本文整理汇总了C++中FAnimMontageInstance类的典型用法代码示例。如果您正苦于以下问题:C++ FAnimMontageInstance类的具体用法?C++ FAnimMontageInstance怎么用?C++ FAnimMontageInstance使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了FAnimMontageInstance类的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CanUseRootMotionRepMove
bool ACharacter::CanUseRootMotionRepMove(const FSimulatedRootMotionReplicatedMove& RootMotionRepMove, const FAnimMontageInstance& ClientMontageInstance) const
{
// Ignore outdated moves.
if( GetWorld()->TimeSince(RootMotionRepMove.Time) <= 0.5f )
{
// Make sure montage being played matched between client and server.
if( RootMotionRepMove.RootMotion.AnimMontage && (RootMotionRepMove.RootMotion.AnimMontage == ClientMontageInstance.Montage) )
{
UAnimMontage * AnimMontage = ClientMontageInstance.Montage;
const float ServerPosition = RootMotionRepMove.RootMotion.Position;
const float ClientPosition = ClientMontageInstance.GetPosition();
const float DeltaPosition = (ClientPosition - ServerPosition);
const int32 CurrentSectionIndex = AnimMontage->GetSectionIndexFromPosition(ClientPosition);
if( CurrentSectionIndex != INDEX_NONE )
{
const int32 NextSectionIndex = (CurrentSectionIndex < ClientMontageInstance.NextSections.Num()) ? ClientMontageInstance.NextSections[CurrentSectionIndex] : INDEX_NONE;
// We can only extract root motion if we are within the same section.
// It's not trivial to jump through sections in a deterministic manner, but that is luckily not frequent.
const bool bSameSections = (AnimMontage->GetSectionIndexFromPosition(ServerPosition) == CurrentSectionIndex);
// if we are looping and just wrapped over, skip. That's also not easy to handle and not frequent.
const bool bHasLooped = (NextSectionIndex == CurrentSectionIndex) && (FMath::Abs(DeltaPosition) > (AnimMontage->GetSectionLength(CurrentSectionIndex) / 2.f));
// Can only simulate forward in time, so we need to make sure server move is not ahead of the client.
const bool bServerAheadOfClient = ((DeltaPosition * ClientMontageInstance.GetPlayRate()) < 0.f);
UE_LOG(LogRootMotion, Log, TEXT("\t\tACharacter::CanUseRootMotionRepMove ServerPosition: %.3f, ClientPosition: %.3f, DeltaPosition: %.3f, bSameSections: %d, bHasLooped: %d, bServerAheadOfClient: %d"),
ServerPosition, ClientPosition, DeltaPosition, bSameSections, bHasLooped, bServerAheadOfClient);
return bSameSections && !bHasLooped && !bServerAheadOfClient;
}
}
}
return false;
}
示例2: StopAllMontages
/** Play a Montage. Returns Length of Montage in seconds. Returns 0.f if failed to play. */
float UAnimInstance::Montage_Play(UAnimMontage * MontageToPlay, float InPlayRate)
{
if( MontageToPlay && (MontageToPlay->SequenceLength > 0.f) )
{
if( CurrentSkeleton->IsCompatible(MontageToPlay->GetSkeleton()) )
{
// when stopping old animations, make sure it does give current new blendintime to blend out
StopAllMontages(MontageToPlay->BlendInTime);
FAnimMontageInstance * NewInstance = new FAnimMontageInstance(this);
check (NewInstance);
NewInstance->Initialize(MontageToPlay);
NewInstance->Play(InPlayRate);
MontageInstances.Add(NewInstance);
UpdateRootMotionMontageInstance();
return NewInstance->Montage->SequenceLength;
}
else
{
UE_LOG(LogAnimation, Warning, TEXT("Playing a Montage (%s) for the wrong Skeleton (%s) instead of (%s)."),
