Removed all override functions from Epic
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@ -1,13 +1,13 @@
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/Engine=C:/Program Files/Epic Games/UE_5.5/Engine/Shaders
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/ShaderAutogen=H:/Projects/OLS/Intermediate/ShaderAutogen
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/NFORDenoise=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Experimental/NFORDenoise/Shaders
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/Plugin/ComputeFramework=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Runtime/ComputeFramework/Shaders
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/Plugin/Runtime/HairStrands=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Runtime/HairStrands/Shaders
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/NNEDenoiserShaders=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/NNE/NNEDenoiser/Shaders
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/Plugin/GLTFExporter=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Enterprise/GLTFExporter/Shaders
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/Plugin/FX/Niagara=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/FX/Niagara/Shaders
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/Plugin/ExrReaderShaders=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Media/ImgMedia/Shaders
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/Plugin/WmfMedia=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Media/WmfMedia/Shaders
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/NNEDenoiserShaders=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/NNE/NNEDenoiser/Shaders
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/Plugin/Runtime/HairStrands=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Runtime/HairStrands/Shaders
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/Plugin/ComputeFramework=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Runtime/ComputeFramework/Shaders
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/Plugin/HoldoutComposite=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Experimental/Compositing/HoldoutComposite/Shaders
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/Plugin/Optimus=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Animation/DeformerGraph/Shaders
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/Plugin/Experimental/ChaosNiagara=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Experimental/ChaosNiagara/Shaders
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@ -3,501 +3,8 @@
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#include "Libraries/OLSLocomotionBPLibrary.h"
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#include "SequencePlayerLibrary.h"
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#include "Animation/AnimCurveCompressionCodec_UniformIndexable.h"
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#include "Animation/AnimNode_SequencePlayer.h"
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#include "AnimNodes/AnimNode_SequenceEvaluator.h"
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DEFINE_LOG_CATEGORY_STATIC(LogOLSLocomotionLibrary, Verbose, All);
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float UOLSLocomotionBPLibrary::FindPivotTime(const UAnimSequenceBase* animSequence, const float sampleRate)
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{
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if (animSequence)
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{
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const float animLength = animSequence->GetPlayLength(); // Get the total duration of the animation sequence.
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const float sampleDeltaTime = 1 / sampleRate; // Calculate the time interval between each sample based on the sample rate.
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float currentAnimTime = 0.f; // Initialize the current animation time.
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float lastTime = 0.f; // Store the last sampled time.
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float nextTime = currentAnimTime + sampleDeltaTime; // Calculate the next time point for sampling.
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// Extract and normalize the initial root motion translation vector.
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FVector currentLocation = animSequence->ExtractRootMotionFromRange(currentAnimTime, nextTime)
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.GetTranslation().GetSafeNormal2D();
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while (nextTime < animLength) // Loop through the animation until the end.
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{
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// Extract the current rotation based on the root motion from the start to the current time.
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const FRotator currentRotation = animSequence->ExtractRootMotionFromRange(0.0f, currentAnimTime)
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.GetRotation().Rotator();
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// Apply the current rotation to the translation vector and normalize.
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const FVector lastLocation = currentRotation.RotateVector(
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animSequence->ExtractRootMotionFromRange(currentAnimTime, nextTime)
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.GetTranslation().GetSafeNormal2D());
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// Detect a pivot point if the dot product is negative (indicating a direction change).
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if ((currentLocation.Dot(lastLocation) < 0 && currentLocation.SquaredLength() > 0) ||
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(FMath::IsNearlyZero(lastLocation.SquaredLength()) && currentLocation.SquaredLength() > 0))
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{
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return currentAnimTime; // Return the detected pivot time.
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}
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// Handle the case where the current location length is nearly zero.
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if (FMath::IsNearlyZero(currentLocation.Length()))
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{
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currentLocation = lastLocation; // Update the current location for the next iteration.
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}
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// Advance to the next sample time, clamping to ensure it doesn't exceed the animation length.
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lastTime = FMath::Clamp(lastTime + sampleDeltaTime, 0.0f, animLength);
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currentAnimTime = FMath::Clamp(currentAnimTime + sampleDeltaTime, 0.0f, animLength);
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nextTime = FMath::Clamp(nextTime + sampleDeltaTime, 0.0f, animLength);
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}
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}
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return 0.f; // Return 0 if no pivot is detected or if the input animation sequence is invalid.
