Add support for mapping objects in SceneAnimationPlayer to reuse it for different objects

This commit is contained in:
Wojtek Figat
2021-02-17 13:02:47 +01:00
parent cae0b5e91e
commit ed04eece8a
2 changed files with 30 additions and 7 deletions

View File

@@ -213,6 +213,11 @@ void SceneAnimationPlayer::Tick(float dt)
_lastTime = _time = time;
}
void SceneAnimationPlayer::MapObject(const Guid& from, const Guid& to)
{
_objectsMapping[from] = to;
}
void SceneAnimationPlayer::Restore(SceneAnimation* anim, int32 stateIndexOffset)
{
// Restore all tracks
@@ -268,7 +273,9 @@ void SceneAnimationPlayer::Restore(SceneAnimation* anim, int32 stateIndexOffset)
case SceneAnimation::Track::Types::ObjectReferenceProperty:
{
value = &_restoreData[state.RestoreStateIndex];
auto obj = Scripting::FindObject<ScriptingObject>(*(Guid*)value);
Guid id = *(Guid*)value;
_objectsMapping.TryGet(id, id);
auto obj = Scripting::FindObject<ScriptingObject>(id);
value = obj ? obj->GetOrCreateManagedInstance() : nullptr;
break;
}
@@ -358,7 +365,9 @@ bool SceneAnimationPlayer::TickPropertyTrack(int32 trackIndex, int32 stateIndexO
void* value = (void*)((byte*)trackDataKeyframes->Keyframes + keyframeSize * (leftKey) + sizeof(float));
if (track.Type == SceneAnimation::Track::Types::ObjectReferenceProperty)
{
auto obj = Scripting::FindObject<ScriptingObject>(*(Guid*)value);
Guid id = *(Guid*)value;
_objectsMapping.TryGet(id, id);
auto obj = Scripting::FindObject<ScriptingObject>(id);
value = obj ? obj->GetOrCreateManagedInstance() : nullptr;
*(void**)target = value;
}
@@ -680,10 +689,12 @@ void SceneAnimationPlayer::Tick(SceneAnimation* anim, float time, float dt, int3
// Find actor
const auto trackData = track.GetData<SceneAnimation::ActorTrack::Data>();
Guid id = trackData->ID;
_objectsMapping.TryGet(id, id);
state.Object = Scripting::FindObject<Actor>(trackData->ID);
if (!state.Object)
{
LOG(Warning, "Failed to find {3} of ID={0} for track '{1}' in scene animation '{2}'", trackData->ID, track.Name, anim->ToString(), TEXT("actor"));
LOG(Warning, "Failed to find {3} of ID={0} for track '{1}' in scene animation '{2}'", id, track.Name, anim->ToString(), TEXT("actor"));
break;
}
}
@@ -708,10 +719,12 @@ void SceneAnimationPlayer::Tick(SceneAnimation* anim, float time, float dt, int3
break;
// Find script
state.Object = Scripting::FindObject<Script>(trackData->ID);
Guid id = trackData->ID;
_objectsMapping.TryGet(id, id);
state.Object = Scripting::FindObject<Script>(id);
if (!state.Object)
{
LOG(Warning, "Failed to find {3} of ID={0} for track '{1}' in scene animation '{2}'", trackData->ID, track.Name, anim->ToString(), TEXT("script"));
LOG(Warning, "Failed to find {3} of ID={0} for track '{1}' in scene animation '{2}'", id, track.Name, anim->ToString(), TEXT("script"));
break;
}
@@ -940,10 +953,12 @@ void SceneAnimationPlayer::Tick(SceneAnimation* anim, float time, float dt, int3
state.ManagedObject = nullptr;
// Find actor
state.Object = Scripting::FindObject<Camera>(trackData->ID);
Guid id = trackData->ID;
_objectsMapping.TryGet(id, id);
state.Object = Scripting::FindObject<Camera>(id);
if (!state.Object)
{
LOG(Warning, "Failed to find {3} of ID={0} for track '{1}' in scene animation '{2}'", trackData->ID, track.Name, anim->ToString(), TEXT("actor"));
LOG(Warning, "Failed to find {3} of ID={0} for track '{1}' in scene animation '{2}'", id, track.Name, anim->ToString(), TEXT("actor"));
break;
}
}

View File

@@ -62,6 +62,7 @@ private:
Array<byte> _restoreData;
Camera* _cameraCutCam = nullptr;
bool _isUsingCameraCuts = false;
Dictionary<Guid, Guid> _objectsMapping;
// PostFx settings to use
struct
@@ -189,6 +190,13 @@ public:
/// <param name="dt">The update delta time (in seconds). It does not get scaled by player Speed parameter.</param>
API_FUNCTION() void Tick(float dt);
/// <summary>
/// Adds an object mapping. The object `from` represented by it's unique ID will be redirected to the specified `to`. Can be used to reuse the same animation for different objects.
/// </summary>
/// <param name="from">The source object from the scene animation asset to replace.</param>
/// <param name="to">The destination object to animate.</param>
API_FUNCTION() void MapObject(const Guid& from, const Guid& to);
private:
void Restore(SceneAnimation* anim, int32 stateIndexOffset);