*GetNameSafe(MontageToPlay), *GetNameSafe(MontageToPlay->GetSkeleton()), *GetNameSafe(CurrentSkeleton));
}
}
else
{
UE_LOG(LogAnimation, Warning, TEXT("Trying to play invalid Montage (%s)"), *GetNameSafe(MontageToPlay));
}
return 0.f;
}
示例3: GetActiveMontageInstance
void UAnimInstance::Montage_Stop(float InBlendOutTime)
{
FAnimMontageInstance * CurMontageInstance = GetActiveMontageInstance();
if ( CurMontageInstance )
{
CurMontageInstance->Stop(InBlendOutTime);
}
}
示例4: GetActiveMontageInstance
void UAnimSingleNodeInstance::Montage_Advance(float DeltaTime)
{
Super::Montage_Advance(DeltaTime);
FAnimMontageInstance * CurMontageInstance = GetActiveMontageInstance();
if ( CurMontageInstance )
{
CurrentTime = CurMontageInstance->GetPosition();
}
}
示例5: GetSlotWeight
float UAnimInstance::GetSlotWeight(FName SlotNodeName)
{
float TotalSum = 0.f;
#if DEBUGMONTAGEWEIGHT
float TotalDesiredWeight = 0.f;
#endif
// first get all the montage instance weight this slot node has
for (int32 I = 0; I < MontageInstances.Num(); ++I)
{
FAnimMontageInstance* MontageInstance = MontageInstances[I];
if (MontageInstance && MontageInstance->IsValid() && MontageInstance->Montage->IsValidSlot(SlotNodeName))
{
TotalSum += MontageInstance->Weight;
#if DEBUGMONTAGEWEIGHT
TotalDesiredWeight += MontageInstance->DesiredWeight;
#endif
}
}
// this can happen when it's blending in OR when newer animation comes in with shorter blendtime
// say #1 animation was blending out time with current blendtime 1.0 #2 animation was blending in with 1.0 (old) but got blend out with new blendtime 0.2f
// #3 animation was blending in with the new blendtime 0.2f, you'll have sum of #1, 2, 3 exceeds 1.f
if (TotalSum > 1.f + ZERO_ANIMWEIGHT_THRESH)
{
// first get all the montage instance weight this slot node has
for (int32 I=0; I<MontageInstances.Num(); ++I)
{
FAnimMontageInstance * MontageInstance = MontageInstances[I];
if (MontageInstance && MontageInstance->IsValid() && MontageInstance->Montage->IsValidSlot(SlotNodeName))
{
MontageInstance->Weight/=TotalSum;
}
}
}
#if DEBUGMONTAGEWEIGHT
else if (TotalDesiredWeight == 1.f && TotalSum < 1.f - ZERO_ANIMWEIGHT_THRESH)
{
// this can happen when it's blending in OR when newer animation comes in with longer blendtime
// say #1 animation was blending out time with current blendtime 0.2 #2 animation was blending in with 0.2 (old) but got blend out with new blendtime 1.f
// #3 animation was blending in with the new blendtime 1.f, you'll have sum of #1, 2, 3 doesn't meet 1.f
UE_LOG(LogAnimation, Warning, TEXT("[%s] Montage has less weight. Blending in?(%f)"), *SlotNodeName.ToString(), TotalSum);
}
#endif
return FMath::Clamp<float>(TotalSum, 0.f, 1.f);
}
示例6: SCOPE_CYCLE_COUNTER
void UAnimInstance::SlotEvaluatePose(FName SlotNodeName, const FA2Pose & SourcePose, FA2Pose & BlendedPose, float SlotNodeWeight)
{
SCOPE_CYCLE_COUNTER(STAT_AnimNativeEvaluatePoses);
if ( SlotNodeWeight > ZERO_ANIMWEIGHT_THRESH )
{
// final output of slot pose
FA2Pose SlotPose;
SlotPose.Bones.AddUninitialized(SourcePose.Bones.Num());
/// blend helper variables
TArray<FA2Pose> MontagePoses;
TArray<float> MontageWeights;
TArray<FAnimMontageInstance *> ValidMontageInstances;
// first pass we go through collect weights and valid montages.