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}
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float UOLSLocomotionBPLibrary::GetCurveValueAtTime(const UAnimSequenceBase* animSequence,
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const float time,
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const FName& curveName)
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{
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// Initialize buffer access for the specified curve in the given animation sequence.
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FAnimCurveBufferAccess bufferCurveAccess(animSequence, curveName);
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// Validate that the curve data is accessible.
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if (bufferCurveAccess.IsValid())
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{
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// Clamp the time to ensure it's within the valid range of the animation length.
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const float clampedTime = FMath::Clamp(time, 0.f, animSequence->GetPlayLength());
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// Ensure the animation has at least 3 sampled keys for evaluation (2 keys are needed for interpolation).
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if (animSequence->GetNumberOfSampledKeys() > 2)
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{
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// Evaluate the curve data at the specified time and return the result.
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return animSequence->EvaluateCurveData(curveName, clampedTime);
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}
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}
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// Return 0 if the curve is invalid or the animation has insufficient sampled keys.
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return 0.f;
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}
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float UOLSLocomotionBPLibrary::GetTimeAtCurveValue(const UAnimSequenceBase* animSequence,
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const float& curveValue, FName curveName)
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{
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// Initialize buffer access for the specified curve in the given animation sequence.
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FAnimCurveBufferAccess bufferCurveAccess(animSequence, curveName);
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// Validate the curve data.
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if (bufferCurveAccess.IsValid())
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{
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const int32 numKeys = bufferCurveAccess.GetNumSamples(); // Retrieve the total number of keyframes/samples.
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// Ensure there are at least two keyframes for interpolation.
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if (numKeys < 2)
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{
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return 0.f; // Return 0 if not enough data points.
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}
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// Initialize binary search variables.
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int32 first = 1; // Start at the second keyframe.
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int32 last = numKeys - 1; // Index of the last keyframe.
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int32 count = last - first; // Number of keyframes to search through.
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// Perform a binary search to locate the interval containing the curve value.
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while (count > 0)
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{
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int32 step = count / 2; // Calculate the midpoint step.
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int32 middle = first + step; // Determine the middle keyframe.
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// Adjust the search range based on the target curve value.
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if (curveValue > bufferCurveAccess.GetValue(middle))
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{
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first = middle + 1; // Move the search to the right half.
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count -= step + 1; // Update the remaining count.
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}
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else
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{
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count = step; // Narrow the search to the left half.
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}
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}
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// Retrieve values at the keyframes surrounding the target value.
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const float keyAValue = bufferCurveAccess.GetValue(first - 1);
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const float keyBValue = bufferCurveAccess.GetValue(first);
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const float diff = keyBValue - keyAValue; // Calculate the difference between the values.
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// Calculate the interpolation factor (alpha) based on the target value.
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const float alpha = !FMath::IsNearlyZero(diff) ? ((curveValue - keyAValue) / diff) : 0.f;
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// Retrieve the corresponding times for the surrounding keyframes.
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const float keyATime = bufferCurveAccess.GetTime(first - 1);
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const float keyBTime = bufferCurveAccess.GetTime(first);
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// Linearly interpolate between the keyframe times to estimate the target time.
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return FMath::Lerp(keyATime, keyBTime, alpha);
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}
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return 0.f; // Return 0 if the curve is invalid or the target value is not found.
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}
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float UOLSLocomotionBPLibrary::GetCurveValuesRange(const UAnimSequenceBase* animSequence, const FName& curveName)
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{
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// Initialize a buffer to access the curve data within the specified animation sequence.
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FAnimCurveBufferAccess bufferCurveAccess(animSequence, curveName);
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// Check if the curve data is valid and accessible.
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if (bufferCurveAccess.IsValid())
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{
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const int32 numSamples = bufferCurveAccess.GetNumSamples(); // Get the total number of samples in the curve.
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// Ensure there are at least two samples to calculate a meaningful range.
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if (numSamples >= 2)
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{
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// Calculate the range by subtracting the first sample value from the last sample value.
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return (bufferCurveAccess.GetValue(numSamples - 1) - bufferCurveAccess.GetValue(0));
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}
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}
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return 0.f; // Return 0 if the curve is invalid or does not have enough data points.
