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

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2020-12-13 15:01:13 +00:00
/**
* Animation compression algorithm that is just a shell for trying the range of other compression schemes and pikcing the
* smallest result within a configurable error threshold.
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class AnimationCompressionAlgorithm_Automatic extends AnimationCompressionAlgorithm
hidecategories(AnimationCompressionAlgorithm)
native(Anim);
/** Maximum amount of error that a compression technique can introduce in an end effector */
var() float MaxEndEffectorError;
var() bool bTryFixedBitwiseCompression;
var() bool bTryPerTrackBitwiseCompression;
var() bool bTryLinearKeyRemovalCompression;
var() bool bTryIntervalKeyRemoval;
var() bool bRunCurrentDefaultCompressor;
var() bool bAutoReplaceIfExistingErrorTooGreat;
var() bool bRaiseMaxErrorToExisting;
cpptext
{
protected:
/**
* Animation compression algorithm that optionally:
* 1) Forcefully removes a portion of keys (every other key, 2 out of every 3, etc...)
* 2) Removes any keys which can be linearly approximated by neighboring keys
* but always packs each track using per-track compression settings.
*/
virtual void DoReduction(class UAnimSequence* AnimSeq, class USkeletalMesh* SkelMesh, const TArray<class FBoneData>& BoneData);
}
defaultproperties
{
Description="Automatic"
// Error threshold
MaxEndEffectorError = 1.0
bTryFixedBitwiseCompression = TRUE
bTryPerTrackBitwiseCompression = TRUE
bTryLinearKeyRemovalCompression = TRUE
bTryIntervalKeyRemoval = TRUE
bRunCurrentDefaultCompressor = FALSE
bAutoReplaceIfExistingErrorTooGreat = FALSE
bRaiseMaxErrorToExisting = FALSE
}