1f9b284de2
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> # Conflicts: # Code/Editor/Plugins/ComponentEntityEditorPlugin/ComponentEntityEditorPlugin_precompiled.h # Code/Editor/Plugins/EditorCommon/EditorCommon_precompiled.h # Code/Editor/Plugins/EditorCommon/stdafx.cpp # Code/Editor/Plugins/FFMPEGPlugin/FFMPEGPlugin_precompiled.h # Code/Editor/Plugins/PerforcePlugin/PerforcePlugin_precompiled.h # Code/Editor/Plugins/ProjectSettingsTool/ProjectSettingsTool_precompiled.h # Code/Framework/AzToolsFramework/AzToolsFramework/AzToolsFramework_precompiled.h # Code/Tools/AssetProcessor/native/precompiled.h # Code/Tools/Standalone/StandaloneTools_precompiled.h # Gems/AssetMemoryAnalyzer/Code/Source/AssetMemoryAnalyzer_precompiled.h # Gems/Atom/Asset/ImageProcessingAtom/Code/Source/ImageProcessing_precompiled.h # Gems/Atom/RHI/DX12/Code/Source/RHI/Atom_RHI_DX12_precompiled.h # Gems/Atom/RHI/Metal/Code/Include/Platform/Mac/Atom_RHI_Metal_precompiled_Platform.h # Gems/Atom/RHI/Metal/Code/Include/Platform/iOS/Atom_RHI_Metal_precompiled_Platform.h # Gems/Atom/RHI/Metal/Code/Source/Atom_RHI_Metal_precompiled.h # Gems/Atom/RHI/Metal/Code/atom_rhi_metal_common_files.cmake # Gems/Atom/RHI/Null/Code/Source/Atom_RHI_Null_precompiled.h # Gems/Atom/RHI/Null/Code/atom_rhi_null_common_files.cmake # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Android/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Linux/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Mac/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Windows/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Source/Atom_RHI_Vulkan_precompiled.h # Gems/Atom/RHI/Vulkan/Code/Source/RHI/SwapChain.cpp # Gems/Atom/RHI/Vulkan/Code/atom_rhi_vulkan_common_files.cmake # Gems/AtomLyIntegration/AtomFont/Code/Include/AtomLyIntegration/AtomFont/AtomFont_precompiled.h # Gems/Blast/Code/Source/StdAfx.cpp # Gems/Camera/Code/Source/Camera_precompiled.h # Gems/EMotionFX/Code/Source/EMotionFX_precompiled.h # Gems/FastNoise/Code/Source/FastNoise_precompiled.h # Gems/Gestures/Code/Source/Gestures_precompiled.h # Gems/GradientSignal/Code/Source/GradientSignal_precompiled.h # Gems/GraphCanvas/Code/precompiled.h # Gems/ImGui/Code/Source/ImGui_precompiled.h # Gems/InAppPurchases/Code/Source/InAppPurchases_precompiled.h # Gems/LmbrCentral/Code/Source/LmbrCentral_precompiled.h # Gems/LmbrCentral/Code/Tests/ShapeGeometryUtilTest.cpp # Gems/LyShine/Code/Editor/UiCanvasEditor_precompiled.h # Gems/LyShine/Code/Source/Animation/LyShine_precompiled.h # Gems/LyShine/Code/Source/LyShine_precompiled.h # Gems/LyShineExamples/Code/Source/LyShineExamples_precompiled.h # Gems/Maestro/Code/Source/Cinematics/Maestro_precompiled.h # Gems/Maestro/Code/Source/Maestro_precompiled.h # Gems/MessagePopup/Code/Source/MessagePopup_precompiled.h # Gems/Metastream/Code/Source/Metastream_precompiled.h # Gems/Microphone/Code/Source/Microphone_precompiled.h # Gems/Multiplayer/Code/Source/Multiplayer_precompiled.h # Gems/PhysX/Code/NumericalMethods/Source/NumericalMethods_precompiled.h # Gems/PhysX/Code/Source/PhysXUnsupported_precompiled.h # Gems/PhysX/Code/Source/PhysX_precompiled.h # Gems/PhysX/Code/physx_unsupported_files.cmake # Gems/PhysXDebug/Code/Source/PhysXDebugUnsupported_precompiled.h # Gems/PhysXDebug/Code/Source/PhysXDebug_precompiled.h # Gems/ScriptCanvas/Code/Editor/precompiled.h # Gems/ScriptCanvas/Code/Source/precompiled.h # Gems/ScriptCanvasDeveloper/Code/Source/precompiled.h # Gems/ScriptCanvasPhysics/Code/Source/ScriptCanvasPhysics_precompiled.h # Gems/ScriptEvents/Code/Source/precompiled.h # Gems/ScriptEvents/Code/Tests/Editor/EditorTests.cpp # Gems/ScriptedEntityTweener/Code/Source/ScriptedEntityTweener_precompiled.h # Gems/SliceFavorites/Code/Source/SliceFavorites_precompiled.h # Gems/StartingPointCamera/Code/Source/StartingPointCamera_precompiled.h # Gems/StartingPointInput/Code/Source/StartingPointInput_precompiled.h # Gems/StartingPointMovement/Code/Source/StartingPointMovement_precompiled.h # Gems/SurfaceData/Code/Source/SurfaceData_precompiled.h # Gems/TextureAtlas/Code/Source/TextureAtlas_precompiled.h # Gems/TickBusOrderViewer/Code/Source/TickBusOrderViewer_precompiled.h # Gems/Twitch/Code/Source/Twitch_precompiled.h # Gems/VirtualGamepad/Code/Source/VirtualGamepad_precompiled.h # Gems/WhiteBox/Code/Source/WhiteBoxUnsupported_precompiled.h # Gems/WhiteBox/Code/Source/WhiteBox_precompiled.h
300 lines
10 KiB
C++
300 lines
10 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzFramework/StringFunc/StringFunc.h>
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#include <Maestro/Types/AssetBlends.h>
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#include <AnimKey.h>
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#include <Maestro/Types/AssetBlendKey.h>
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#include "AssetBlendTrack.h"
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#include "Maestro/Types/AnimValueType.h"
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#define LOOP_TRANSITION_TIME 1.0f
