataModel within the Transaction Buffer.
* Each Action class represents an (invertable) operation mutating an UAnimDataModel object utilizing a UAnimDataController. Allowing
* for a more granular approach to undo/redo-ing changes while also allowing for script-based interoperability.
*/
class FAnimDataBaseAction : public FSwapChange
{
public:
virtual TUniquePtr<FChange> Execute(UObject* Object) final;
virtual ~FAnimDataBaseAction() {}
virtual FString ToString() const override;
protected:
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) = 0;
virtual FString ToStringInternal() const = 0;
};
class FOpenBracketAction : public FAnimDataBaseAction
{
public:
explicit FOpenBracketAction(const FString& InDescription) : Description(InDescription) {}
virtual ~FOpenBracketAction() {}
protected:
FOpenBracketAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FString Description;
};
class FCloseBracketAction : public FAnimDataBaseAction
{
public:
explicit FCloseBracketAction(const FString& InDescription) : Description(InDescription) {}
virtual ~FCloseBracketAction() {}
protected:
FCloseBracketAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FString Description;
};
class FAddTrackAction : public FAnimDataBaseAction
{
public:
explicit FAddTrackAction(const FBoneAnimationTrack& Track, int32 TrackIndex);
virtual ~FAddTrackAction() {}
protected:
FAddTrackAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FName Name;
int32 BoneTreeIndex;
FRawAnimSequenceTrack Data;
int32 TrackIndex;
};
class FRemoveTrackAction : public FAnimDataBaseAction
{
public:
explicit FRemoveTrackAction(const FBoneAnimationTrack& Track, int32 TrackIndex);
virtual ~FRemoveTrackAction() {}
protected:
FRemoveTrackAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FName Name;
int32 TrackIndex;
};
class FSetTrackKeysAction : public FAnimDataBaseAction
{
public:
explicit FSetTrackKeysAction(const FBoneAnimationTrack& Track);
virtual ~FSetTrackKeysAction() {}
protected:
FSetTrackKeysAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FName Name;
int32 TrackIndex;
FRawAnimSequenceTrack TrackData;
};
class FResizePlayLengthAction : public FAnimDataBaseAction
{
public:
explicit FResizePlayLengthAction(const UAnimDataModel* InModel, float t0, float t1);
virtual ~FResizePlayLengthAction() {}
protected:
FResizePlayLengthAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
float Length;
float T0;
float T1;
};
class FSetFrameRateAction : public FAnimDataBaseAction
{
public:
explicit FSetFrameRateAction(const UAnimDataModel* InModel);
virtual ~FSetFrameRateAction() {}
protected:
FSetFrameRateAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FFrameRate FrameRate;
};
class FAddCurveAction : public FAnimDataBaseAction
{
public:
explicit FAddCurveAction(const FAnimationCurveIdentifier& InCurveId, int32 InFlags) : CurveId(InCurveId), Flags(InFlags) {}
virtual ~FAddCurveAction() {}
protected:
FAddCurveAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
int32 Flags;
};
class 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(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
int32 Flags;
TArray<FRichCurveKey> Keys;
FLinearColor Color;
};
class FAddTransformCurveAction : public FAnimDataBaseAction
{
public:
explicit FAddTransformCurveAction(const FAnimationCurveIdentifier& InCurveId, int32 InFlags, const FTransformCurve& InTransformCurve);
virtual ~FAddTransformCurveAction() {}
protected:
FAddTransformCurveAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
int32 Flags;
TArray<FRichCurveKey> SubCurveKeys[9];
};
class FRemoveCurveAction : public FAnimDataBaseAction
{
public:
explicit FRemoveCurveAction(const FAnimationCurveIdentifier& InCurveId) : CurveId(InCurveId) {}
virtual ~FRemoveCurveAction() {}
protected:
FRemoveCurveAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
};
class 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(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
int32 Flags;
ERawCurveTrackTypes CurveType;
};
class FRenameCurveAction : public FAnimDataBaseAction
{
public:
explicit FRenameCurveAction(const FAnimationCurveIdentifier& InCurveId, const FAnimationCurveIdentifier& InNewCurveId) : CurveId(InCurveId), NewCurveId(InNewCurveId) {}
virtual ~FRenameCurveAction() {}
protected:
FRenameCurveAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
FAnimationCurveIdentifier NewCurveId;