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}
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float UOLSLocomotionBPLibrary::GetTimeAfterDistanceTraveled(const UAnimSequenceBase* animSequence,
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float currentTime,
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float distanceTraveled, FName curveName,
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const bool shouldAllowLooping)
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{
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float newTime = currentTime;
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if (animSequence)
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{
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// Avoid infinite loops if the animation doesn't cover any distance.
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if (!FMath::IsNearlyZero(GetCurveValuesRange(animSequence, curveName)))
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{
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float accumulatedDistance = 0.f;
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const float sequenceLength = animSequence->GetPlayLength();
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constexpr float stepTime = 1.f / 30.f;
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// Distance Matching expects the distance curve on the animation to increase monotonically. If the curve fails to increase in value
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// after a certain number of iterations, we abandon the algorithm to avoid an infinite loop.
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// Traverse the distance curve, accumulating animated distance until the desired distance is reached.
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while ((accumulatedDistance < distanceTraveled) && (shouldAllowLooping || (newTime + stepTime < sequenceLength)))
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{
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const float currentDistance = GetCurveValueAtTime(animSequence, newTime, curveName);
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const float distanceAfterStep = GetCurveValueAtTime(animSequence, newTime + stepTime, curveName);
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const float animationDistanceThisStep = distanceAfterStep - currentDistance;
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if (!FMath::IsNearlyZero(animationDistanceThisStep))
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{
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// Keep advancing if the desired distance hasn't been reached.
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if (accumulatedDistance + animationDistanceThisStep < distanceTraveled)
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{
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FAnimationRuntime::AdvanceTime(shouldAllowLooping, stepTime, newTime, sequenceLength);
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accumulatedDistance += animationDistanceThisStep;
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}
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// Once the desired distance is passed, find the approximate time between samples where the distance will be reached.
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else
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{
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const float DistanceAlpha = (distanceTraveled - accumulatedDistance) / animationDistanceThisStep;
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FAnimationRuntime::AdvanceTime(shouldAllowLooping, DistanceAlpha * stepTime, newTime, sequenceLength);
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break;
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}
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}
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else
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{
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FAnimationRuntime::AdvanceTime(shouldAllowLooping, stepTime, newTime, sequenceLength);
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break;
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}
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}
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}
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else
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{
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UE_LOG(LogOLSLocomotionLibrary, Warning,
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TEXT(
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"Anim sequence (%s) is missing a distance curve or doesn't cover enough distance for GetTimeAfterDistanceTraveled."
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), *GetNameSafe(animSequence));
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}
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}
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else
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{
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UE_LOG(LogOLSLocomotionLibrary, Warning, TEXT("Invalid AnimSequence passed to GetTimeAfterDistanceTraveled"));
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}
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return newTime;
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}
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FSequenceEvaluatorReference UOLSLocomotionBPLibrary::AdvanceTimeByDistanceMatching(float& outDesiredPlayRate,
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const FAnimUpdateContext& updateContext,
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const FSequenceEvaluatorReference& sequenceEvaluator,
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const float distanceTraveled,
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const FName curveName,
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const FVector2D playRateClamp /* = FVector2D(0.75f, 1.25f)*/)
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{
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sequenceEvaluator.CallAnimNodeFunction<FAnimNode_SequenceEvaluator>(
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TEXT("AdvanceTimeByDistanceMatching"),
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[&outDesiredPlayRate, updateContext, distanceTraveled, curveName, playRateClamp](
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FAnimNode_SequenceEvaluator& inSequenceEvaluator)
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{
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if (const FAnimationUpdateContext* animationUpdateContext = updateContext.GetContext())
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{
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const float deltaTime = animationUpdateContext->GetDeltaTime();
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if (deltaTime > 0 && distanceTraveled > 0)
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{
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if (const UAnimSequenceBase* animSequence = inSequenceEvaluator.GetSequence())
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{
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const float currentTime = inSequenceEvaluator.GetExplicitTime();
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const float currentAssetLength = inSequenceEvaluator.GetCurrentAssetLength();
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const bool shouldAllowLooping = inSequenceEvaluator.IsLooping();
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float timeAfterDistanceTraveled = GetTimeAfterDistanceTraveled(
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animSequence,
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currentTime,
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distanceTraveled,
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curveName,
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shouldAllowLooping);
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// Calculate the effective playrate that would result from advancing the animation by the distance traveled.
