Big refactor of ScriptedAnimations, moved into their own source file, lots of reorganization.

This commit is contained in:
2025-10-14 20:24:37 -04:00
parent 63dcbb7434
commit fbe2b7a45a
5 changed files with 363 additions and 226 deletions

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@@ -12,10 +12,11 @@
// //
// An single animation step. // An single animation step.
// //
// The body consists of a sequence of FlxAnimationField // This struct contains an entire animation step. The
// records. The body is encoded, to read the // key-value pairs are stored in an encoded form, which is not
// FlxAnimationField records you need an // directly accessible to blueprints. To read these key-value
// FlxAnimationStepDecoder. // pairs, blueprints will need to use UnpackAnimationStep or
// AnimationStepGetXXX.
// //
//////////////////////////////////////////////// ////////////////////////////////////////////////
@@ -27,9 +28,15 @@ public:
UPROPERTY() UPROPERTY()
bool Finished; bool Finished;
UPROPERTY() // The hash of the animation step, a 63-bit unique identifier.
//
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
int64 Hash; int64 Hash;
// The Body contains all the key-value pairs in an encoded form. To
// obtain these in a useful form, you will need to use
// UnpackAnimationStep or AnimationStepGetXXX.
//
UPROPERTY() UPROPERTY()
TArray<uint8> Body; TArray<uint8> Body;

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@@ -0,0 +1,177 @@
#include "ScriptedAnimation.h"
////////////////////////////////////////////////////////////
//
// Routines to calculate the current state of an FlxScriptedAnimation.
//
////////////////////////////////////////////////////////////
double FlxScriptedAnimation::CalculateFade(double Offset, double Fade)
{
if (Offset < 0.0)
{
return 0.0;
}
if (Fade > 0.001)
{
return FMath::Min(Offset / Fade, 1.0);
}
return 1.0;
}
double FlxScriptedAnimation::UnclampedElapsedTime(double CurrentTime) const
{
return CurrentTime - StartTime;
}
double FlxScriptedAnimation::UnclampedTimeLeft(double CurrentTime) const
{
return EndTime - CurrentTime;
}
double FlxScriptedAnimation::ClampedElapsedTime(double CurrentTime) const
{
return FMath::Max(0.0, CurrentTime - StartTime);
}
double FlxScriptedAnimation::ClampedTimeLeft(double CurrentTime) const
{
return FMath::Max(0.0, EndTime - CurrentTime);
}
double FlxScriptedAnimation::CalcFadeInAlpha(double CurrentTime) const
{
return CalculateFade(UnclampedElapsedTime(CurrentTime), FadeInDuration);
}
double FlxScriptedAnimation::CalcFadeOutAlpha(double CurrentTime) const
{
return CalculateFade(UnclampedTimeLeft(CurrentTime), FadeOutDuration);
}
double FlxScriptedAnimation::CalcFadeInOutAlpha(double CurrentTime) const
{
return FMath::Min(CalcFadeInAlpha(CurrentTime), CalcFadeOutAlpha(CurrentTime));
}
void FlxScriptedAnimation::InitiateFadeOut(double CurrentTime, double AllowedFade)
{
// We only need to truncate if we aren't already fading out,
// or if the in-progress fadeout isn't sufficiently fast.
//
double FadeOutAlpha = CalcFadeOutAlpha(CurrentTime);
if ((FadeOutAlpha >= 1.0) || (FadeOutDuration > AllowedFade))
{
double CurrentAlpha = FMath::Min(CalcFadeInAlpha(CurrentTime), FadeOutAlpha);
double NewFadeOutDuration = FMath::Min(AllowedFade, FadeOutDuration);
double NewTimeLeft = NewFadeOutDuration * CurrentAlpha;
EndTime = CurrentTime + NewTimeLeft;
FadeOutDuration = NewFadeOutDuration;
}
}
void UlxScriptedAnimations::Keep(int n)
{
if (n < 0) n = 0;
if (Animations.Num() > n)
{
Animations.SetNum(n);
}
}
void UlxScriptedAnimations::AddAnimation(
UObject* WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime, double FadeOutTime, int64 AqHash)
{
check(KeepCount >= 1);
FlxScriptedAnimation Result;
// Get World Time
UWorld* World = GEngine->GetWorldFromContextObjectChecked(WorldContextObject);
double WorldTime = World ? World->GetTimeSeconds() : 0.0;
// Get the animation Length.