};
class FScaleCurveAction : public FAnimDataBaseAction
{
public:
explicit FScaleCurveAction(const FAnimationCurveIdentifier& InCurveId, float InOrigin, float InFactor, ERawCurveTrackTypes InCurveType);
virtual ~FScaleCurveAction() {}
protected:
FScaleCurveAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
ERawCurveTrackTypes CurveType;
float Origin;
float Factor;
};
class FAddRichCurveKeyAction : public FAnimDataBaseAction
{
public:
explicit FAddRichCurveKeyAction(const FAnimationCurveIdentifier& InCurveId, const FRichCurveKey& InKey) : CurveId(InCurveId), Key(InKey) {}
virtual ~FAddRichCurveKeyAction() {}
protected:
FAddRichCurveKeyAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
ERawCurveTrackTypes CurveType;
FRichCurveKey Key;
};
class FSetRichCurveKeyAction : public FAnimDataBaseAction
{
public:
explicit FSetRichCurveKeyAction(const FAnimationCurveIdentifier& InCurveId, const FRichCurveKey& InKey) : CurveId(InCurveId), Key(InKey) {}
virtual ~FSetRichCurveKeyAction() {}
protected:
FSetRichCurveKeyAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
FRichCurveKey Key;
};
class FRemoveRichCurveKeyAction : public FAnimDataBaseAction
{
public:
explicit FRemoveRichCurveKeyAction(const FAnimationCurveIdentifier& InCurveId, const float InTime) : CurveId(InCurveId), Time(InTime) {}
virtual ~FRemoveRichCurveKeyAction() {}
protected:
FRemoveRichCurveKeyAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
float Time;
};
class 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(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
TArray<FRichCurveKey> Keys;
};
class FSetCurveColorAction : public FAnimDataBaseAction
{
public:
explicit FSetCurveColorAction(const FAnimationCurveIdentifier& InCurveId, const FLinearColor& InColor) : CurveId(InCurveId), Color(InColor) {}
virtual ~FSetCurveColorAction() {}
protected:
FSetCurveColorAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationCurveIdentifier CurveId;
FLinearColor Color;
};
class FAddAtributeAction : public FAnimDataBaseAction
{
public:
explicit FAddAtributeAction(const FAnimatedBoneAttribute& InAttribute);
virtual ~FAddAtributeAction() {}
protected:
FAddAtributeAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationAttributeIdentifier AttributeId;
TArray<FAttributeKey> Keys;
};
class FRemoveAtributeAction : public FAnimDataBaseAction
{
public:
explicit FRemoveAtributeAction(const FAnimationAttributeIdentifier& InAttributeId) : AttributeId(InAttributeId) {}
virtual ~FRemoveAtributeAction() {}
protected:
FRemoveAtributeAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationAttributeIdentifier AttributeId;
};
class FAddAtributeKeyAction : public FAnimDataBaseAction
{
public:
explicit FAddAtributeKeyAction(const FAnimationAttributeIdentifier& InAttributeId, const FAttributeKey& InKey) : AttributeId(InAttributeId), Key(InKey) {}
virtual ~FAddAtributeKeyAction() {}
protected:
FAddAtributeKeyAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationAttributeIdentifier AttributeId;
FAttributeKey Key;
};
class FSetAtributeKeyAction : public FAnimDataBaseAction
{
public:
explicit FSetAtributeKeyAction(const FAnimationAttributeIdentifier& InAttributeId, const FAttributeKey& InKey) : AttributeId(InAttributeId), Key(InKey) {}
virtual ~FSetAtributeKeyAction() {}
protected:
FSetAtributeKeyAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationAttributeIdentifier AttributeId;
FAttributeKey Key;
};
class FRemoveAtributeKeyAction : public FAnimDataBaseAction
{
public:
explicit FRemoveAtributeKeyAction(const FAnimationAttributeIdentifier& InAttributeId, float InTime) : AttributeId(InAttributeId), Time(InTime) {}
virtual ~FRemoveAtributeKeyAction() {}
protected:
FRemoveAtributeKeyAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationAttributeIdentifier AttributeId;
float Time;
};
class FSetAtributeKeysAction : public FAnimDataBaseAction
{
public:
explicit FSetAtributeKeysAction(const FAnimatedBoneAttribute& InAttribute);
virtual ~FSetAtributeKeysAction() {}
protected:
FSetAtributeKeysAction() {}
virtual TUniquePtr<FChange> ExecuteInternal(UAnimDataModel* Model, UAnimDataController* Controller) override;
virtual FString ToStringInternal() const override;
protected:
FAnimationAttributeIdentifier AttributeId;
TArray<FAttributeKey> Keys;
};
} // namespace Anim
} // namespace UE
#endif // WITH_EDITOR