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// // Account for the animation looping.
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if (timeAfterDistanceTraveled < currentTime)
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{
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timeAfterDistanceTraveled += currentAssetLength;
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}
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float effectivePlayRate = (timeAfterDistanceTraveled - currentTime) / deltaTime;
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outDesiredPlayRate = effectivePlayRate;
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// Clamp the effective play rate.
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if (playRateClamp.X >= 0.f && playRateClamp.X < playRateClamp.Y)
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{
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effectivePlayRate = FMath::Clamp(effectivePlayRate, playRateClamp.X, playRateClamp.Y);
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}
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// Advance animation time by the effective play rate.
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float newTime = currentTime;
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FAnimationRuntime::AdvanceTime(false, effectivePlayRate * deltaTime, newTime,
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currentAssetLength);
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if (!inSequenceEvaluator.SetExplicitTime(newTime))
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{
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UE_LOG(LogOLSLocomotionLibrary, Warning,
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TEXT(
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"Could not set explicit time on sequence evaluator, value is not dynamic. Set it as Always Dynamic."
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));
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}
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}
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else
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{
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UE_LOG(LogOLSLocomotionLibrary, Warning, TEXT("Sequence evaluator does not have an anim sequence to play."));
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}
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}
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}
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else
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{
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UE_LOG(LogOLSLocomotionLibrary, Warning,
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TEXT("AdvanceTimeByDistanceMatching called with invalid context"));
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}
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});
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return sequenceEvaluator;
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}
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FSequenceEvaluatorReference UOLSLocomotionBPLibrary::DistanceMatchToTarget(const FAnimUpdateContext& updateContext,
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const FSequenceEvaluatorReference& sequenceEvaluator,
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float distanceToTarget,
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bool shouldDistanceMatchStop,
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float stopDistanceThreshHold,
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float animEndTime,
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FName curveName)
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{
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sequenceEvaluator.CallAnimNodeFunction<FAnimNode_SequenceEvaluator>(
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TEXT("DistanceMatchToTarget"),
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[updateContext,sequenceEvaluator,distanceToTarget, shouldDistanceMatchStop,stopDistanceThreshHold,animEndTime,
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curveName](
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FAnimNode_SequenceEvaluator& inSequenceEvaluator)
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{
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if (const UAnimSequenceBase* animSequence = inSequenceEvaluator.GetSequence())
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{
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if (GetCurveValueAtTime(animSequence,
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USequenceEvaluatorLibrary::GetAccumulatedTime(sequenceEvaluator),
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curveName) > stopDistanceThreshHold && !shouldDistanceMatchStop)
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{
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const float newTime = GetTimeAtCurveValue(animSequence, -distanceToTarget, curveName);
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if (!inSequenceEvaluator.SetExplicitTime(newTime))
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{
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UE_LOG(LogOLSLocomotionLibrary, Warning,
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TEXT(
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"Could not set explicit time on sequence evaluator, value is not dynamic. Set it as Always Dynamic."
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));
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}
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}
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else
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{
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USequenceEvaluatorLibrary::AdvanceTime(updateContext, sequenceEvaluator, 1.0f);
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if (animEndTime > 0)
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{
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const float desiredTime = FMath::Clamp(
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USequenceEvaluatorLibrary::GetAccumulatedTime(sequenceEvaluator), 0, animEndTime);
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USequenceEvaluatorLibrary::SetExplicitTime(sequenceEvaluator, desiredTime);
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}
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}
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}
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else
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{
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UE_LOG(LogOLSLocomotionLibrary, Warning,
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TEXT("Sequence evaluator does not have an anim sequence to play."));
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}
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});
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return sequenceEvaluator;
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}
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FSequencePlayerReference UOLSLocomotionBPLibrary::SetPlayRateToMatchSpeed(const FSequencePlayerReference& sequencePlayer,
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float speedToMatch,
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FVector2D playRateClamp)
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{
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sequencePlayer.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("SetPlayrateToMatchSpeed"),
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[speedToMatch, playRateClamp](FAnimNode_SequencePlayer& sequencePlayer)
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{
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if (const UAnimSequence* animSequence = Cast<UAnimSequence>(sequencePlayer.GetSequence()))
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{
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const float animLength = animSequence->GetPlayLength();
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if (!FMath::IsNearlyZero(animLength))
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{
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// Calculate the speed as: (distance traveled by the animation) / (length of the animation)
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const FVector rootMotionTranslation = animSequence->ExtractRootMotionFromRange(0.0f, animLength).
