Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimSequencerInstance.cpp
timothy daoust 99a22c9539 Added animation mirroring to sequencer
#jira UE-115623
#rb thomas.sarkanen, max.chen, mike.zyracki

[CL 16393391 by timothy daoust in ue5-main branch]
2021-05-19 17:50:40 -04:00

73 lines
3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
UAnimSequencerInstance.cpp: Single Node Tree Instance
Only plays one animation at a time.
=============================================================================*/
#include "AnimSequencerInstance.h"
#include "AnimSequencerInstanceProxy.h"
/////////////////////////////////////////////////////
// UAnimSequencerInstance
/////////////////////////////////////////////////////
const FName UAnimSequencerInstance::SequencerPoseName(TEXT("Sequencer_Pose_Name"));
UAnimSequencerInstance::UAnimSequencerInstance(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bUseMultiThreadedAnimationUpdate = false;
}
FAnimInstanceProxy* UAnimSequencerInstance::CreateAnimInstanceProxy()
{
return new FAnimSequencerInstanceProxy(this);
}
void UAnimSequencerInstance::UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies)
{
GetProxyOnGameThread<FAnimSequencerInstanceProxy>().UpdateAnimTrack(InAnimSequence, SequenceId, InPosition, Weight, bFireNotifies);
}
void UAnimSequencerInstance::UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies)
{
GetProxyOnGameThread<FAnimSequencerInstanceProxy>().UpdateAnimTrack(InAnimSequence, SequenceId, InFromPosition, InToPosition, Weight, bFireNotifies);
}
void UAnimSequencerInstance::UpdateAnimTrackWithRootMotion(UAnimSequenceBase* InAnimSequence, int32 SequenceId, const TOptional<FRootMotionOverride>& RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies)
{
UpdateAnimTrackWithRootMotion(InAnimSequence, SequenceId, RootMotion, InFromPosition, InToPosition, Weight, bFireNotifies, nullptr);
}
void UAnimSequencerInstance::UpdateAnimTrackWithRootMotion(UAnimSequenceBase* InAnimSequence, int32 SequenceId, const TOptional<FRootMotionOverride>& RootMotion, float InFromPosition, float InToPosition, float Weight, bool bFireNotifies, UMirrorDataTable* InMirrorDataTable)
{
GetProxyOnGameThread<FAnimSequencerInstanceProxy>().UpdateAnimTrackWithRootMotion(InAnimSequence, SequenceId, RootMotion, InFromPosition, InToPosition, Weight, bFireNotifies, InMirrorDataTable);
}
void UAnimSequencerInstance::ConstructNodes()
{
GetProxyOnGameThread<FAnimSequencerInstanceProxy>().ConstructNodes();
}
void UAnimSequencerInstance::ResetNodes()
{
GetProxyOnGameThread<FAnimSequencerInstanceProxy>().ResetNodes();
}
void UAnimSequencerInstance::ResetPose()
{
GetProxyOnGameThread<FAnimSequencerInstanceProxy>().ResetPose();
}
void UAnimSequencerInstance::SavePose()
{
if (USkeletalMeshComponent* SkeletalMeshComponent = GetSkelMeshComponent())
{
if (SkeletalMeshComponent->SkeletalMesh && SkeletalMeshComponent->GetComponentSpaceTransforms().Num() > 0)
{
SavePoseSnapshot(UAnimSequencerInstance::SequencerPoseName);
}
}
}