145 lines
5.3 KiB
Ucode
145 lines
5.3 KiB
Ucode
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/**
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* This is a set of AnimSequences
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* All sequence have the same number of tracks, and they relate to the same bone names.
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class AnimSet extends Object
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native(Anim)
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hidecategories(Object);
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/** This is a mapping table between each bone in a particular skeletal mesh and the tracks of this animation set. */
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struct native AnimSetMeshLinkup
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{
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/**
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* Mapping table. Size must be same as size of SkelMesh reference skeleton.
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* No index should be more than the number of tracks in this AnimSet.
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* -1 indicates no track for this bone - will use reference pose instead.
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*/
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var array<INT> BoneToTrackTable;
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structcpptext
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{
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/** Reset this linkup and re-create between the provided skeletal mesh and anim set. */
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void BuildLinkup(USkeletalMesh* InSkelMesh, UAnimSet* InAnimSet);
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}
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};
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/**
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* Indicates that only the rotation should be taken from the animation sequence and the translation should come from the SkeletalMesh ref pose.
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* Note that the root bone always takes translation from the animation, even if this flag is set.
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* You can use the UseTranslationBoneNames array to specify other bones that should use translation with this flag set.
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*/
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var() bool bAnimRotationOnly;
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/** Bone name that each track relates to. TrackBoneName.Num() == Number of tracks. */
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var array<name> TrackBoneNames;
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/** Actual animation sequence information. */
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var array<AnimSequence> Sequences;
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/** Lookup-cache, populated in PostLoad. */
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var native transient Map{FName,INT} SequenceCache;
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/** Non-serialised cache of linkups between different skeletal meshes and this AnimSet. */
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var transient array<AnimSetMeshLinkup> LinkupCache;
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/** Runtime built mapping table between SkeletalMeshes, and LinkupCache array indices. */
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var native transient Map{FName,INT} SkelMesh2LinkupCache;
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/**
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* Array of booleans that indicate whether or not to read the translation of a bone from animation or ref skeleton.
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* This is basically a cooked down version of UseTranslationBoneNames for speed.
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* Size matches the number of tracks.
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*/
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var transient Array<byte> BoneUseAnimTranslation;
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/** Cooked down version of ForceMeshTranslationBoneNames */
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var transient Array<byte> ForceUseMeshTranslation;
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/** Names of bones that should use translation from the animation, if bAnimRotationOnly is set. */
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var() Array<name> UseTranslationBoneNames;
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/** List of bones which are ALWAYS going to use their translation from the mesh and not the animation. */
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var() Array<Name> ForceMeshTranslationBoneNames;
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/** In the AnimSetEditor, when you switch to this AnimSet, it sees if this skeletal mesh is loaded and if so switches to it. */
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var name PreviewSkelMeshName;
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/** Holds the name of the skeletal mesh whose reference skeleton best matches the TrackBoneName array. */
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var name BestRatioSkelMeshName;
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cpptext
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{
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// UObject interface
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virtual void PreSave();
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virtual void PostLoad();
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virtual void BeginDestroy();
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// UAnimSet interface
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/**
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* See if we can play sequences from this AnimSet on the provided SkeletalMesh.
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* Returns true if there is a bone in SkelMesh for every track in the AnimSet,
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* or there is a track of animation for every bone of the SkelMesh.
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*
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* @param SkelMesh SkeletalMesh to compare the AnimSet against.
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* @return TRUE if animation set can play on supplied SkeletalMesh, FALSE if not.
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*/
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UBOOL CanPlayOnSkeletalMesh(USkeletalMesh* SkelMesh) const;
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/** Get Ratio of how much that mesh fits that animation set */
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FLOAT GetSkeletalMeshMatchRatio(USkeletalMesh* SkelMesh) const;
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/**
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* Returns the AnimSequence with the specified name in this set.
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*
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* @param SequenceName Name of sequence to find.
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* @return Pointer to AnimSequence with desired name, or NULL if sequence was not found.
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*/
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UAnimSequence* FindAnimSequence(FName SequenceName);
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/**
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* Find a mesh linkup table (mapping of sequence tracks to bone indices) for a particular SkeletalMesh
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* If one does not already exist, create it now.
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*/
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INT GetMeshLinkupIndex(USkeletalMesh* SkelMesh);
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/**
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* @return The track index for the bone with the supplied name, or INDEX_NONE if no track exists for that bone.
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*/
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INT FindTrackWithName(FName BoneName) const
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{
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return TrackBoneNames.FindItemIndex( BoneName );
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}
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/**
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* Returns the size of the object/ resource for display to artists/ LDs in the Editor.
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*
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* @return size of resource as to be displayed to artists/ LDs in the Editor.
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*/
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INT GetResourceSize();
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/**
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* Clears all sequences and resets the TrackBoneNames table.
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*/
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void ResetAnimSet();
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/**
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* Properly remove an AnimSequence from an AnimSet, and updates references it might have.
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* @return TRUE if AnimSequence was properly removed, FALSE if it wasn't found.
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*/
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UBOOL RemoveAnimSequenceFromAnimSet(UAnimSequence* AnimSeq);
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/** Util that find all AnimSets and flushes their LinkupCache, then calls InitAnimTree on all SkeletalMeshComponents. */
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static void ClearAllAnimSetLinkupCaches();
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/**
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* Animation Usage Tracking
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*/
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void TraceAnimationUsage();
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void RecordAnimationUsage();
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static void OutputAnimationUsage();
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static void CleanUpAnimationUsage();
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static void TickAnimationUsage();
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}
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defaultproperties
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{
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bAnimRotationOnly=true
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}
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