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GetTranslation();
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const float rootMotionDistance = rootMotionTranslation.Size2D();
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if (!FMath::IsNearlyZero(rootMotionDistance))
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{
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const float animationSpeed = rootMotionDistance / animLength;
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float desiredPlayRate = speedToMatch / animationSpeed;
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if (playRateClamp.X >= 0.0f && playRateClamp.X < playRateClamp.Y)
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{
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desiredPlayRate = FMath::Clamp(desiredPlayRate, playRateClamp.X, playRateClamp.Y);
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}
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if (!sequencePlayer.SetPlayRate(desiredPlayRate))
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{
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UE_LOG(LogOLSLocomotionLibrary, Warning,
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TEXT(
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"Could not set play rate on sequence player, value is not dynamic. Set it as Always Dynamic."
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));
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}
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}
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else
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{
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UE_LOG(LogOLSLocomotionLibrary, Warning,
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TEXT("Unable to adjust playrate for animation with no root motion delta (%s)."),
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*GetNameSafe(animSequence));
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}
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}
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else
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{
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UE_LOG(LogOLSLocomotionLibrary, Warning,
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TEXT("Unable to adjust playrate for zero length animation (%s)."),
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*GetNameSafe(animSequence));
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}
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}
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else
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{
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UE_LOG(LogOLSLocomotionLibrary, Warning,
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TEXT("Sequence player does not have an anim sequence to play."));
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}
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});
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return sequencePlayer;
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}
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FVector UOLSLocomotionBPLibrary::PredictGroundMovementStopLocation(const FVector& velocity,
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bool shouldUseSeparateBrakingFriction,
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float brakingFriction, float groundFriction,
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float brakingFrictionFactor,
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||||
float brakingDecelerationWalking)
|
||||
{
|
||||
FVector predictedStopLocation = FVector::ZeroVector;
|
||||
|
||||
// Determine the actual braking friction
|
||||
float actualBrakingFriction = shouldUseSeparateBrakingFriction ? brakingFriction : groundFriction;
|
||||
actualBrakingFriction = FMath::Max(0.f, actualBrakingFriction * FMath::Max(0.f, brakingFrictionFactor));
|
||||
|
||||
// Calculate 2D velocity and speed
|
||||
const FVector velocity2D = FVector(velocity.X, velocity.Y, 0.f);
|
||||
const float speed2D = velocity2D.Size();
|
||||
|
||||
// Check if there's movement to stop
|
||||
if (speed2D > 0.f)
|
||||
{
|
||||
// Calculate braking divisor
|
||||
const float divisor = actualBrakingFriction * speed2D + FMath::Max(0.f, brakingDecelerationWalking);
|
||||
|
||||
// Check if stopping is possible
|
||||
if (divisor > 0.f)
|
||||
{
|
||||
// Calculate time to stop
|
||||
const float timeToStop = speed2D / divisor;
|
||||
|
||||
// Calculate predicted stop location
|
||||
predictedStopLocation = velocity2D * timeToStop + 0.5f * ((-actualBrakingFriction) * velocity2D -