double Length = (Sequence ? static_cast<double>(Sequence->GetPlayLength()) : 0.0);
// Fill the static setup fields
Result.Sequence = Sequence;
Result.AqHash = AqHash;
Result.FadeInDuration = FadeInTime;
Result.FadeOutDuration = FadeOutTime;
Result.StartTime = WorldTime;
Result.EndTime = WorldTime + Length;
Keep(KeepCount - 1);
Animations.Insert(Result, 0);
}
void UlxScriptedAnimations::FadeGarbage(TArray<int32> Hashes, double CurrentTime)
{
for (int i = 0; i < Animations.Num(); i++)
{
FlxScriptedAnimation &Anim = Animations[i];
if ((Anim.AqHash != 0) && (!Hashes.Contains(Anim.AqHash)))
{
Anim.InitiateFadeOut(CurrentTime, 0.2);
}
}
}
void UlxScriptedAnimationLibrary::ScriptedAnimationEvaluatorData(const UlxScriptedAnimations *Animations, double CurrentTime,
UAnimSequenceBase *&Sequence0, float &ExplicitTime0,
UAnimSequenceBase *&Sequence1, float &ExplicitTime1,
UAnimSequenceBase *&Sequence2, float &ExplicitTime2,
float &BaseAlpha, float &Sequence0Alpha, float &Sequence1Alpha, float &Sequence2Alpha)
{
Sequence0 = nullptr;
Sequence1 = nullptr;
Sequence2 = nullptr;
ExplicitTime0 = 0.0;
ExplicitTime1 = 0.0;
ExplicitTime2 = 0.0;
BaseAlpha = 0.0;
Sequence0Alpha = 0.0;
Sequence1Alpha = 0.0;
Sequence2Alpha = 0.0;
if (Animations != nullptr)
{
const TArray<FlxScriptedAnimation> &Anims = Animations->GetAnimations();
if (Anims.Num() > 0)
{
const FlxScriptedAnimation &Anim = Anims[0];
Sequence0 = Anim.Sequence;
ExplicitTime0 = Anim.ClampedElapsedTime(CurrentTime);
Sequence0Alpha = Anim.CalcFadeInOutAlpha(CurrentTime);
}
if (Anims.Num() > 1)
{
const FlxScriptedAnimation &Anim = Anims[1];
Sequence1 = Anim.Sequence;
ExplicitTime1 = Anim.ClampedElapsedTime(CurrentTime);
Sequence1Alpha = Anim.CalcFadeInOutAlpha(CurrentTime);
}
if (Anims.Num() > 2)
{
const FlxScriptedAnimation &Anim = Anims[2];
Sequence2 = Anim.Sequence;
ExplicitTime2 = Anim.ClampedElapsedTime(CurrentTime);
Sequence2Alpha = Anim.CalcFadeInOutAlpha(CurrentTime);
}
}
double AlphaTotal = Sequence0Alpha + Sequence1Alpha + Sequence2Alpha;
if (AlphaTotal > 1.0)
{
double Scale = 1.0 / AlphaTotal;
Sequence0Alpha *= Scale;
Sequence1Alpha *= Scale;
Sequence2Alpha *= Scale;
BaseAlpha = 0.0;
}
else
{
BaseAlpha = 1.0 - AlphaTotal;
}
}

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@@ -0,0 +1,174 @@
#include "CoreMinimal.h"
// #include "Kismet/KismetSystemLibrary.h"
// #include "CommonTypes.h"
// #include "Kismet/BlueprintFunctionLibrary.h"
#include "ScriptedAnimation.generated.h"
class UEnhancedInputLocalPlayerSubsystem;
class UAnimSequenceBase;
USTRUCT(BlueprintType)
struct INTEGRATION_API FlxScriptedAnimation
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UAnimSequenceBase *Sequence = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
int64 AqHash = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double FadeInDuration = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double FadeOutDuration = 0.0;
// StartTime and EndTime.
//
// StartTime is the world time when the animation was actually started.
// That is immutable once the animation is created. However, EndTime is
// mutable: initially, it is set to StartTime + Animation.Length. But
// script requests that the animation be truncated, the EndTime
// may be reduced to implement the truncation.
//
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double StartTime = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double EndTime = 0.0;
// Calculate the progress of a fade.
