Updated comments for functions
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@ -12,116 +12,156 @@ 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();
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const float sampleDeltaTime = 1 / sampleRate;
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float currentAnimTime = 0.f;
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float lastTime = 0.f;
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float nextTime = currentAnimTime + sampleDeltaTime;
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FVector currentLocation = animSequence->ExtractRootMotionFromRange(currentAnimTime, nextTime).
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GetTranslation().GetSafeNormal2D();
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while (nextTime < animLength)
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{
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const FRotator currentRotation = animSequence->ExtractRootMotionFromRange(0.0f, currentAnimTime).
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GetRotation().Rotator();
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const FVector lastLocation = currentRotation.RotateVector(
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animSequence->ExtractRootMotionFromRange(
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currentAnimTime, nextTime).GetTranslation().GetSafeNormal2D());
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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;
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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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if (FMath::IsNearlyZero(currentLocation.Length()))
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{
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currentLocation = lastLocation;
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}
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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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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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// 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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return 0.f;
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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::GetTimeAtDistance(const UAnimSequenceBase* animSequence,
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const float& distance, FName curveName)
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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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FAnimCurveBufferAccess bufferCurveAccess(animSequence, curveName);
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if (bufferCurveAccess.IsValid())
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{
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const int32 numKeys = bufferCurveAccess.GetNumSamples();
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if (numKeys < 2)
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{
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return 0.f;
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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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int32 first = 1;
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int32 last = numKeys - 1;
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int32 count = last - first;
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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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while (count > 0)
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{
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int32 step = count / 2;
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int32 middle = first + step;
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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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if (distance > bufferCurveAccess.GetValue(middle))
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{
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first = middle + 1;
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count -= step + 1;
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}
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else
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{
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count = step;
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}
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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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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;
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const float alpha = !FMath::IsNearlyZero(diff) ? ((distance - keyAValue) / diff) : 0.f;
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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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const float keyATime = bufferCurveAccess.GetTime(first - 1);
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const float keyBTime = bufferCurveAccess.GetTime(first);
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return FMath::Lerp(keyATime, keyBTime, alpha);
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}
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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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return 0.f;
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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::GetDistanceRange(const UAnimSequenceBase* animSequence, const FName& curveName)
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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();
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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;
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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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@ -133,7 +173,7 @@ float UOLSLocomotionBPLibrary::GetTimeAfterDistanceTraveled(const UAnimSequenceB
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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(GetDistanceRange(animSequence, curveName)))
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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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@ -285,7 +325,7 @@ FSequenceEvaluatorReference UOLSLocomotionBPLibrary::DistanceMatchToTarget(const
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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 = GetTimeAtDistance(animSequence, -distanceToTarget, curveName);
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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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@ -16,27 +16,96 @@ class OLSANIMATION_API UOLSLocomotionBPLibrary : public UBlueprintFunctionLibrar
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{
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GENERATED_BODY()
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public:
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public: // ~ Helpers ~ //
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UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
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/**
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* Finds the time within an animation sequence when a character's root motion changes direction, commonly known as a "pivot."
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*
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* @param animSequence Pointer to the animation sequence being analyzed. The function extracts root motion data from this sequence.
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* @param sampleRate The frequency (in Hz) at which the animation is sampled. Higher values increase accuracy but may impact performance.
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*
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* @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.
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*
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* @note This function is useful for identifying key moments in animations where directional changes occur,
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* such as during character turns or sharp movements, ensuring smooth transitions or special handling.
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*/
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static float FindPivotTime(const UAnimSequenceBase* animSequence, const float sampleRate);
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UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
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/**
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* Retrieves the value of a specified curve at a given time within an animation sequence.
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*
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* @param animSequence Pointer to the animation sequence containing the curve data.
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* @param time The time (in seconds) at which to evaluate the curve value.
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* @param curveName The name of the curve to evaluate.
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*
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* @return The curve value at the specified time. Returns 0 if the curve is invalid or the time is out of range.
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*
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* @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.
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*/
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static float GetCurveValueAtTime(const UAnimSequenceBase* animSequence, const float time, const FName& curveName);
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UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
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static float GetTimeAtDistance(const UAnimSequenceBase* animSequence, const float& distance, FName curveName);
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UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
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static float GetDistanceRange(const UAnimSequenceBase* animSequence, const FName& curveName);
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/**
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* Retrieves the time within an animation sequence at which a specified curve reaches a given value.
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*
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* @param animSequence Pointer to the animation sequence containing the curve data.
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* @param curveValue The target value to locate within the curve.
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* @param curveName The name of the curve being evaluated.
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*
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* @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.
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*
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* @note This function uses binary search to efficiently locate the curve value and linearly interpolates between keyframes for precision.
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*/
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static float GetTimeAtCurveValue(const UAnimSequenceBase* animSequence, const float& curveValue, FName curveName);
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/**
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* Calculates the range of values for a specified animation curve within an animation sequence.
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*
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* @param animSequence Pointer to the animation sequence containing the curve. This sequence provides the curve data.
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* @param curveName The name of the curve whose value range is to be calculated.
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*
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* @return The difference between the first and last values of the specified curve. Returns 0 if the curve is invalid or has insufficient data.
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*
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* @note This function is useful for determining the total change in a curve over the duration of an animation,
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* which can be critical for understanding motion characteristics or driving procedural animations.
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*/
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static float GetCurveValuesRange(const UAnimSequenceBase* animSequence, const FName& curveName);
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public:
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/**
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* Advances the animation time from the current position to a new time, ensuring the root motion covers the specified distance traveled.
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*
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* @param animSequence Pointer to the animation sequence being evaluated. Contains the root motion and curve data.
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* @param currentTime The current time within the animation sequence, serving as the starting point for advancement.
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* @param distanceTraveled The desired distance to advance within the animation, calculated based on the root motion curve.
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* @param curveName The name of the curve representing root motion distance in the animation sequence.
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* @param shouldAllowLooping Specifies whether the animation should loop if the new time exceeds the sequence length.
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*
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* @return The new animation time after advancing the desired distance along the root motion curve.
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*
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* @note This function ensures that the visual progression of the animation matches the actual distance traveled,
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* which is particularly useful for root motion-based locomotion systems.
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*/
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UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
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static float GetTimeAfterDistanceTraveled(const UAnimSequenceBase* animSequence,
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float currentTime,
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float distanceTraveled,
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FName curveName,
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const bool shouldAllowLooping);
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/**
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* Advances the animation time based on the distance traveled, adjusting the play rate to synchronize the animation with movement.
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*
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* @param outDesiredPlayRate Output parameter that will contain the calculated play rate needed to match the distance traveled.
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* @param updateContext Provides context for the current animation update, including delta time and other relevant information.
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* @param sequenceEvaluator Reference to the sequence evaluator managing the current animation sequence.
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* @param distanceTraveled The distance covered since the last frame. This value determines how much the animation time should advance.
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* @param curveName The name of the curve used for distance matching. This curve defines how the animation corresponds to distance traveled.
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* @param playRateClamp Optional parameter defining the minimum and maximum play rates. Clamps the effective play rate to prevent unrealistic values.
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* Default value: FVector2D(0.75f, 1.25f).
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*
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* @return The updated sequence evaluator with the new animation state.
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*/
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UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
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static FSequenceEvaluatorReference AdvanceTimeByDistanceMatching(float& outDesiredPlayRate,
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const FAnimUpdateContext& updateContext,
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