|
||||
brakingDecelerationWalking * velocity2D.GetSafeNormal()) * FMath::Square(timeToStop);
|
||||
}
|
||||
}
|
||||
|
||||
return predictedStopLocation;
|
||||
}
|
||||
|
||||
FVector UOLSLocomotionBPLibrary::PredictGroundMovementPivotLocation(const FVector& acceleration,
|
||||
const FVector& velocity,
|
||||
float groundFriction)
|
||||
{
|
||||
FVector predictedPivotLocation = FVector::ZeroVector;
|
||||
|
||||
const FVector acceleration2D = acceleration * FVector(1.f, 1.f, 0.f);
|
||||
|
||||
const float accelerationSize2D = acceleration2D.Size();
|
||||
|
||||
// Check if velocity is along the opposite direction of acceleration
|
||||
if ((velocity | acceleration2D) < 0.0f)
|
||||
{
|
||||
const float speedAlongAcceleration = -(velocity | acceleration2D);
|
||||
const float divisor = accelerationSize2D + 2.f * speedAlongAcceleration * groundFriction;
|
||||
|
||||
// Check if stopping is possible
|
||||
if (divisor > 0.f)
|
||||
{
|
||||
const float timeToDirectionChange = speedAlongAcceleration / divisor;
|
||||
|
||||
// Calculate the acceleration force
|
||||
const FVector accelerationForce = acceleration - (velocity - acceleration2D * velocity.Size2D()) * groundFriction;
|
||||
|
||||
// Calculate the predicted pivot location
|
||||
predictedPivotLocation = velocity * timeToDirectionChange + 0.5f * accelerationForce * timeToDirectionChange * timeToDirectionChange;
|
||||
}
|
||||
}
|
||||
|
||||
return predictedPivotLocation;
|
||||
}
|
||||
//
|
||||
// float UOLSLocomotionBPLibrary::RotationMatching(const float deltaTime, const float interpSpeed,
|
||||
// const float animRotAlpha, const FVector& acceleration,
|
||||
// const float targetAngle,
|
||||
// FOLSRotationMatchingData& outRotationMatchingData,
|
||||
// float& outTargetRotationYaw)
|
||||
// {
|
||||
// const float animDesiredRotation = FRotator::NormalizeAxis(targetAngle * animRotAlpha);
|
||||
// const float currentAccelDir = acceleration.GetSafeNormal2D().Rotation().Yaw;
|
||||
//
|
||||
// outRotationMatchingData.CurrentAccelDir = FRotator::NormalizeAxis()
|
||||
// const float desiredRotationChange = FRotator::NormalizeAxis(FMath::RInterpTo(
|
||||
// FRotator{0.0f, 0.f, 0.0f},
|
||||
// FRotator{0.0f, AnimDesiredRotation, 0.0f},
|
||||
// DeltaTime, InterpSpeed).Yaw);
|
||||
// }
|
||||
|
||||
EOLSCardinalDirection UOLSLocomotionBPLibrary::SelectCardinalDirectionFromAngle(float angle,
|
||||
float deadZone,
|
||||
EOLSCardinalDirection currentDirection,
|
||||
|
@ -16,176 +16,6 @@ UCLASS()
|
||||
class OLSANIMATION_API UOLSLocomotionBPLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public: // ~ Helpers ~ //
|
||||
|
||||
/**
|
||||
* Finds the time within an animation sequence when a character's root motion changes direction, commonly known as a "pivot."
|
||||
*
|
||||
* @param animSequence Pointer to the animation sequence being analyzed. The function extracts root motion data from this sequence.
|
||||
* @param sampleRate The frequency (in Hz) at which the animation is sampled. Higher values increase accuracy but may impact performance.
|
||||
*
|
||||
* @return The time (in seconds) within the animation sequence when a pivot occurs. Returns 0 if no pivot is detected or the input is invalid.
|
||||
*
|
||||
* @note This function is useful for identifying key moments in animations where directional changes occur,
|
||||
* such as during character turns or sharp movements, ensuring smooth transitions or special handling.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
|
||||
static float FindPivotTime(const UAnimSequenceBase* animSequence, const float sampleRate);
|
||||
|
||||
/**
|
||||
* Retrieves the value of a specified curve at a given time within an animation sequence.
|
||||
*
|
||||
* @param animSequence Pointer to the animation sequence containing the curve data.
|
||||
* @param time The time (in seconds) at which to evaluate the curve value.
|
||||
* @param curveName The name of the curve to evaluate.
|
||||
*
|
||||
* @return The curve value at the specified time. Returns 0 if the curve is invalid or the time is out of range.
|
||||
*
|
||||
* @note The time is clamped to ensure it falls within the animation's playback range, and the function requires at least 2 sampled keys in the animation for curve evaluation.
|
||||
*/
|
||||
static float GetCurveValueAtTime(const UAnimSequenceBase* animSequence, const float time, const FName& curveName);
|
||||
|
||||
/**
|
||||
* Retrieves the time within an animation sequence at which a specified curve reaches a given value.
|
||||
*
|
||||
* @param animSequence Pointer to the animation sequence containing the curve data.
