178 lines
5.0 KiB
C++
178 lines
5.0 KiB
C++
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#include "ScriptedAnimation.h"
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////////////////////////////////////////////////////////////
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//
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// Routines to calculate the current state of an FlxScriptedAnimation.
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//
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////////////////////////////////////////////////////////////
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double FlxScriptedAnimation::CalculateFade(double Offset, double Fade)
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{
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if (Offset < 0.0)
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{
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return 0.0;
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}
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if (Fade > 0.001)
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{
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return FMath::Min(Offset / Fade, 1.0);
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}
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return 1.0;
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}
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double FlxScriptedAnimation::UnclampedElapsedTime(double CurrentTime) const
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{
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return CurrentTime - StartTime;
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}
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double FlxScriptedAnimation::UnclampedTimeLeft(double CurrentTime) const
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{
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return EndTime - CurrentTime;
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}
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double FlxScriptedAnimation::ClampedElapsedTime(double CurrentTime) const
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{
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return FMath::Max(0.0, CurrentTime - StartTime);
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}
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double FlxScriptedAnimation::ClampedTimeLeft(double CurrentTime) const
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{
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return FMath::Max(0.0, EndTime - CurrentTime);
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}
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double FlxScriptedAnimation::CalcFadeInAlpha(double CurrentTime) const
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{
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return CalculateFade(UnclampedElapsedTime(CurrentTime), FadeInDuration);
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}
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double FlxScriptedAnimation::CalcFadeOutAlpha(double CurrentTime) const
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{
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return CalculateFade(UnclampedTimeLeft(CurrentTime), FadeOutDuration);
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}
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double FlxScriptedAnimation::CalcFadeInOutAlpha(double CurrentTime) const
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{
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return FMath::Min(CalcFadeInAlpha(CurrentTime), CalcFadeOutAlpha(CurrentTime));
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}
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void FlxScriptedAnimation::InitiateFadeOut(double CurrentTime, double AllowedFade)
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{
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// We only need to truncate if we aren't already fading out,
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// or if the in-progress fadeout isn't sufficiently fast.
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//
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double FadeOutAlpha = CalcFadeOutAlpha(CurrentTime);
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if ((FadeOutAlpha >= 1.0) || (FadeOutDuration > AllowedFade))
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{
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double CurrentAlpha = FMath::Min(CalcFadeInAlpha(CurrentTime), FadeOutAlpha);
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double NewFadeOutDuration = FMath::Min(AllowedFade, FadeOutDuration);
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double NewTimeLeft = NewFadeOutDuration * CurrentAlpha;
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EndTime = CurrentTime + NewTimeLeft;
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FadeOutDuration = NewFadeOutDuration;
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}
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}
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void UlxScriptedAnimations::Keep(int n)
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{
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if (n < 0) n = 0;
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if (Animations.Num() > n)
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{
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Animations.SetNum(n);
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}
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}
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void UlxScriptedAnimations::AddAnimation(
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UObject* WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime, double FadeOutTime, int64 AqHash)
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{
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check(KeepCount >= 1);
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FlxScriptedAnimation Result;
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// Get World Time
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UWorld* World = GEngine->GetWorldFromContextObjectChecked(WorldContextObject);
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double WorldTime = World ? World->GetTimeSeconds() : 0.0;
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// Get the animation Length.
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double Length = (Sequence ? static_cast<double>(Sequence->GetPlayLength()) : 0.0);
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// Fill the static setup fields
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Result.Sequence = Sequence;
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Result.AqHash = AqHash;
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Result.FadeInDuration = FadeInTime;
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Result.FadeOutDuration = FadeOutTime;
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Result.StartTime = WorldTime;
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Result.EndTime = WorldTime + Length;
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Keep(KeepCount - 1);
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Animations.Insert(Result, 0);
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}
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void UlxScriptedAnimations::FadeGarbage(TArray<int32> Hashes, double CurrentTime)
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{
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for (int i = 0; i < Animations.Num(); i++)
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{
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FlxScriptedAnimation &Anim = Animations[i];
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if ((Anim.AqHash != 0) && (!Hashes.Contains(Anim.AqHash)))
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{
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Anim.InitiateFadeOut(CurrentTime, 0.2);
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}
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}
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}
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void UlxScriptedAnimationLibrary::ScriptedAnimationEvaluatorData(const UlxScriptedAnimations *Animations, double CurrentTime,
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UAnimSequenceBase *&Sequence0, float &ExplicitTime0,
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UAnimSequenceBase *&Sequence1, float &ExplicitTime1,
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UAnimSequenceBase *&Sequence2, float &ExplicitTime2,
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float &BaseAlpha, float &Sequence0Alpha, float &Sequence1Alpha, float &Sequence2Alpha)
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{
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Sequence0 = nullptr;
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Sequence1 = nullptr;
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Sequence2 = nullptr;
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ExplicitTime0 = 0.0;
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ExplicitTime1 = 0.0;
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ExplicitTime2 = 0.0;
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BaseAlpha = 0.0;
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Sequence0Alpha = 0.0;
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Sequence1Alpha = 0.0;
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Sequence2Alpha = 0.0;
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if (Animations != nullptr)
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{
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const TArray<FlxScriptedAnimation> &Anims = Animations->GetAnimations();
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if (Anims.Num() > 0)
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{
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const FlxScriptedAnimation &Anim = Anims[0];
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Sequence0 = Anim.Sequence;
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ExplicitTime0 = Anim.ClampedElapsedTime(CurrentTime);
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Sequence0Alpha = Anim.CalcFadeInOutAlpha(CurrentTime);
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}
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if (Anims.Num() > 1)
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{
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const FlxScriptedAnimation &Anim = Anims[1];
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Sequence1 = Anim.Sequence;
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ExplicitTime1 = Anim.ClampedElapsedTime(CurrentTime);
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Sequence1Alpha = Anim.CalcFadeInOutAlpha(CurrentTime);
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}
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if (Anims.Num() > 2)
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{
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const FlxScriptedAnimation &Anim = Anims[2];
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Sequence2 = Anim.Sequence;
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ExplicitTime2 = Anim.ClampedElapsedTime(CurrentTime);
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Sequence2Alpha = Anim.CalcFadeInOutAlpha(CurrentTime);
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}
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}
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double AlphaTotal = Sequence0Alpha + Sequence1Alpha + Sequence2Alpha;
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if (AlphaTotal > 1.0)
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{
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double Scale = 1.0 / AlphaTotal;
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Sequence0Alpha *= Scale;
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Sequence1Alpha *= Scale;
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Sequence2Alpha *= Scale;
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BaseAlpha = 0.0;
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}
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else
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{
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BaseAlpha = 1.0 - AlphaTotal;
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}
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}
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