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KF2-Dev-Scripts/Engine/Classes/AnimNodeSequence.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class AnimNodeSequence extends AnimNode
native(Anim)
hidecategories(Object);
/** This name will be looked for in all AnimSet's specified in the AnimSets array in the SkeletalMeshComponent. */
var() const name AnimSeqName;
/** Speed at which the animation will be played back. Multiplied by the RateScale in the AnimSequence. Default is 1.0 */
var() float Rate;
/** Whether this animation is currently playing ie. if the CurrentTime will be advanced when Tick is called. */
var() bool bPlaying;
/** If animation is looping. If false, animation will stop when it reaches end, otherwise will continue from beginning. */
var() bool bLooping;
/** Should this node call the OnAnimEnd event on its parent Actor when it reaches the end and stops. */
var() bool bCauseActorAnimEnd;
/** Should this node call the OnAnimPlay event on its parent Actor when PlayAnim is called on it. */
var() bool bCauseActorAnimPlay;
/** Always return a zero rotation (unit quaternion) for the root bone of this animation. */
var() bool bZeroRootRotation;
/** Always return root bone translation at the origin. */
var() bool bZeroRootTranslation;
/** if TRUE, don't display a warning when animation is not found. */
var() bool bDisableWarningWhenAnimNotFound;
/** Current position (in seconds) */
var() const float CurrentTime;
// Keep track of where animation was at before being ticked
var const transient float PreviousTime;
/** This is the time at which to end the anim. Example: You have a 10 second anim where you just want a portion of the anim! Great for prototyping! */
var const transient float EndTime;
/** Pointer to actual AnimSequence. Found from SkeletalMeshComponent using AnimSeqName when you call SetAnim. */
var transient const AnimSequence AnimSeq;
/** Bone -> Track mapping info for this player node. Index into the LinkupCache array in the AnimSet. Found from AnimSet when you call SetAnim. */
var transient const int AnimLinkupIndex;
/**
* Total weight that this node must be at in the final blend for notifies to be executed.
* This is ignored when the node is part of a group.
*/
var() float NotifyWeightThreshold;
/** Whether any notifies in the animation sequence should be executed for this node. */
var() bool bNoNotifies;
/** Forces the skeletal mesh into the ref pose by setting bForceRespose on the skelmesh comp when not playing. (Optimization) */
var() bool bForceRefposeWhenNotPlaying;
/**
* Flag that indicates if Notifies are currently being executed.
* Allows you to avoid doing dangerous things to this Node while this is going on.
*/
var bool bIsIssuingNotifies;
/** name of group this node belongs to */
var(Group) const Name SynchGroupName;
/** If TRUE, this node can never be a synchronization master node, always slave. */
var(Group) bool bForceAlwaysSlave;
/**
* TRUE by default. This node can be synchronized with others, when part of a SynchGroup.
* Set to FALSE if node shouldn't be synchronized, but still part of notification group.
*/
var(Group) const bool bSynchronize;
/** Relative position offset. */
var(Group) float SynchPosOffset;
/** Reverse synchronization. Go in opposite direction. */
var(Group) const bool bReverseSync;
/** Display time line slider */
var(Display) bool bShowTimeLineSlider;
/** Reference to the CameraAnim to play in conjunction with this animation. */
var(Camera) CameraAnim CameraAnim;
/** Ref to the CameraAnimInst that is currently playing. */
var transient CameraAnimInst ActiveCameraAnimInstance;
/** True to loop the CameraAnim, false for a one-off. */
var(Camera) bool bLoopCameraAnim;
/** True to randomize the CameraAnims start position, so it doesn't look the same every time. Ignored if bLoopCameraAnim is false. */
var(Camera) bool bRandomizeCameraAnimLoopStartTime;
/** "Intensity" multiplier applied to the camera anim. */
var(Camera) float CameraAnimScale;
/** How fast to playback the camera anim. */
var(Camera) float CameraAnimPlayRate;
/** How long to blend in the camera anim. */
var(Camera) float CameraAnimBlendInTime;
/** How long to blend out the camera anim. */
var(Camera) float CameraAnimBlendOutTime;
/**
* This will actually call MoveActor to move the Actor owning this SkeletalMeshComponent.
* You can specify the behaviour for each axis (mesh space).
* Doing this for multiple skeletal meshes on the same Actor does not make much sense!