|
||||
* @param curveValue The target value to locate within the curve.
|
||||
* @param curveName The name of the curve being evaluated.
|
||||
*
|
||||
* @return The interpolated time at which the curve reaches the specified value. Returns 0 if the curve is invalid or the value cannot be found.
|
||||
*
|
||||
* @note This function uses binary search to efficiently locate the curve value and linearly interpolates between keyframes for precision.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
|
||||
static float GetTimeAtCurveValue(const UAnimSequenceBase* animSequence, const float& curveValue, FName curveName);
|
||||
|
||||
/**
|
||||
* Calculates the range of values for a specified animation curve within an animation sequence.
|
||||
*
|
||||
* @param animSequence Pointer to the animation sequence containing the curve. This sequence provides the curve data.
|
||||
* @param curveName The name of the curve whose value range is to be calculated.
|
||||
*
|
||||
* @return The difference between the first and last values of the specified curve. Returns 0 if the curve is invalid or has insufficient data.
|
||||
*
|
||||
* @note This function is useful for determining the total change in a curve over the duration of an animation,
|
||||
* which can be critical for understanding motion characteristics or driving procedural animations.
|
||||
*/
|
||||
static float GetCurveValuesRange(const UAnimSequenceBase* animSequence, const FName& curveName);
|
||||
|
||||
public:
|
||||
|
||||
/**
|
||||
* Advances the animation time from the current position to a new time, ensuring the root motion covers the specified distance traveled.
|
||||
*
|
||||
* @param animSequence Pointer to the animation sequence being evaluated. Contains the root motion and curve data.
|
||||
* @param currentTime The current time within the animation sequence, serving as the starting point for advancement.
|
||||
* @param distanceTraveled The desired distance to advance within the animation, calculated based on the root motion curve.
|
||||
* @param curveName The name of the curve representing root motion distance in the animation sequence.
|
||||
* @param shouldAllowLooping Specifies whether the animation should loop if the new time exceeds the sequence length.
|
||||
*
|
||||
* @return The new animation time after advancing the desired distance along the root motion curve.
|
||||
*
|
||||
* @note This function ensures that the visual progression of the animation matches the actual distance traveled,
|
||||
* which is particularly useful for root motion-based locomotion systems.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
|
||||
static float GetTimeAfterDistanceTraveled(const UAnimSequenceBase* animSequence,
|
||||
float currentTime,
|
||||
float distanceTraveled,
|
||||
FName curveName,
|
||||
const bool shouldAllowLooping);
|
||||
|
||||
/**
|
||||
* Advances the animation time based on the distance traveled, adjusting the play rate to synchronize the animation with movement.
|
||||
*
|
||||
* @param outDesiredPlayRate Output parameter that will contain the calculated play rate needed to match the distance traveled.
|
||||
* @param updateContext Provides context for the current animation update, including delta time and other relevant information.
|
||||
* @param sequenceEvaluator Reference to the sequence evaluator managing the current animation sequence.
|
||||
* @param distanceTraveled The distance covered since the last frame. This value determines how much the animation time should advance.
|
||||
* @param curveName The name of the curve used for distance matching. This curve defines how the animation corresponds to distance traveled.
|
||||
* @param playRateClamp Optional parameter defining the minimum and maximum play rates. Clamps the effective play rate to prevent unrealistic values.
|
||||
* Default value: FVector2D(0.75f, 1.25f).
|
||||
*
|
||||
* @return The updated sequence evaluator with the new animation state.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
|
||||
static FSequenceEvaluatorReference AdvanceTimeByDistanceMatching(float& outDesiredPlayRate,
|
||||
const FAnimUpdateContext& updateContext,
|
||||
const FSequenceEvaluatorReference& sequenceEvaluator,
|
||||
const float distanceTraveled,
|
||||
const FName curveName,
|
||||
const FVector2D playRateClamp = FVector2D(0.75f, 1.25f));
|
||||
|
||||
|
||||
/**
|
||||
* Adjusts the playback time of an animation sequence to match a specified distance to a target.
|
||||
*
|
||||
* This function ensures that the animation sequence progresses or adjusts its time based on the distance to a target.
|
||||
* It uses a distance curve to determine the appropriate time within the animation sequence that corresponds to the desired distance.
