Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_SequenceEvaluator.cpp
Lina Halper f7baa58bc9 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim)
#fyi: Laurent.Delayen, James.Hopkin
#rb: none

[CL 4923303 by Lina Halper in Dev-Anim branch]
2019-02-06 14:35:56 -05:00

116 lines
3.4 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimNodes/AnimNode_SequenceEvaluator.h"
#include "Animation/AnimInstanceProxy.h"
float FAnimNode_SequenceEvaluator::GetCurrentAssetTime()
{
return ExplicitTime;
}
float FAnimNode_SequenceEvaluator::GetCurrentAssetLength()
{
return Sequence ? Sequence->SequenceLength : 0.0f;
}
/////////////////////////////////////////////////////
// FAnimSequenceEvaluatorNode
void FAnimNode_SequenceEvaluator::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
FAnimNode_AssetPlayerBase::Initialize_AnyThread(Context);
bReinitialized = true;
}
void FAnimNode_SequenceEvaluator::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
{
}
void FAnimNode_SequenceEvaluator::UpdateAssetPlayer(const FAnimationUpdateContext& Context)
{
GetEvaluateGraphExposedInputs().Execute(Context);
if (Sequence)
{
// Clamp input to a valid position on this sequence's time line.
ExplicitTime = FMath::Clamp(ExplicitTime, 0.f, Sequence->SequenceLength);
if ((!bTeleportToExplicitTime || (GroupIndex != INDEX_NONE)) && (Context.AnimInstanceProxy->IsSkeletonCompatible(Sequence->GetSkeleton())))
{
if (bReinitialized)
{
switch (ReinitializationBehavior)
{
case ESequenceEvalReinit::StartPosition: InternalTimeAccumulator = StartPosition; break;
case ESequenceEvalReinit::ExplicitTime: InternalTimeAccumulator = ExplicitTime; break;
}
InternalTimeAccumulator = FMath::Clamp(InternalTimeAccumulator, 0.f, Sequence->SequenceLength);
}
float TimeJump = ExplicitTime - InternalTimeAccumulator;
if (bShouldLoop)
{
if (FMath::Abs(TimeJump) > (Sequence->SequenceLength * 0.5f))
{
if (TimeJump > 0.f)
{
TimeJump -= Sequence->SequenceLength;
}
else
{
TimeJump += Sequence->SequenceLength;
}
}
}
// if you jump from front to end or end to front, your time jump is 0.f, so nothing moves
// to prevent that from happening, we set current accumulator to explicit time
if (TimeJump == 0.f)
{
InternalTimeAccumulator = ExplicitTime;
}
const float DeltaTime = Context.GetDeltaTime();
const float RateScale = Sequence->RateScale;
const float PlayRate = FMath::IsNearlyZero(DeltaTime) || FMath::IsNearlyZero(RateScale) ? 0.f : (TimeJump / (DeltaTime * RateScale));
CreateTickRecordForNode(Context, Sequence, bShouldLoop, PlayRate);
}
else
{
InternalTimeAccumulator = ExplicitTime;
}
}
bReinitialized = false;
}
void FAnimNode_SequenceEvaluator::Evaluate_AnyThread(FPoseContext& Output)
{
check(Output.AnimInstanceProxy != nullptr);
if ((Sequence != nullptr) && (Output.AnimInstanceProxy->IsSkeletonCompatible(Sequence->GetSkeleton())))
{
Sequence->GetAnimationPose(Output.Pose, Output.Curve, FAnimExtractContext(InternalTimeAccumulator, Output.AnimInstanceProxy->ShouldExtractRootMotion()));
}
else
{
Output.ResetToRefPose();
}
}
void FAnimNode_SequenceEvaluator::OverrideAsset(UAnimationAsset* NewAsset)
{
if(UAnimSequenceBase* NewSequence = Cast<UAnimSequenceBase>(NewAsset))
{
Sequence = NewSequence;
}
}
void FAnimNode_SequenceEvaluator::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("('%s' InputTime: %.3f, Time: %.3f)"), *GetNameSafe(Sequence), ExplicitTime, InternalTimeAccumulator);
DebugData.AddDebugItem(DebugLine, true);
}