Renamed GetDistanceCurveValueAtTime by GetCurveValueAtTime

This commit is contained in:
LongLy 2024-11-27 10:05:32 -07:00
parent 127ee5de51
commit a2436e5c65
3 changed files with 8 additions and 8 deletions

View File

@ -555,7 +555,7 @@ void UOLSBaseLayerAnimInstance::ProcessTurnYawCurve_ForwardFacing()
{ {
float previousTurnYawCurveValue = TurnYawCurveValue; float previousTurnYawCurveValue = TurnYawCurveValue;
const float turnYawWeightCurveValue = GetCurveValue(TurnYawWeightCurveName); const float turnYawWeightCurveValue = GetCurveValue(TurnYawWeightCurveName);
if (FMath::IsNearlyZero(turnYawWeightCurveValue, 0.0001f)) if (FMath::IsNearlyZero(turnYawWeightCurveValue, KINDA_SMALL_NUMBER))
{ {
TurnYawCurveValue = 0.f; TurnYawCurveValue = 0.f;
previousTurnYawCurveValue = 0.f; previousTurnYawCurveValue = 0.f;

View File

@ -48,9 +48,9 @@ float UOLSLocomotionBPLibrary::FindPivotTime(const UAnimSequenceBase* animSequen
return 0.f; return 0.f;
} }
float UOLSLocomotionBPLibrary::GetDistanceCurveValueAtTime(const UAnimSequenceBase* animSequence, float UOLSLocomotionBPLibrary::GetCurveValueAtTime(const UAnimSequenceBase* animSequence,
const float time, const float time,
const FName& curveName) const FName& curveName)
{ {
FAnimCurveBufferAccess bufferCurveAccess(animSequence, curveName); FAnimCurveBufferAccess bufferCurveAccess(animSequence, curveName);
if (bufferCurveAccess.IsValid()) if (bufferCurveAccess.IsValid())
@ -146,8 +146,8 @@ float UOLSLocomotionBPLibrary::GetTimeAfterDistanceTraveled(const UAnimSequenceB
// Traverse the distance curve, accumulating animated distance until the desired distance is reached. // Traverse the distance curve, accumulating animated distance until the desired distance is reached.
while ((accumulatedDistance < distanceTraveled) && (shouldAllowLooping || (newTime + stepTime < sequenceLength))) while ((accumulatedDistance < distanceTraveled) && (shouldAllowLooping || (newTime + stepTime < sequenceLength)))
{ {
const float currentDistance = GetDistanceCurveValueAtTime(animSequence, newTime, curveName); const float currentDistance = GetCurveValueAtTime(animSequence, newTime, curveName);
const float distanceAfterStep = GetDistanceCurveValueAtTime(animSequence, newTime + stepTime, curveName); const float distanceAfterStep = GetCurveValueAtTime(animSequence, newTime + stepTime, curveName);
const float animationDistanceThisStep = distanceAfterStep - currentDistance; const float animationDistanceThisStep = distanceAfterStep - currentDistance;
if (!FMath::IsNearlyZero(animationDistanceThisStep)) if (!FMath::IsNearlyZero(animationDistanceThisStep))
@ -281,7 +281,7 @@ FSequenceEvaluatorReference UOLSLocomotionBPLibrary::DistanceMatchToTarget(const
{ {
if (const UAnimSequenceBase* animSequence = inSequenceEvaluator.GetSequence()) if (const UAnimSequenceBase* animSequence = inSequenceEvaluator.GetSequence())
{ {
if (GetDistanceCurveValueAtTime(animSequence, if (GetCurveValueAtTime(animSequence,
USequenceEvaluatorLibrary::GetAccumulatedTime(sequenceEvaluator), USequenceEvaluatorLibrary::GetAccumulatedTime(sequenceEvaluator),
curveName) > stopDistanceThreshHold && !shouldDistanceMatchStop) curveName) > stopDistanceThreshHold && !shouldDistanceMatchStop)
{ {

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@ -22,7 +22,7 @@ public:
static float FindPivotTime(const UAnimSequenceBase* animSequence, const float sampleRate); static float FindPivotTime(const UAnimSequenceBase* animSequence, const float sampleRate);
UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe)) UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
static float GetDistanceCurveValueAtTime(const UAnimSequenceBase* animSequence, const float time, const FName& curveName); static float GetCurveValueAtTime(const UAnimSequenceBase* animSequence, const float time, const FName& curveName);
UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe)) UFUNCTION(BlueprintCallable, Category = "OLS|Function Library", meta=(BlueprintThreadSafe))
static float GetTimeAtDistance(const UAnimSequenceBase* animSequence, const float& distance, FName curveName); static float GetTimeAtDistance(const UAnimSequenceBase* animSequence, const float& distance, FName curveName);