Files
UnrealEngine/Engine/Source/Editor/MovieSceneTools/Private/Cache/MovieSceneInterpolatingPointsDrawTask.cpp
2025-05-18 13:04:45 +08:00

163 lines
5.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MovieSceneInterpolatingPointsDrawTask.h"
#include "Cache/MovieSceneCachedCurve.h"
#include "Channels/MovieSceneDoubleChannel.h"
#include "Channels/MovieSceneFloatChannel.h"
#include "Channels/MovieScenePiecewiseCurve.h"
namespace UE::MovieSceneTools
{
template struct FMovieSceneInterpolatingPointsDrawTask<FMovieSceneFloatChannel>;
template struct FMovieSceneInterpolatingPointsDrawTask<FMovieSceneDoubleChannel>;
template <typename ChannelType>
FMovieSceneInterpolatingPointsDrawTask<ChannelType>::FMovieSceneInterpolatingPointsDrawTask(
const TSharedRef<FMovieSceneCachedCurve<ChannelType>>& CachedCurve,
const TFunction<void(TArray<FVector2D>, TArray<int32>)>& InCallback)
: Callback(InCallback)
, ScreenSpace(CachedCurve->GetScreenSpace())
, TickResolution(CachedCurve->GetTickResolution())
, TimeThreshold(CachedCurve->GetTimeThreshold())
, ValueThreshold(CachedCurve->GetValueThreshold())
, PiecewiseCurve(CachedCurve->GetPiecewiseCurve())
{
const TArray<const FFrameNumber>& Times = CachedCurve->GetTimes();
const TArray<const ChannelValueType>& Values = CachedCurve->GetValues();
if (!ensureMsgf(Times.Num() > 1, TEXT("Curve paint tasks should only be created for curves with more than one key")))
{
SetFlags(ECurvePainterTaskStateFlags::Completed);
return;
}
// Remember key points
KeyPoints.Reserve(Times.Num());
for (int32 DataIndex = 0; DataIndex < Times.Num(); DataIndex++)
{
KeyPoints.Emplace(Times[DataIndex] / TickResolution, double(Values[DataIndex].Value));
}
InterpolatingPoints = KeyPoints;
}
template <typename ChannelType>
void FMovieSceneInterpolatingPointsDrawTask<ChannelType>::RefineFullRangeInterpolatingPoints()
{
// Make sure there's no concurrency
check(!bWorking);
bWorking = true;
const int32 OldSize = InterpolatingPoints.Num();
RefineFullRangeInterpolatingPointsInternal();
const int32 NewSize = InterpolatingPoints.Num();
if (OldSize == NewSize)
{
// Remove straight lines to reduce slate elements needed to draw the curve
const float PixelArea = FMath::Pow(FMath::Min(TimeThreshold, ValueThreshold), 2.f);
for (int32 PointIndex = 0; PointIndex < InterpolatingPoints.Num() - 3;)
{
const FVector2D& First = InterpolatingPoints[0];
const FVector2D& Second = InterpolatingPoints[1];
const FVector2D& Third = InterpolatingPoints[2];
const float LineArea = FMath::Abs(First.X * (Second.Y - Third.Y) + Second.X * (Third.Y - First.Y) + Third.X * (First.Y - Third.Y));
if (LineArea < PixelArea)
{
InterpolatingPoints.RemoveAt(PointIndex + 1);
}
else
{
PointIndex++;
}
}
InvokeCallback();
SetFlags(ECurvePainterTaskStateFlags::Completed);
}
bWorking = false;
}
template <typename ChannelType>
void FMovieSceneInterpolatingPointsDrawTask<ChannelType>::SetFlags(ECurvePainterTaskStateFlags NewFlags)
{
StateFlags.store(NewFlags);
}
template <typename ChannelType>
bool FMovieSceneInterpolatingPointsDrawTask<ChannelType>::HasAnyFlags(ECurvePainterTaskStateFlags Flags) const
{
return EnumHasAnyFlags(StateFlags.load(), Flags);
}
template<typename ChannelType>
void FMovieSceneInterpolatingPointsDrawTask<ChannelType>::RefineFullRangeInterpolatingPointsInternal()
{
constexpr float InterpTimes[] = { 0.25f, 0.5f, 0.6f };
for (int32 Index = 0; Index < InterpolatingPoints.Num() - 1; Index++)
{
const FVector2D& Lower = InterpolatingPoints[Index];
const FVector2D& Upper = InterpolatingPoints[Index + 1];
if ((Upper.X - Lower.X) >= TimeThreshold)
{
bool bSegmentIsLinear = true;
FVector2D Evaluated[UE_ARRAY_COUNT(InterpTimes)] = { FVector2D::ZeroVector };
for (int32 InterpIndex = 0; InterpIndex < UE_ARRAY_COUNT(InterpTimes); ++InterpIndex)
{
double& EvalTime = Evaluated[InterpIndex].X;
EvalTime = FMath::Lerp(Lower.X, Upper.X, InterpTimes[InterpIndex]);
double Value = 0.0;
PiecewiseCurve->Evaluate(EvalTime * TickResolution, Value);
const double LinearValue = FMath::Lerp(Lower.Y, Upper.Y, InterpTimes[InterpIndex]);
if (bSegmentIsLinear)
{
bSegmentIsLinear = FMath::IsNearlyEqual(Value, LinearValue, ValueThreshold);
}
Evaluated[InterpIndex].Y = Value;
}
if (!bSegmentIsLinear)
{
// Add the point
InterpolatingPoints.Insert(Evaluated, UE_ARRAY_COUNT(Evaluated), Index + 1);
--Index;
}
}
}
}
template<typename ChannelType>
void FMovieSceneInterpolatingPointsDrawTask<ChannelType>::InvokeCallback()
{
TArray<int32> KeyOffsets;
int32 InterpolatingPointIndex = 0;
for (const FVector2D& KeyPoint : KeyPoints)
{
while (
InterpolatingPoints.IsValidIndex(InterpolatingPointIndex) &&
KeyPoint.X > InterpolatingPoints[InterpolatingPointIndex].X)
{
InterpolatingPointIndex++;
}
if (InterpolatingPoints.IsValidIndex(InterpolatingPointIndex))
{
KeyOffsets.Add(InterpolatingPointIndex);
}
else if (!InterpolatingPoints.IsEmpty())
{
KeyOffsets.Add(InterpolatingPoints.Num() - 1);
}
}
Callback(InterpolatingPoints, KeyOffsets);
}
}