for (auto Iter = MontageInstances.CreateConstIterator(); Iter; ++Iter)
{
FAnimMontageInstance * MontageInstance = (*Iter);
// @todo make this struct?
if (MontageInstance->IsValid() && MontageInstance->Montage->IsValidSlot(SlotNodeName))
{
int32 NewIndex = MontageWeights.AddUninitialized(1);
MontagePoses.AddZeroed(1);
ValidMontageInstances.Add(MontageInstance);
MontagePoses[NewIndex].Bones.AddUninitialized(BlendedPose.Bones.Num());
MontageWeights[NewIndex] = MontageInstance->Weight;
}
}
// clean up the MontageWeights to see if they're not summing up correctly
float TotalSum = 0.f;
for (int32 I=0; I<MontageWeights.Num(); ++I)
{
// normalize I
TotalSum += MontageWeights[I];
}
// if it has any valid weight
if ( TotalSum > ZERO_ANIMWEIGHT_THRESH )
{
// but not 1.f. If 1.f it's useless
if (FMath::IsNearlyEqual(TotalSum, 1.f) == false)
{
for (int32 I=0; I<MontageWeights.Num(); ++I)
{
// normalize I
MontageWeights[I] /= TotalSum;
}
}
}
else
{
FAnimationRuntime::FillWithRefPose(BlendedPose.Bones, RequiredBones);
// nothing else to do here, there is no weight
return;
}
// if not, something went wrong. It should have something
check (ValidMontageInstances.Num() > 0);
// second pass, we fill up MontagePoses with valid data to be full pose
for (int32 I=0; I<ValidMontageInstances.Num(); ++I)
{
FAnimMontageInstance * MontageInstance = ValidMontageInstances[I];
const FAnimTrack * AnimTrack = MontageInstance->Montage->GetAnimationData(SlotNodeName);
// find out if this is additive animation
EAdditiveAnimationType AdditiveAnimType = AAT_None;
if (AnimTrack->IsAdditive())
{
AdditiveAnimType = AnimTrack->IsRotationOffsetAdditive()? AAT_RotationOffsetMeshSpace : AAT_LocalSpaceBase;
}
// get the pose data, temporarily use SlotPose
FAnimExtractContext ExtractionContext(MontageInstance->Position, false, MontageInstance->Montage->bEnableRootMotionTranslation, MontageInstance->Montage->bEnableRootMotionRotation, MontageInstance->Montage->RootMotionRootLock);
FAnimationRuntime::GetPoseFromAnimTrack(*AnimTrack, RequiredBones, SlotPose.Bones, ExtractionContext);
// if additive, we should blend with source to make it fullbody
if (AdditiveAnimType == AAT_LocalSpaceBase)
{
ApplyAdditiveSequence(SourcePose,SlotPose,MontageWeights[I],MontagePoses[I]);
}
else if (AdditiveAnimType == AAT_RotationOffsetMeshSpace)
{
BlendRotationOffset(SourcePose,SlotPose,MontageWeights[I],MontagePoses[I]);
}
else
{
CopyPose(SlotPose, MontagePoses[I]);
}
}
// allocate for blending
FTransformArrayA2** BlendingPoses = new FTransformArrayA2*[MontagePoses.Num()];
for (int32 I=0; I<MontagePoses.Num(); ++I)
{
BlendingPoses[I] = &MontagePoses[I].Bones;
//.........这里部分代码省略.........
