99 lines
3.8 KiB
C++
99 lines
3.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "AnimationWarpingRuntimeModule.h"
|
|
#include "Animation/AnimRootMotionProvider.h"
|
|
#include "Animation/AnimSequence.h"
|
|
#include "Animation/AttributesRuntime.h"
|
|
#include "Animation/BuiltInAttributeTypes.h"
|
|
#include "Features/IModularFeatures.h"
|
|
#include "Modules/ModuleManager.h"
|
|
|
|
class FAnimationWarpingRuntimeModule : public IAnimationWarpingRuntimeModule
|
|
{
|
|
};
|
|
|
|
namespace UE { namespace AnimationWarping {
|
|
|
|
class FModule : public IModuleInterface, public UE::Anim::IAnimRootMotionProvider
|
|
{
|
|
public:
|
|
|
|
FModule();
|
|
|
|
virtual void StartupModule() override;
|
|
virtual void ShutdownModule() override;
|
|
|
|
public:
|
|
virtual void SampleRootMotion(const FDeltaTimeRecord& SampleRange, const UAnimSequence& Sequence, bool bLoopingSequence, UE::Anim::FStackAttributeContainer& OutAttributes) const override;
|
|
virtual bool SetRootMotion(const FTransform& RootMotionDelta, UE::Anim::FStackAttributeContainer& OutAttributes) const override;
|
|
virtual bool OverrideRootMotion(const FTransform& RootMotionDelta, UE::Anim::FStackAttributeContainer& OutAttributes) const override;
|
|
virtual bool ExtractRootMotion(const UE::Anim::FStackAttributeContainer& Attributes, FTransform& OutRootMotionDelta) const override;
|
|
virtual bool HasRootMotion(const UE::Anim::FStackAttributeContainer& Attributes) const override;
|
|
|
|
// Root motion animation attribute data will always be accessible on the root bone's attribute container
|
|
const UE::Anim::FAttributeId RootMotionAttributeId;
|
|
};
|
|
|
|
FModule::FModule()
|
|
: RootMotionAttributeId(UE::Anim::IAnimRootMotionProvider::AttributeName , FCompactPoseBoneIndex(0))
|
|
{
|
|
}
|
|
|
|
void FModule::StartupModule()
|
|
{
|
|
IModularFeatures::Get().RegisterModularFeature(UE::Anim::IAnimRootMotionProvider::ModularFeatureName, this);
|
|
}
|
|
|
|
void FModule::ShutdownModule()
|
|
{
|
|
IModularFeatures::Get().UnregisterModularFeature(UE::Anim::IAnimRootMotionProvider::ModularFeatureName, this);
|
|
}
|
|
|
|
void FModule::SampleRootMotion(const FDeltaTimeRecord& SampleRange, const UAnimSequence& Sequence, bool bLoopingSequence, UE::Anim::FStackAttributeContainer& OutAttributes) const
|
|
{
|
|
const FAnimExtractContext Context(static_cast<double>(SampleRange.GetPrevious()), true, FDeltaTimeRecord(SampleRange.Delta), bLoopingSequence);
|
|
const FTransform RootMotionTransform = Sequence.ExtractRootMotion(Context);
|
|
FTransformAnimationAttribute* RootMotionAttribute = OutAttributes.FindOrAdd<FTransformAnimationAttribute>(RootMotionAttributeId);
|
|
RootMotionAttribute->Value = RootMotionTransform;
|
|
}
|
|
|
|
bool FModule::SetRootMotion(const FTransform& RootMotionDelta, UE::Anim::FStackAttributeContainer& OutAttributes) const
|
|
{
|
|
check(RootMotionDelta.IsRotationNormalized());
|
|
if (FTransformAnimationAttribute* RootMotionAttribute = OutAttributes.FindOrAdd<FTransformAnimationAttribute>(RootMotionAttributeId))
|
|
{
|
|
RootMotionAttribute->Value = RootMotionDelta;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FModule::OverrideRootMotion(const FTransform& RootMotionDelta, UE::Anim::FStackAttributeContainer& OutAttributes) const
|
|
{
|
|
check(RootMotionDelta.IsRotationNormalized());
|
|
if (FTransformAnimationAttribute* RootMotionAttribute = OutAttributes.Find<FTransformAnimationAttribute>(RootMotionAttributeId))
|
|
{
|
|
RootMotionAttribute->Value = RootMotionDelta;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FModule::ExtractRootMotion(const UE::Anim::FStackAttributeContainer& Attributes, FTransform& OutRootMotionDelta) const
|
|
{
|
|
const FTransformAnimationAttribute* RootMotionAttribute = Attributes.Find<FTransformAnimationAttribute>(RootMotionAttributeId);
|
|
OutRootMotionDelta = RootMotionAttribute ? RootMotionAttribute->Value : FTransform::Identity;
|
|
return !!RootMotionAttribute;
|
|
}
|
|
|
|
bool FModule::HasRootMotion(const UE::Anim::FStackAttributeContainer& Attributes) const
|
|
{
|
|
return !!Attributes.Find<FTransformAnimationAttribute>(RootMotionAttributeId);
|
|
}
|
|
|
|
}}
|
|
|
|
IMPLEMENT_MODULE(UE::AnimationWarping::FModule, AnimationWarpingRuntime)
|