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

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2020-12-13 15:01:13 +00:00
/**
* Keyframe reduction algorithm that simply removes keys which are linear interpolations of surrounding keys.
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class AnimationCompressionAlgorithm_RemoveLinearKeys extends AnimationCompressionAlgorithm
native(Anim);
/** Maximum position difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. */
var(LinearKeyRemoval) float MaxPosDiff;
/** Maximum angle difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. */
var(LinearKeyRemoval) float MaxAngleDiff;
/**
* As keys are tested for removal, we monitor the effects all the way down to the end effectors.
* If their position changes by more than this amount as a result of removing a key, the key will be retained.
* This value is used for all bones except the end-effectors parent.
*/
var(LinearKeyRemoval) float MaxEffectorDiff;
/**
* As keys are tested for removal, we monitor the effects all the way down to the end effectors.
* If their position changes by more than this amount as a result of removing a key, the key will be retained.
* This value is used for the end-effectors parent, allowing tighter restrictions near the end of a skeletal chain.
*/
var(LinearKeyRemoval) float MinEffectorDiff;
/**
* Error threshold for End Effectors with Sockets attached to them.
* Typically more important bone, where we want to be less aggressive with compression.
*/
var(LinearKeyRemoval) float EffectorDiffSocket;
/**
* A scale value which increases the likelihood that a bone will retain a key if it's parent also had a key at the same time position.
* Higher values can remove shaking artifacts from the animation, at the cost of compression.
*/
var(LinearKeyRemoval) float ParentKeyScale;
/**
* TRUE = As the animation is compressed, adjust animated nodes to compensate for compression error.
* FALSE= Do not adjust animated nodes.
*/
var(LinearKeyRemoval) bool bRetarget;
/**
* Controls whether the final filtering step will occur, or only the retargetting after bitwise compression.
* If both this and bRetarget are false, then the linear compressor will do no better than the underlying bitwise compressor, extremely slowly.
*/
var(LinearKeyRemoval) bool bActuallyFilterLinearKeys;
cpptext
{
protected:
/**
* Keyframe reduction algorithm that removes any keys which can be linearly approximated by neighboring keys.
*/
virtual void DoReduction(class UAnimSequence* AnimSeq, class USkeletalMesh* SkelMesh, const TArray<class FBoneData>& BoneData);
/**
* Pre-filters the tracks before running the main key removal algorithm
*/
virtual void FilterBeforeMainKeyRemoval(
UAnimSequence* AnimSeq,
USkeletalMesh* SkelMesh,
const struct FAnimSetMeshLinkup& AnimLinkup,
const TArray<FBoneData>& BoneData,
TArray<FTranslationTrack>& TranslationData,
TArray<FRotationTrack>& RotationData);
/**
* Compresses the tracks passed in using the underlying compressor for this key removal codec
*/
virtual void CompressUsingUnderlyingCompressor(
UAnimSequence* AnimSeq,
USkeletalMesh* SkelMesh,
const struct FAnimSetMeshLinkup& AnimLinkup,
const TArray<FBoneData>& BoneData,
const TArray<FTranslationTrack>& TranslationData,
const TArray<FRotationTrack>& RotationData,
const UBOOL bFinalPass);
/**
* Updates the world bone transforms for a range of bone indices
*/
void UpdateWorldBoneTransformRange(
UAnimSequence* AnimSeq,
USkeletalMesh* SkelMesh,
const TArray<FBoneData>& BoneData,
const struct FAnimSetMeshLinkup& AnimLinkup,
const TArray<FMeshBone>& RefSkel,
const TArray<FTranslationTrack>& PositionTracks,
const TArray<FRotationTrack>& RotationTracks,
INT StartingBoneIndex,
INT EndingBoneIndex,
UBOOL UseRaw,
TArray<FMatrix>& OutputWorldBones);
/**
* To guide the key removal process, we need to maintain a table of world transforms
* for the bones we are investigating. This helper function fills a row of the
* table for a specified bone.
*/
void UpdateWorldBoneTransformTable(
UAnimSequence* AnimSeq,
USkeletalMesh* SkelMesh,
const TArray<FBoneData>& BoneData,
const struct FAnimSetMeshLinkup& AnimLinkup,
const TArray<FMeshBone>& RefSkel,
INT BoneIndex,
UBOOL UseRaw,
TArray<FMatrix>& OutputWorldBones);
/**
* Creates a list of the bone atom result for every frame of a given track
*/
static void UpdateBoneAtomList(
UAnimSequence* AnimSeq,
INT BoneIndex,
INT TrackIndex,
INT NumFrames,
FLOAT TimePerFrame,
TArray<FBoneAtom>& BoneAtoms,
const struct FAnimSetMeshLinkup& AnimLinkup,
const TArray<FMeshBone>& RefSkel);
/**
* If the passed in animation sequence is additive, converts it to absolute (using the frame 0 pose) and returns TRUE
* (indicating it should be converted back to relative later with ConvertToRelativeSpace)
*
* @param AnimSeq The animation sequence being compressed
*
* @return TRUE if the animation was additive and has been converted to absolute space.
*/
UBOOL ConvertFromRelativeSpace(UAnimSequence* AnimSeq, const struct FAnimSetMeshLinkup& AnimLinkup);
/**
* Converts an absolute animation sequence to a relative (additive) one.
*
* @param AnimSeq The animation sequence being compressed
* @param TranslationData Translation Tracks to convert to relative space
* @param RotationData Rotation Tracks to convert to relative space
*
*/
void ConvertToRelativeSpace(UAnimSequence* AnimSeq, TArray<FTranslationTrack>& TranslationData, TArray<FRotationTrack>& RotationData, const struct FAnimSetMeshLinkup& AnimLinkup);
/**
* Locates spans of keys within the position and rotation tracks provided which can be estimated
* through linear interpolation of the surrounding keys. The remaining key values are bit packed into
* the animation sequence provided
*
* @param AnimSeq The animation sequence being compressed
* @param SkelMesh The skeletal mesh to use to guide the compressor
* @param AnimLinkup The linkup between skeletal mesh an animation
* @param BoneData BoneData array describing the hierarchy of the animated skeleton
* @param TranslationData Translation Tracks to compress and bit-pack into the Animation Sequence.
* @param RotationData Rotation Tracks to compress and bit-pack into the Animation Sequence.
* @return None.
*/
void ProcessAnimationTracks(
UAnimSequence* AnimSeq,
USkeletalMesh* SkelMesh,
const struct FAnimSetMeshLinkup& AnimLinkup,
const TArray<FBoneData>& BoneData,
TArray<FTranslationTrack>& PositionTracks,
TArray<FRotationTrack>& RotationTracks);
}
defaultproperties
{
bNeedsSkeleton = TRUE
Description = "Remove Linear Keys"
MaxPosDiff = 0.001f
MaxAngleDiff = 0.00075f
MaxEffectorDiff = 0.001f // used to be 0.2
MinEffectorDiff = 0.001f // used to be 0.1
EffectorDiffSocket = 0.001f
ParentKeyScale = 2.0
bRetarget = TRUE
bActuallyFilterLinearKeys = TRUE
}