*/
enum ERootBoneAxis
{
/** the default behaviour, leave root translation from animation and do no affect owning Actor movement. */
RBA_Default,
/** discard any root bone movement, locking it to the first frame's location. */
RBA_Discard,
/** discard root movement on animation, and forward its velocity to the owning actor. */
RBA_Translate,
};
var() const ERootBoneAxis RootBoneOption[3]; // [X, Y, Z] axes
/**
* Root Motion Rotation.
*/
enum ERootRotationOption
{
/** Default, leaves root rotation in the animation. Does not affect actor. */
RRO_Default,
/** Discards root rotation from the animation, locks to first frame rotation of animation. Does not affect actor's rotation. */
RRO_Discard,
/** Discard root rotation from animation, and forwards it to the actor. (to be used by it or not). */
RRO_Extract,
};
var() const ERootRotationOption RootRotationOption[3]; // Roll (X), Pitch (Y), Yaw (Z) axes.
/**
* EDITOR ONLY
* Add Ref Pose to Additive Animation, so it can be viewed fully into the AnimSetViewer.
*/
var const bool bEditorOnlyAddRefPoseToAdditiveAnimation;
/** List of SkelControl controlled by MetaData */
var const transient Array<SkelControlBase> MetaDataSkelControlList;
/** This allows up to return from FinishAnim on blendout when wanted */
var transient bool bCheckForFinishAnimEarly;
/** only setup to work with AnimNodeSlot and FinishAnim right now */
var transient bool bBlendingOut;
cpptext
{
protected:
// Internal
/** Returns the camera associated with the skelmesh's owner, if any. */
ACamera* GetPlayerCamera() const;
public:
// UObject interface
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
virtual void BeginDestroy();
// AnimNode interface
virtual void InitAnim( USkeletalMeshComponent* meshComp, UAnimNodeBlendBase* Parent );
/** Deferred Initialization, called only when the node is relevant in the tree. */
virtual void DeferredInitAnim();
virtual void ResetAnimNodeToSource(UAnimNode *SourceNode);
virtual UBOOL GetCachedResults(FBoneAtomArray& OutAtoms, FBoneAtom& OutRootMotionDelta, INT& bOutHasRootMotion, FCurveKeyArray& OutCurveKeys, INT NumDesiredBones);
virtual UBOOL ShouldSaveCachedResults();
void ConditionalClearCachedData();
/**
* Whether we should keep the cached result for the next frame or not
* This is to avoid keeping cached result on memory once it ticks.
* It will release cache result if this returns FALSE
**/
virtual UBOOL ShouldKeepCachedResult();
/** AnimSets have been updated, update all animations */
virtual void AnimSetsUpdated();
virtual void TickAnim(FLOAT DeltaSeconds); // Progress the animation state, issue AnimEnd notifies.
virtual void GetBoneAtoms(FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
/**
* Draws this node in the AnimTreeEditor.
*
* @param Canvas The canvas to use.
* @param SelectedNodes Reference to array of all currently selected nodes, potentially including this node
* @param bShowWeight If TRUE, show the global percentage weight of this node, if applicable.
*/
virtual void DrawAnimNode(FCanvas* Canvas, const TArray<UAnimObject*>& SelectedNodes, UBOOL bShowWeight);
virtual FString GetNodeTitle();
// AnimNodeSequence interface
void GetAnimationPose(UAnimSequence* InAnimSeq, INT& InAnimLinkupIndex, FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
// Extract root motion for animation using a specified start and end time
void ExtractRootMotionUsingSpecifiedTimespan (UAnimSequence* InAnimSeq, const INT &TrackIndex, FBoneAtom& RootBoneAtom, FBoneAtom& RootBoneAtomDeltaMotion, INT& bHasRootMotion, FLOAT StartTime, FLOAT EndTime) const;
/**
* Extract Root Motion for the current Animation Pose.
*/
inline virtual void ExtractRootMotion (UAnimSequence* InAnimSeq, const INT &TrackIndex, FBoneAtom& RootBoneAtom, FBoneAtom& RootBoneAtomDeltaMotion, INT& bHasRootMotion)
{
ExtractRootMotionUsingSpecifiedTimespan(InAnimSeq, TrackIndex, RootBoneAtom, RootBoneAtomDeltaMotion, bHasRootMotion, PreviousTime, CurrentTime);
}
/** Advance animation time. Take care of issuing notifies, looping and so on */
void AdvanceBy(FLOAT MoveDelta, FLOAT DeltaSeconds, UBOOL bFireNotifies);
/** Issue any notifies that are passed when moving from the current position to DeltaSeconds in the future. Called from TickAnim. */
void IssueNotifies(FLOAT DeltaSeconds);
/** Allow negative play rates and still get animnotifies$$$**/
void IssueNegativeRateNotifies(FLOAT DeltaSecond);
/**
* notification that current animation has reached the end (will be called even if it loops, unlike OnAnimEnd)
* @param PlayedTime Time in seconds of animation played. (play rate independant).
