Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/SequenceEvaluatorLibrary.cpp
thomas sarkanen 8dd75d3cc0 Added pure conversion functions for anim node references
#rb Jurre.deBaare

#ROBOMERGE-SOURCE: CL 16757174 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16757191 by thomas sarkanen in ue5-release-engine-test branch]
2021-06-23 10:59:16 -04:00

77 lines
2.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SequenceEvaluatorLibrary.h"
#include "Animation/AnimNode_Inertialization.h"
#include "AnimNodes/AnimNode_SequenceEvaluator.h"
DEFINE_LOG_CATEGORY_STATIC(LogSequenceEvaluatorLibrary, Verbose, All);
FSequenceEvaluatorReference USequenceEvaluatorLibrary::ConvertToSequenceEvaluator(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result)
{
return FAnimNodeReference::ConvertToType<FSequenceEvaluatorReference>(Node, Result);
}
FSequenceEvaluatorReference USequenceEvaluatorLibrary::SetExplicitTime(const FSequenceEvaluatorReference& SequenceEvaluator, float Time)
{
SequenceEvaluator.CallAnimNodeFunction<FAnimNode_SequenceEvaluator>(
TEXT("SetExplicitTime"),
[Time](FAnimNode_SequenceEvaluator& InSequenceEvaluator)
{
if(!InSequenceEvaluator.SetExplicitTime(Time))
{
UE_LOG(LogSequenceEvaluatorLibrary, Warning, TEXT("Could not set explicit time on sequence evaluator, value is not dynamic. Set it as Always Dynamic."));
}
});
return SequenceEvaluator;
}
FSequenceEvaluatorReference USequenceEvaluatorLibrary::SetSequence(const FSequenceEvaluatorReference& SequenceEvaluator, UAnimSequenceBase* Sequence)
{
SequenceEvaluator.CallAnimNodeFunction<FAnimNode_SequenceEvaluator>(
TEXT("SetSequence"),
[Sequence](FAnimNode_SequenceEvaluator& InSequenceEvaluator)
{
if(!InSequenceEvaluator.SetSequence(Sequence))
{
UE_LOG(LogSequenceEvaluatorLibrary, Warning, TEXT("Could not set sequence on sequence evaluator, value is not dynamic. Set it as Always Dynamic."));
}
});
return SequenceEvaluator;
}
FSequenceEvaluatorReference USequenceEvaluatorLibrary::SetSequenceWithInertialBlending(const FAnimUpdateContext& UpdateContext, const FSequenceEvaluatorReference& SequenceEvaluator, UAnimSequenceBase* Sequence, float BlendTime)
{
SequenceEvaluator.CallAnimNodeFunction<FAnimNode_SequenceEvaluator>(
TEXT("SetSequenceWithInterialBlending"),
[Sequence, &UpdateContext, BlendTime](FAnimNode_SequenceEvaluator& InSequenceEvaluator)
{
const UAnimSequenceBase* CurrentSequence = InSequenceEvaluator.GetSequence();
const bool bAnimSequenceChanged = (CurrentSequence != Sequence);
if(!InSequenceEvaluator.SetSequence(Sequence))
{
UE_LOG(LogSequenceEvaluatorLibrary, Warning, TEXT("Could not set sequence on sequence evaluator, value is not dynamic. Set it as Always Dynamic."));
}
if(bAnimSequenceChanged && BlendTime > 0.0f)
{
if (const FAnimationUpdateContext* AnimationUpdateContext = UpdateContext.GetContext())
{
if (UE::Anim::IInertializationRequester* InertializationRequester = AnimationUpdateContext->GetMessage<UE::Anim::IInertializationRequester>())
{
InertializationRequester->RequestInertialization(BlendTime);
}
}
else
{
UE_LOG(LogSequenceEvaluatorLibrary, Warning, TEXT("SetSequenceWithInterialBlending called with invalid context"));
}
}
});
return SequenceEvaluator;
}