//
static double CalculateFade(double Offset, double Fade);
// Calculate Elapsed Time (unclamped)
//
// If current time is before the animation's start time, then
// elapsed time will be negative.
//
double UnclampedElapsedTime(double CurrentTime) const;
// Calculate Time Left (unclamped)
//
// If current time is after the animation's end time, then
// time left will be negative.
//
double UnclampedTimeLeft(double CurrentTime) const;
// Calculate Elapsed Time (clamped)
//
// If current time is before the animation's start time, then
// elapsed time will be zero.
//
double ClampedElapsedTime(double CurrentTime) const;
// Calculate Time Left (clamped)
//
// If current time is after the animation's end time, then
// time left will be zero.
//
double ClampedTimeLeft(double CurrentTime) const;
// Calculate the progress of the fadein.
//
double CalcFadeInAlpha(double CurrentTime) const;
// Calculate the progress of the fadeout.
//
double CalcFadeOutAlpha(double CurrentTime) const;
// Calculate the combined alpha of the fade-in-out.
//
double CalcFadeInOutAlpha(double CurrentTime) const;
// Cause an animation to start fading right away.
//
// Sets up the animation to start fading immediately, by adjusting
// the animation's EndTime. If the FadeOut time of the animation
// is longer than the allowed fade, that will be reduced.
// If the animation was already in the process of fading in
// or fading out, then that will be taken into account.
//
// If you want to chop an animation off abruptly, without any fade,
// simply set AllowedFade to 0.0.
//
void InitiateFadeOut(double CurrentTime, double AllowedFade);
};
UCLASS(BlueprintType)
class INTEGRATION_API UlxScriptedAnimations : public UObject
{
GENERATED_BODY()
private:
UPROPERTY()
int KeepCount = 3;
UPROPERTY()
TArray<FlxScriptedAnimation> Animations;
// If the number of elements in the array exceeds the count, discard.
//
void Keep(int n);
public:
// Allow read-only access anywhere.
//
const TArray<FlxScriptedAnimation> &GetAnimations() const { return Animations; }
// Add a scripted animation.
//
// The step is inserted at the front of the array: the first animation
// in the array is always the most recent. All other steps are shifted
// back. If the array size exceeds the KeepCount, it is truncated.
//
// The Aq Hash parameter can be used to associate a scripted animation
// with a step in the animation queue. This makes it feasible to garbage
// collect the scripted animation if the animation queue step disappears.
//
UFUNCTION(BlueprintCallable, Category = "Luprex|Scripted Animations", meta=(WorldContext = "WorldContextObject"))
void AddAnimation(
UObject *WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime = 0.2, double FadeOutTime = 0.2, int64 AqHash=0);
// Fade animations whose corresponding animation queue step is dead.
//
// Sometimes, predictive reexecution causes an animation step to
// vanish from the animation queue. When that happens, it is usually
// desirable to terminate any scripted animations that were launched
// by that animation step. You don't want to cut them off abruptly,
// you want to fade them out. This function causes all animations that
// are owned by a dead animation step to begin fading.
//
UFUNCTION(BlueprintCallable, Category = "Luprex|Scripted Animations", meta=(WorldContext = "WorldContextObject"))
void FadeGarbage(TArray<int32> Hashes, double CurrentTime);
};
UCLASS()
class INTEGRATION_API UlxScriptedAnimationLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
private:
public:
// Get the data to drive Sequence Evaluators and Multi Blend
//
// To apply scripted animations in an Anim Graph, you will need
// three sequence evaluators and a multi-blend node. This
// function outputs the input parameters for all of those nodes.
