178 lines
6.9 KiB
Ucode
178 lines
6.9 KiB
Ucode
/**
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* Keyframe reduction algorithm that removes keys which are linear interpolations of surrounding keys, as
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* well as choosing the best bitwise compression for each track independently.
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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 AnimationCompressionAlgorithm_PerTrackCompression extends AnimationCompressionAlgorithm_RemoveLinearKeys
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hidecategories(AnimationCompressionAlgorithm)
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native(Anim);
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/** Maximum threshold to use when replacing a component with zero. Lower values retain more keys, but yield less compression. */
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var(PerTrack) float MaxZeroingThreshold;
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/** Maximum position difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. */
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var(PerTrack) float MaxPosDiffBitwise;
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/** Maximum angle difference to use when testing if an animation key may be removed. Lower values retain more keys, but yield less compression. */
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var(PerTrack) float MaxAngleDiffBitwise;
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/** Which encoding formats is the per-track compressor allowed to try on rotation keys */
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var(PerTrack) array<AnimationCompressionFormat> AllowedRotationFormats;
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/** Which encoding formats is the per-track compressor allowed to try on translation keys */
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var(PerTrack) array<AnimationCompressionFormat> AllowedTranslationFormats;
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/** If TRUE, resample the animation to ResampleFramerate frames per second */
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var(Resampling) bool bResampleAnimation;
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/** When bResampleAnimation is true, this defines the desired framerate */
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var(Resampling) float ResampledFramerate<ClampMin=1.0 | ClampMax=30.0 | EditCondition=bResampleAnimation>;
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/** Animations with fewer keys than MinKeysForResampling will not be resampled. */
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var(Resampling) int MinKeysForResampling;
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/** If TRUE, adjust the error thresholds based on the 'height' within the skeleton */
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var(AdaptiveError) bool bUseAdaptiveError;
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/** If TRUE, uses MinEffectorDiff as the threhsold for end effectors */
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var(AdaptiveError) bool bUseOverrideForEndEffectors;
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/** A bias added to the track height before using it to calculate the adaptive error */
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var(AdaptiveError) int TrackHeightBias;
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/**
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* Reduces the error tolerance the further up the tree that a key occurs
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* EffectiveErrorTolerance = Max(BaseErrorTolerance / Power(ParentingDivisor, Max(Height+Bias,0) * ParentingDivisorExponent), ZeroingThreshold)
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* Only has an effect bUseAdaptiveError is TRUE
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*/
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var(AdaptiveError) float ParentingDivisor<ClampMin = 1.0>;
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/**
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* Reduces the error tolerance the further up the tree that a key occurs
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* EffectiveErrorTolerance = Max(BaseErrorTolerance / Power(ParentingDivisor, Max(Height+Bias,0) * ParentingDivisorExponent), ZeroingThreshold)
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* Only has an effect bUseAdaptiveError is TRUE
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*/
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var(AdaptiveError) float ParentingDivisorExponent<ClampMin = 0.1>;
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/**
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* If true, the adaptive error system will determine how much error to allow for each track, based on the
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* error introduced in end effectors due to errors in the track.
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*/
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var(AdaptiveError2) bool bUseAdaptiveError2;
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/**
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* This ratio determines how much error in end effector rotation can come from a given track's rotation error or translation error.
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* If 1, all of it must come from rotation error, if 0.5, half can come from each, and if 0.0, all must come from translation error.
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*/
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var(AdaptiveError2) float RotationErrorSourceRatio<ClampMin = 0.0 | ClampMax = 1.0>;
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/**
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* This ratio determines how much error in end effector translation can come from a given track's rotation error or translation error.
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* If 1, all of it must come from rotation error, if 0.5, half can come from each, and if 0.0, all must come from translation error.
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*/
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var(AdaptiveError2) float TranslationErrorSourceRatio<ClampMin = 0.0 | ClampMax = 1.0>;
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/**
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* A fraction that determines how much of the total error budget can be introduced by any particular track
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*/
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var(AdaptiveError2) float MaxErrorPerTrackRatio<ClampMin = 0.0 | ClampMax = 1.0>;
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/**
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* How big of a perturbation should be made when probing error propagation
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*/
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var float PerturbationProbeSize;
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/**
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* Cached metastructures used within DoReduction, tied to a particular sequence and mesh
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*/
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var const native transient pointer PerReductionCachedData{struct FPerTrackCachedInfo};
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cpptext
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{
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protected:
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/**
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* Animation compression algorithm that optionally:
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* 1) Forcefully removes a portion of keys (every other key, 2 out of every 3, etc...)
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* 2) Removes any keys which can be linearly approximated by neighboring keys
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* but always packs each track using per-track compression settings.
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*/
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virtual void DoReduction(class UAnimSequence* AnimSeq, class USkeletalMesh* SkelMesh, const TArray<class FBoneData>& BoneData);
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/**
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* Compresses the tracks passed in using the underlying compressor for this key removal codec
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*/
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virtual void CompressUsingUnderlyingCompressor(
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UAnimSequence* AnimSeq,
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USkeletalMesh* SkelMesh,
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const struct FAnimSetMeshLinkup& AnimLinkup,
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const TArray<FBoneData>& BoneData,
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const TArray<FTranslationTrack>& TranslationData,
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const TArray<FRotationTrack>& RotationData,
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const UBOOL bFinalPass);
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/**
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* Pre-filters the tracks before running the main key removal algorithm
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*/
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virtual void FilterBeforeMainKeyRemoval(
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UAnimSequence* AnimSeq,
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USkeletalMesh* SkelMesh,
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const struct FAnimSetMeshLinkup& AnimLinkup,
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const TArray<FBoneData>& BoneData,
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TArray<FTranslationTrack>& TranslationData,
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TArray<FRotationTrack>& RotationData);
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}
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defaultproperties
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{
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Description="Compress each track independently"
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// Bitwise settings
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MaxPosDiffBitwise = 0.007
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MaxAngleDiffBitwise = 0.002
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MaxZeroingThreshold = 0.0002
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// Settings for resampling
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ResampledFramerate = 15.0
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bResampleAnimation = FALSE
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MinKeysForResampling = 10;
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// Settings for linear key removal (disabled by default)
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bRetarget = FALSE
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bActuallyFilterLinearKeys = FALSE
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// Settings for adaptive error thresholds
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bUseAdaptiveError = FALSE
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ParentingDivisor = 1.0
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ParentingDivisorExponent = 1.0
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TrackHeightBias = 1
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bUseOverrideForEndEffectors = FALSE
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// Settings for adaptive error mode 2
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bUseAdaptiveError2 = FALSE
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RotationErrorSourceRatio = 0.8
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TranslationErrorSourceRatio = 0.8
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MaxErrorPerTrackRatio = 0.3
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PerturbationProbeSize = 0.001
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// Allowed rotation formats
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AllowedRotationFormats[0] = ACF_Identity
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AllowedRotationFormats[1] = ACF_Fixed48NoW
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// Those below produce too much error (shaking), and have the side effect of producing worse overall compression, so they are being removed for now.
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// AllowedRotationFormats[2] = ACF_IntervalFixed32NoW
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// AllowedRotationFormats[3] = ACF_Fixed32NoW
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// AllowedRotationFormats[4] = ACF_Float32NoW
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// Allowed translation formats
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AllowedTranslationFormats[0] = ACF_Identity
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AllowedTranslationFormats[1] = ACF_IntervalFixed32NoW
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AllowedTranslationFormats[2] = ACF_Fixed48NoW
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}
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