示例7: CreateUninitializedTickRecord
void UAnimSingleNodeInstance::NativeUpdateAnimation(float DeltaTimeX)
{
float NewPlayRate = PlayRate;
UAnimSequence* PreviewBasePose = NULL;
if (bPlaying == false)
{
// we still have to tick animation when bPlaying is false because
NewPlayRate = 0.f;
}
if(CurrentAsset != NULL)
{
FAnimGroupInstance* SyncGroup;
if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(CurrentAsset))
{
FAnimTickRecord& TickRecord = CreateUninitializedTickRecord(INDEX_NONE, /*out*/ SyncGroup);
MakeBlendSpaceTickRecord(TickRecord, BlendSpace, BlendSpaceInput, BlendSampleData, BlendFilter, bLooping, NewPlayRate, 1.f, /*inout*/ CurrentTime);
#if WITH_EDITORONLY_DATA
PreviewBasePose = BlendSpace->PreviewBasePose;
#endif
}
else if (UAnimSequence* Sequence = Cast<UAnimSequence>(CurrentAsset))
{
FAnimTickRecord& TickRecord = CreateUninitializedTickRecord(INDEX_NONE, /*out*/ SyncGroup);
MakeSequenceTickRecord(TickRecord, Sequence, bLooping, NewPlayRate, 1.f, /*inout*/ CurrentTime);
// if it's not looping, just set play to be false when reached to end
if (!bLooping)
{
if ((NewPlayRate < 0.f && CurrentTime <= 0.f) || (NewPlayRate > 0.f && CurrentTime >= Sequence->SequenceLength))
{
SetPlaying(false);
}
}
}
else if(UAnimComposite* Composite = Cast<UAnimComposite>(CurrentAsset))
{
FAnimTickRecord& TickRecord = CreateUninitializedTickRecord(INDEX_NONE, /*out*/ SyncGroup);
MakeSequenceTickRecord(TickRecord, Composite, bLooping, NewPlayRate, 1.f, /*inout*/ CurrentTime);
// if it's not looping, just set play to be false when reached to end
if (!bLooping)
{
if ((NewPlayRate < 0.f && CurrentTime <= 0.f) || (NewPlayRate > 0.f && CurrentTime >= Composite->SequenceLength))
{
SetPlaying(false);
}
}
}
else if (UAnimMontage * Montage = Cast<UAnimMontage>(CurrentAsset))
{
// Full weight , if you don't have slot track, you won't be able to see animation playing
if ( Montage->SlotAnimTracks.Num() > 0 )
{
UpdateSlotNodeWeight(Montage->SlotAnimTracks[0].SlotName, 1.f);
}
// get the montage position
// @todo anim: temporarily just choose first slot and show the location
FAnimMontageInstance * ActiveMontageInstance = GetActiveMontageInstance();
if (ActiveMontageInstance)
{
CurrentTime = ActiveMontageInstance->GetPosition();
}
else if (bPlaying)
{
SetPlaying(false);
}
#if WITH_EDITORONLY_DATA
PreviewBasePose = Montage->PreviewBasePose;
#endif
}
}
else if(CurrentVertexAnim != NULL)
{
float MoveDelta = DeltaTimeX * NewPlayRate;
FAnimationRuntime::AdvanceTime(bLooping, MoveDelta, CurrentTime, CurrentVertexAnim->GetAnimLength());
}
#if WITH_EDITORONLY_DATA
if(PreviewBasePose)
{
float MoveDelta = DeltaTimeX * NewPlayRate;
const bool bIsPreviewPoseLooping = true;
FAnimationRuntime::AdvanceTime(bIsPreviewPoseLooping, MoveDelta, PreviewPoseCurrentTime, PreviewBasePose->SequenceLength);
}
#endif
}
示例8: Indenter
//.........这里部分代码省略.........