//
UFUNCTION(BlueprintPure, Category = "Luprex|Scripted Animations", meta=(BlueprintThreadSafe))
static void ScriptedAnimationEvaluatorData(const UlxScriptedAnimations *Animations, double CurrentTime,
UAnimSequenceBase *&Sequence0, float &ExplicitTime0,
UAnimSequenceBase *&Sequence1, float &ExplicitTime1,
UAnimSequenceBase *&Sequence2, float &ExplicitTime2,
float &BaseAlpha, float &Sequence0Alpha, float &Sequence1Alpha, float &Sequence2Alpha);
};

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@@ -213,121 +213,6 @@ void UlxUtilityLibrary::GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel,
} }
} }
void UlxScriptedAnimations::Keep(int n)
{
if (n < 0) n = 0;
if (Animations.Num() > n)
{
Animations.SetNum(n);
}
}
void UlxScriptedAnimations::AddAnimation(
UObject* WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime, double FadeOutTime)
{
check(KeepCount >= 1);
FlxScriptedAnimation Result;
// Get World Time
UWorld* World = GEngine->GetWorldFromContextObjectChecked(WorldContextObject);
double WorldTime = World ? World->GetTimeSeconds() : 0.0;
// Fill the static setup fields
Result.Sequence = Sequence;
Result.FadeIn = FadeInTime;
Result.FadeOut = FadeOutTime;
Result.StartTime = WorldTime;
Result.AdjustedLength = (Result.Sequence ? static_cast<double>(Result.Sequence->GetPlayLength()) : 0.0);
Keep(KeepCount - 1);
Animations.Insert(Result, 0);
}
void UlxScriptedAnimations::FadeOutAll(UObject *WorldContextObject)
{
}
FlxScriptedAnimationProgress UlxUtilityLibrary::ScriptedAnimationProgress(const FlxScriptedAnimation &Animation, double CurrentTime)
{
FlxScriptedAnimationProgress Progress(Animation);
// Store the world time of the last update.
Progress.UpdateTime = CurrentTime;
// Compute time relationships
Progress.EndTime = Animation.StartTime + Progress.AdjustedLength;
Progress.ElapsedTime = FMath::Max(0.0, Progress.UpdateTime - Progress.StartTime);
Progress.TimeLeft = FMath::Max(0.0, Progress.EndTime - Progress.UpdateTime);
// Determine fade-in / fade-out blend
Progress.FadeInAlpha = 1.0;
Progress.FadeOutAlpha = 1.0;
if (Progress.FadeIn > 0.0) Progress.FadeInAlpha = FMath::Clamp(Progress.ElapsedTime / Progress.FadeIn, 0.0, 1.0);
if (Progress.FadeOut > 0.0) Progress.FadeOutAlpha = FMath::Clamp(Progress.TimeLeft / Progress.FadeOut, 0.0, 1.0);
Progress.FadeAlpha = FMath::Min(Progress.FadeInAlpha, Progress.FadeOutAlpha);
return Progress;
}
void UlxUtilityLibrary::ScriptedAnimationEvaluatorData(const UlxScriptedAnimations *Animations, double CurrentTime,
UAnimSequenceBase *&Sequence0, float &ExplicitTime0,
UAnimSequenceBase *&Sequence1, float &ExplicitTime1,
UAnimSequenceBase *&Sequence2, float &ExplicitTime2,
float &BaseAlpha, float &Sequence0Alpha, float &Sequence1Alpha, float &Sequence2Alpha)
{
Sequence0 = nullptr;
Sequence1 = nullptr;
Sequence2 = nullptr;
ExplicitTime0 = 0.0;
ExplicitTime1 = 0.0;
ExplicitTime2 = 0.0;
BaseAlpha = 0.0;
Sequence0Alpha = 0.0;
Sequence1Alpha = 0.0;
Sequence2Alpha = 0.0;
if (Animations != nullptr)
{
const TArray<FlxScriptedAnimation> &Anims = Animations->GetAnimations();
if (Anims.Num() > 0)
{
FlxScriptedAnimationProgress Progress = ScriptedAnimationProgress(Anims[0], CurrentTime);
Sequence0 = Progress.Sequence;
ExplicitTime0 = Progress.ElapsedTime;
Sequence0Alpha = Progress.FadeAlpha;
}
if (Anims.Num() > 1)
{
FlxScriptedAnimationProgress Progress = ScriptedAnimationProgress(Anims[1], CurrentTime);
Sequence1 = Progress.Sequence;
ExplicitTime1 = Progress.ElapsedTime;
Sequence1Alpha = Progress.FadeAlpha;
}
if (Anims.Num() > 2)
{
FlxScriptedAnimationProgress Progress = ScriptedAnimationProgress(Anims[2], CurrentTime);
Sequence2 = Progress.Sequence;
ExplicitTime2 = Progress.ElapsedTime;
Sequence2Alpha = Progress.FadeAlpha;
}
}
double AlphaTotal = Sequence0Alpha + Sequence1Alpha + Sequence2Alpha;
if (AlphaTotal > 1.0)
{
double Scale = 1.0 / AlphaTotal;
Sequence0Alpha *= Scale;
Sequence1Alpha *= Scale;
Sequence2Alpha *= Scale;
BaseAlpha = 0.0;
}
else
{
BaseAlpha = 1.0 - AlphaTotal;
}
}
ElxUsedOrNotUsed UlxUtilityLibrary::IsKeyUsedByMappingContext(const FKey &Key, const UInputMappingContext *MappingContext) ElxUsedOrNotUsed UlxUtilityLibrary::IsKeyUsedByMappingContext(const FKey &Key, const UInputMappingContext *MappingContext)