|
||||
*
|
||||
* @param updateContext The context for the current animation update, providing necessary time and state information.
|
||||
* @param sequenceEvaluator A reference to the sequence evaluator, which controls and tracks the animation sequence being played.
|
||||
* @param distanceToTarget The distance to the target that the animation should match.
|
||||
* Typically, negative values indicate distance curves storing negative distance.
|
||||
* @param shouldDistanceMatchStop If true, the distance matching stops once the character reaches the target or passes the threshold.
|
||||
* @param stopDistanceThreshHold The distance threshold at which distance matching should stop.
|
||||
* If the evaluated distance curve value exceeds this threshold, distance matching will halt.
|
||||
* @param animEndTime The end time of the animation sequence. If greater than 0, the sequence will not advance past this time.
|
||||
* @param curveName The name of the curve within the animation sequence that stores distance information.
|
||||
* This curve is evaluated to determine the time corresponding to the distance to the target.
|
||||
*
|
||||
* @return An updated sequence evaluator reference, reflecting the adjusted or advanced animation time.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
|
||||
static FSequenceEvaluatorReference DistanceMatchToTarget(const FAnimUpdateContext& updateContext,
|
||||
const FSequenceEvaluatorReference& sequenceEvaluator,
|
||||
float distanceToTarget,
|
||||
bool shouldDistanceMatchStop, float stopDistanceThreshHold,
|
||||
float animEndTime,
|
||||
FName curveName);
|
||||
|
||||
/**
|
||||
* Set the play rate of the sequence player so that the speed of the animation matches in-game movement speed.
|
||||
* While distance matching is commonly used for transition animations, cycle animations (walk, jog, etc) typically just adjust their play rate to match
|
||||
* the in-game movement speed.
|
||||
* This function assumes that the animation has a constant speed.
|
||||
* @param sequencePlayer - The sequence player node to operate on.
|
||||
* @param speedToMatch - The in-game movement speed to match. This is usually the current speed of the movement component.
|
||||
* @param playRateClamp - A clamp on how much the animation's play rate can change to match the in-game movement speed. Set to (0,0) for no clamping.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
|
||||
static FSequencePlayerReference SetPlayRateToMatchSpeed(const FSequencePlayerReference& sequencePlayer,
|
||||
float speedToMatch, FVector2D playRateClamp = FVector2D(0.75f, 1.25f));
|
||||
|
||||
/**
|
||||
* Predict where the character will stop based on its current movement properties and parameters from the movement component.
|
||||
* This uses prediction logic that is heavily tied to the UCharacterMovementComponent.
|
||||
* Each parameter corresponds to a value from the UCharacterMovementComponent with the same name.
|
||||
* Because this is a thread safe function, it's recommended to populate these fields via the Property Access system.
|
||||
* @return The predicted stop position in local space to the character. The size of this vector will be the distance to the stop location.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
|
||||
static FVector PredictGroundMovementStopLocation(const FVector& velocity, bool shouldUseSeparateBrakingFriction,
|
||||
float brakingFriction, float groundFriction,
|
||||
float brakingFrictionFactor, float brakingDecelerationWalking);
|
||||
|
||||
/**
|
||||
* Predict where the character will change direction during a pivot based on its current movement properties and parameters from the movement component.
|
||||
* This uses prediction logic that is heavily tied to the UCharacterMovementComponent.
|
||||
* Each parameter corresponds to a value from the UCharacterMovementComponent with the same name.
|
||||
* Because this is a thread safe function, it's recommended to populate these fields via the Property Access system.
|
||||
* @return The predicted pivot position in local space to the character. The size of this vector will be the distance to the pivot.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
|
||||
static FVector PredictGroundMovementPivotLocation(const FVector& acceleration, const FVector& velocity,
|
||||
float groundFriction);
|
||||
|
||||
// UFUNCTION(BlueprintCallable,Category = "OLS|Function Library",meta=(BlueprintThreadSafe))
|
||||
// static float RotationMatching(const float deltaTime, const float interpSpeed, const float animRotAlpha,
|
||||
// const FVector& acceleration, const float targetAngle, UPARAM(ref) FOLSRotationMatchingData& outRotationMatchingData,
|
||||
// UPARAM(ref) float& outTargetRotationYaw);
|
||||
|
||||
|
||||
public:
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user