CharacterMovement->DisplayDebug(Canvas, DebugDisplay, YL, YPos);
}
const bool Crouched = CharacterMovement && CharacterMovement->IsCrouching();
FString T = FString::Printf(TEXT("Crouched %i"), Crouched);
Canvas->DrawText(RenderFont, T, Indent, YPos );
YPos += YL;
}
if(Mesh && Mesh->GetAnimInstance())
{
static FName NAME_Animation = FName(TEXT("Animation"));
if( DebugDisplay.Contains(NAME_Animation) )
{
YPos += YL;
Canvas->DrawText(RenderFont, TEXT("Animation"), Indent, YPos );
YPos += YL;
Indenter AnimIndent(Indent);
//Display Sync Groups
UAnimInstance* AnimInstance = Mesh->GetAnimInstance();
FString Heading = FString::Printf(TEXT("SyncGroups: %i"), AnimInstance->SyncGroups.Num());
Canvas->DrawText(RenderFont, Heading, Indent, YPos );
YPos += YL;
for (int32 GroupIndex = 0; GroupIndex < AnimInstance->SyncGroups.Num(); ++GroupIndex)
{
Indenter GroupIndent(Indent);
FAnimGroupInstance& SyncGroup = AnimInstance->SyncGroups[GroupIndex];
FString GroupLabel = FString::Printf(TEXT("Group %i - Players %i"), GroupIndex, SyncGroup.ActivePlayers.Num());
Canvas->DrawText(RenderFont, GroupLabel, Indent, YPos );
YPos += YL;
if (SyncGroup.ActivePlayers.Num() > 0)
{
const int32 GroupLeaderIndex = FMath::Max(SyncGroup.GroupLeaderIndex, 0);
for(int32 PlayerIndex = 0; PlayerIndex < SyncGroup.ActivePlayers.Num(); ++PlayerIndex)
{
Indenter PlayerIndent(Indent);
FAnimTickRecord& Player = SyncGroup.ActivePlayers[PlayerIndex];
Canvas->SetLinearDrawColor( (PlayerIndex == GroupLeaderIndex) ? FLinearColor::Green : FLinearColor::Yellow);
FString PlayerEntry = FString::Printf(TEXT("%i) %s W:%.3f"), PlayerIndex, *Player.SourceAsset->GetName(), Player.EffectiveBlendWeight);
Canvas->DrawText(RenderFont, PlayerEntry, Indent, YPos );
YPos += YL;
}
}
}
Heading = FString::Printf(TEXT("Ungrouped: %i"), AnimInstance->UngroupedActivePlayers.Num());
Canvas->DrawText(RenderFont, Heading, Indent, YPos );
YPos += YL;
Canvas->SetLinearDrawColor( FLinearColor::Yellow );
for (int32 PlayerIndex = 0; PlayerIndex < AnimInstance->UngroupedActivePlayers.Num(); ++PlayerIndex)
{
Indenter PlayerIndent(Indent);
const FAnimTickRecord& Player = AnimInstance->UngroupedActivePlayers[PlayerIndex];
FString PlayerEntry = FString::Printf(TEXT("%i) %s W:%.3f"), PlayerIndex, *Player.SourceAsset->GetName(), Player.EffectiveBlendWeight);
Canvas->DrawText(RenderFont, PlayerEntry, Indent, YPos );
YPos += YL;
}
Heading = FString::Printf(TEXT("Montages: %i"), AnimInstance->MontageInstances.Num());
Canvas->DrawText(RenderFont, Heading, Indent, YPos );
YPos += YL;
for (int32 MontageIndex = 0; MontageIndex < AnimInstance->MontageInstances.Num(); ++MontageIndex)
{
Indenter PlayerIndent(Indent);
Canvas->SetLinearDrawColor( (MontageIndex == (AnimInstance->MontageInstances.Num()-1)) ? FLinearColor::Green : FLinearColor::Yellow );
FAnimMontageInstance* MontageInstance = AnimInstance->MontageInstances[MontageIndex];
FString MontageEntry = FString::Printf(TEXT("%i) %s Sec: %s W:%.3f DW:%.3f"), MontageIndex, *MontageInstance->Montage->GetName(), *MontageInstance->GetCurrentSection().ToString(), MontageInstance->Weight, MontageInstance->DesiredWeight);
Canvas->DrawText(RenderFont, MontageEntry, Indent, YPos );
YPos += YL;
}
}
static FName NAME_SimpleBones = FName(TEXT("SimpleBones"));
static FName NAME_Bones = FName(TEXT("Bones"));
if( DebugDisplay.Contains(NAME_SimpleBones) )
{
Mesh->DebugDrawBones(Canvas,true);
}
else if( DebugDisplay.Contains(NAME_Bones) )
{
Mesh->DebugDrawBones(Canvas,false);
}
}
}