{ {
if (!MappingContext) if (!MappingContext)

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@@ -14,89 +14,6 @@ class UEnhancedInputLocalPlayerSubsystem;
class UAnimSequenceBase; class UAnimSequenceBase;
USTRUCT(BlueprintType)
struct INTEGRATION_API FlxScriptedAnimation
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UAnimSequenceBase *Sequence;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double FadeIn = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double FadeOut = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double StartTime = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double AdjustedLength = 0.0;
};
USTRUCT(BlueprintType)
struct INTEGRATION_API FlxScriptedAnimationProgress : public FlxScriptedAnimation
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double UpdateTime = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double EndTime = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double ElapsedTime = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double TimeLeft = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double FadeInAlpha = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double FadeOutAlpha = 0.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, AdvancedDisplay)
double FadeAlpha = 0.0;
};
UCLASS(BlueprintType)
class INTEGRATION_API UlxScriptedAnimations : public UObject
{
GENERATED_BODY()
private:
UPROPERTY()
int KeepCount = 3;
UPROPERTY()
TArray<FlxScriptedAnimation> Animations;
// If the number of elements in the array exceeds the count, discard.
//
void Keep(int n);
public:
// Allow read-only access anywhere.
//
const TArray<FlxScriptedAnimation> &GetAnimations() const { return Animations; }
// Add a scripted animation to the end of the array.
//
UFUNCTION(BlueprintCallable, Category = "Luprex|Scripted Animations", meta=(WorldContext = "WorldContextObject"))
void AddAnimation(
UObject *WorldContextObject, UAnimSequenceBase* Sequence, double FadeInTime = 0.2, double FadeOutTime = 0.2);
// Truncate all current animations: force them all to begin fading out.
//
UFUNCTION(BlueprintCallable, Category = "Luprex|Scripted Animations", meta=(WorldContext = "WorldContextObject"))
void FadeOutAll(UObject *WorldContextObject);
};
/** /**
* *
* UlxUtilityLibrary is for functions that are aren't particularly luprex-specific, * UlxUtilityLibrary is for functions that are aren't particularly luprex-specific,
@@ -220,29 +137,6 @@ public:
UFUNCTION(BlueprintPure, Category="Widget") UFUNCTION(BlueprintPure, Category="Widget")
static void GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D &UpperLeftXY, FVector2D &LowerRightXY); static void GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D &UpperLeftXY, FVector2D &LowerRightXY);
// Calculate the progress of a Scripted Animation.
//
// Given a scripted animation and the current time, calculates
// how much time has elapsed, how much time is left, and several
// other parameters pertaining to the passage of time for
// this animation.
//
UFUNCTION(BlueprintPure, Category = "Luprex|Scripted Animations", meta=(BlueprintThreadSafe))
static FlxScriptedAnimationProgress ScriptedAnimationProgress(const FlxScriptedAnimation &Animation, double CurrentTime);
// Get the data to drive Sequence Evaluators and Multi Blend
//
// To apply scripted animations in an Anim Graph, you will need
// three sequence evaluators and a multi-blend node. This
// function outputs the input parameters for all of those nodes.
//
UFUNCTION(BlueprintPure, Category = "Luprex|Scripted Animations", meta=(BlueprintThreadSafe))
static void ScriptedAnimationEvaluatorData(const UlxScriptedAnimations *Animations, double CurrentTime,
UAnimSequenceBase *&Sequence0, float &ExplicitTime0,
UAnimSequenceBase *&Sequence1, float &ExplicitTime1,
UAnimSequenceBase *&Sequence2, float &ExplicitTime2,
float &BaseAlpha, float &Sequence0Alpha, float &Sequence1Alpha, float &Sequence2Alpha);
// Check if a given key is used by the specified mapping context. // Check if a given key is used by the specified mapping context.
// //
// This is true if the key is mapped to anything at all within // This is true if the key is mapped to anything at all within