* @param ExcessTime Time in seconds beyond end of animation. (play rate independant).
*/
virtual void OnAnimComplete( FLOAT PlayedTime, FLOAT ExcessTime ) {}
/**
* notification that current animation finished playing.
* @param PlayedTime Time in seconds of animation played. (play rate independant).
* @param ExcessTime Time in seconds beyond end of animation. (play rate independant).
*/
virtual void OnAnimEnd(FLOAT PlayedTime, FLOAT ExcessTime);
// AnimTree editor interface
virtual INT GetNumSliders() const { return bShowTimeLineSlider ? 1 : 0; }
virtual FLOAT GetSliderPosition(INT SliderIndex, INT ValueIndex);
virtual void HandleSliderMove(INT SliderIndex, INT ValueIndex, FLOAT NewSliderValue);
virtual FString GetSliderDrawValue(INT SliderIndex);
/** Restart camera animations */
virtual void OnBecomeRelevant();
/** Pause camera animations */
virtual void OnCeaseRelevant();
/** Starts playing any camera anim we want to play in conjunction with this anim. */
void StartCameraAnim();
/** Stops playing any active camera anim playing in conjunction with this anim. */
void StopCameraAnim();
/** Update animation usage **/
#if !FINAL_RELEASE
virtual void UpdateAnimationUsage( FLOAT DeltaSeconds );
#endif //#if !FINAL_RELEASE
/** Initialize morph curve information **/
void InitCurveData();
/** Utility functions to ease off Casting */
virtual class UAnimNodeSequence* GetAnimNodeSequence() { return this; }
}
/** Change the animation this node is playing to the new name. Will be looked up in owning SkeletaMeshComponent's AnimSets array. */
native function SetAnim( name Sequence );
/** Start the current animation playing with the supplied parameters. */
native function PlayAnim(bool bLoop = false, float InRate = 1.0f, float StartTime = 0.0f);
/** Stop the current animation playing. CurrentTime will stay where it was. */
native function StopAnim();
// calls PlayAnim with the current settings
native function ReplayAnim();
/** Force the animation to a particular time. NewTime is in seconds. */
native function SetPosition(float NewTime, bool bFireNotifies);
/** Get normalized position, from 0.f to 1.f. */
native function float GetNormalizedPosition() const;
/**
* Finds out normalized position of a synchronized node given a relative position of a group.
* Takes into account node's relative SynchPosOffset.
*/
native function float FindGroupRelativePosition(FLOAT GroupRelativePosition) const;
/**
* Finds out position of a synchronized node given a relative position of a group.
* Takes into account node's relative SynchPosOffset.
*/
native function float FindGroupPosition(FLOAT GroupRelativePosition) const;
/**
* Get relative position of a synchronized node.
* Taking into account node's relative offset.
*/
native function float GetGroupRelativePosition() const;
/** Returns the global play rate of this animation. Taking into account all Rate Scales */
native function float GetGlobalPlayRate();
/** Returns the duration (in seconds) of the current animation at the current play rate. Returns 0.0 if no animation. */
native function float GetAnimPlaybackLength();
/**
* Returns in seconds the time left until the animation is done playing.
* This is assuming the play rate is not going to change.
*/
native function float GetTimeLeft();
/**
* Set custom animation root bone options.
*/
final native function SetRootBoneAxisOption
(
ERootBoneAxis AxisX = RBA_Default,
ERootBoneAxis AxisY = RBA_Default,
ERootBoneAxis AxisZ = RBA_Default
);
/**
* Set custom animation root rotation options.
*/
final native function SetRootBoneRotationOption
(
ERootRotationOption AxisX = RRO_Default,
ERootRotationOption AxisY = RRO_Default,
ERootRotationOption AxisZ = RRO_Default
);
defaultproperties
{
Rate=1.0
NotifyWeightThreshold=0.0
bSynchronize=TRUE
RootBoneOption[0] = RBA_Default
RootBoneOption[1] = RBA_Default
RootBoneOption[2] = RBA_Default
RootRotationOption[0]=RRO_Default
RootRotationOption[1]=RRO_Default
RootRotationOption[2]=RRO_Default
CameraAnimPlayRate=1.f
CameraAnimScale=1.f
CameraAnimBlendInTime=0.2f
CameraAnimBlendOutTime=0.2f
}