Files
UnrealEngine/Engine/Source/Runtime/AnimGraphRuntime/Private/SequenceEvaluatorLibrary.cpp
2025-05-18 13:04:45 +08:00

155 lines
5.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SequenceEvaluatorLibrary.h"
#include "Animation/AnimNode_Inertialization.h"
#include "AnimNodes/AnimNode_SequenceEvaluator.h"
#include "AnimationRuntime.h"
#include "Animation/AnimTrace.h"
#include "Animation/AnimInstanceProxy.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SequenceEvaluatorLibrary)
DEFINE_LOG_CATEGORY_STATIC(LogSequenceEvaluatorLibrary, Verbose, All);
FSequenceEvaluatorReference USequenceEvaluatorLibrary::ConvertToSequenceEvaluator(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result)
{
return FAnimNodeReference::ConvertToType<FSequenceEvaluatorReference>(Node, Result);
}
FSequenceEvaluatorReference USequenceEvaluatorLibrary::SetExplicitTime(const FSequenceEvaluatorReference& SequenceEvaluator, float Time)
{
SequenceEvaluator.CallAnimNodeFunction<FAnimNode_SequenceEvaluator>(
TEXT("SetExplicitTime"),
[Time](FAnimNode_SequenceEvaluator& InSequenceEvaluator)
{
if(!InSequenceEvaluator.SetExplicitTime(Time))
{
UE_LOG(LogSequenceEvaluatorLibrary, Warning, TEXT("Could not set explicit time on sequence evaluator, value is not dynamic. Set it as Always Dynamic."));
}
});
return SequenceEvaluator;
}
FSequenceEvaluatorReference USequenceEvaluatorLibrary::SetExplicitFrame(const FSequenceEvaluatorReference& SequenceEvaluator, int32 Frame)
{
SequenceEvaluator.CallAnimNodeFunction<FAnimNode_SequenceEvaluator>(
TEXT("SetExplicitTime"),
[Frame](FAnimNode_SequenceEvaluator& InSequenceEvaluator)
{
if(!InSequenceEvaluator.SetExplicitFrame(Frame))
{
UE_LOG(LogSequenceEvaluatorLibrary, Warning, TEXT("Could not set explicit frame on sequence evaluator, value is not dynamic. Set it as Always Dynamic."));
}
});
return SequenceEvaluator;
}
FSequenceEvaluatorReference USequenceEvaluatorLibrary::AdvanceTime(const FAnimUpdateContext& UpdateContext, const FSequenceEvaluatorReference& SequenceEvaluator, float PlayRate)
{
SequenceEvaluator.CallAnimNodeFunction<FAnimNode_SequenceEvaluator>(
TEXT("AdvanceTime"),
[&UpdateContext, PlayRate](FAnimNode_SequenceEvaluator& InSequenceEvaluator)
{
if (const FAnimationUpdateContext* AnimationUpdateContext = UpdateContext.GetContext())
{
float ExplicitTime = InSequenceEvaluator.GetExplicitTime();
FAnimationRuntime::AdvanceTime(InSequenceEvaluator.IsLooping(), AnimationUpdateContext->GetDeltaTime() * PlayRate, ExplicitTime, InSequenceEvaluator.GetCurrentAssetLength());
if (!InSequenceEvaluator.SetExplicitTime(ExplicitTime))
{
UE_LOG(LogSequenceEvaluatorLibrary, Warning, TEXT("Could not advance time on sequence evaluator, ExplicitTime is not dynamic. Set it as Always Dynamic."));
}
}
else
{
UE_LOG(LogSequenceEvaluatorLibrary, Warning, TEXT("AdvanceTime called with invalid context"));
}
});
return SequenceEvaluator;
}
FSequenceEvaluatorReference USequenceEvaluatorLibrary::SetSequence(const FSequenceEvaluatorReference& SequenceEvaluator, UAnimSequenceBase* Sequence)
{
SequenceEvaluator.CallAnimNodeFunction<FAnimNode_SequenceEvaluator>(
TEXT("SetSequence"),
[Sequence](FAnimNode_SequenceEvaluator& InSequenceEvaluator)
{
if(!InSequenceEvaluator.SetSequence(Sequence))
{
UE_LOG(LogSequenceEvaluatorLibrary, Warning, TEXT("Could not set sequence on sequence evaluator, value is not dynamic. Set it as Always Dynamic."));
}
});
return SequenceEvaluator;
}
FSequenceEvaluatorReference USequenceEvaluatorLibrary::SetSequenceWithInertialBlending(const FAnimUpdateContext& UpdateContext, const FSequenceEvaluatorReference& SequenceEvaluator, UAnimSequenceBase* Sequence, float BlendTime)
{
SequenceEvaluator.CallAnimNodeFunction<FAnimNode_SequenceEvaluator>(
TEXT("SetSequenceWithInterialBlending"),
[Sequence, &UpdateContext, BlendTime](FAnimNode_SequenceEvaluator& InSequenceEvaluator)
{
const UAnimSequenceBase* CurrentSequence = InSequenceEvaluator.GetSequence();
const bool bAnimSequenceChanged = (CurrentSequence != Sequence);
if(!InSequenceEvaluator.SetSequence(Sequence))
{
UE_LOG(LogSequenceEvaluatorLibrary, Warning, TEXT("Could not set sequence on sequence evaluator, value is not dynamic. Set it as Always Dynamic."));
}
if(bAnimSequenceChanged && BlendTime > 0.0f)
{
if (const FAnimationUpdateContext* AnimationUpdateContext = UpdateContext.GetContext())
{
if (UE::Anim::IInertializationRequester* InertializationRequester = AnimationUpdateContext->GetMessage<UE::Anim::IInertializationRequester>())
{
FInertializationRequest Request;
Request.Duration = BlendTime;
#if ANIM_TRACE_ENABLED
Request.NodeId = AnimationUpdateContext->GetCurrentNodeId();
Request.AnimInstance = AnimationUpdateContext->AnimInstanceProxy->GetAnimInstanceObject();
#endif
InertializationRequester->RequestInertialization(Request);
}
}
else
{
UE_LOG(LogSequenceEvaluatorLibrary, Warning, TEXT("SetSequenceWithInterialBlending called with invalid context"));
}
}
});
return SequenceEvaluator;
}
float USequenceEvaluatorLibrary::GetAccumulatedTime(const FSequenceEvaluatorReference& SequenceEvaluator)
{
float OutAccumulatedTime = 0.0f;
SequenceEvaluator.CallAnimNodeFunction<FAnimNode_SequenceEvaluator>(
TEXT("GetAccumulatedTime"),
[&OutAccumulatedTime](FAnimNode_SequenceEvaluator& InSequenceEvaluator)
{
OutAccumulatedTime = InSequenceEvaluator.GetAccumulatedTime();
});
return OutAccumulatedTime;
}
UAnimSequenceBase* USequenceEvaluatorLibrary::GetSequence(const FSequenceEvaluatorReference& SequenceEvaluator)
{
UAnimSequenceBase* OutSequence = nullptr;
SequenceEvaluator.CallAnimNodeFunction<FAnimNode_SequenceEvaluator>(
TEXT("GetAccumulatedTime"),
[&OutSequence](FAnimNode_SequenceEvaluator& InSequenceEvaluator)
{
OutSequence = InSequenceEvaluator.GetSequence();
});
return OutSequence;
}