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//////////////////////////////////////////////////////////////////////////
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/// @deprecated Serialization for Sequence data in Component Entity Sequences now occurs through AZ::SerializeContext and the Sequence Component
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bool CAssetBlendTrack::Serialize(XmlNodeRef& xmlNode, bool bLoading, bool bLoadEmptyTracks)
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{
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return TAnimTrack<AZ::IAssetBlendKey>::Serialize(xmlNode, bLoading, bLoadEmptyTracks);
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}
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void CAssetBlendTrack::SerializeKey(AZ::IAssetBlendKey& key, XmlNodeRef& keyNode, bool bLoading)
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{
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if (bLoading)
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{
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// Read the AssetId made up of the guid and the sub id.
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key.m_assetId.SetInvalid();
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const char* assetIdGuidStr = keyNode->getAttr("assetIdGuid");
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if (assetIdGuidStr != nullptr && assetIdGuidStr[0] != 0)
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{
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AZ::Uuid guid(assetIdGuidStr, strlen(assetIdGuidStr));
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AZ::u32 assetIdSubId = 0;
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keyNode->getAttr("assetIdSubId", assetIdSubId);
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key.m_assetId = AZ::Data::AssetId(guid, assetIdSubId);
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}
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const char* descriptionIdStr = keyNode->getAttr("description");
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if (descriptionIdStr != nullptr)
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{
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key.m_description = descriptionIdStr;
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}
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key.m_duration = 0;
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key.m_endTime = 0;
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key.m_startTime = 0;
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key.m_bLoop = false;
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key.m_speed = 1;
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keyNode->getAttr("length", key.m_duration);
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keyNode->getAttr("end", key.m_endTime);
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keyNode->getAttr("speed", key.m_speed);
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keyNode->getAttr("loop", key.m_bLoop);
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keyNode->getAttr("start", key.m_startTime);
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keyNode->getAttr("blendInTime", key.m_blendInTime);
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keyNode->getAttr("blendOutTime", key.m_blendOutTime);
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}
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else
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{
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if (key.m_assetId.IsValid())
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{
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XmlString temp = key.m_assetId.m_guid.ToString<AZStd::string>().c_str();
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keyNode->setAttr("assetIdGuid", temp);
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keyNode->setAttr("assetIdSubId", key.m_assetId.m_subId);
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}
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if (!key.m_description.empty())
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{
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XmlString temp = key.m_description.c_str();
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keyNode->setAttr("description", temp);
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}
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if (key.m_duration > 0)
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{
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keyNode->setAttr("length", key.m_duration);
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}
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if (key.m_endTime > 0)
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{
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keyNode->setAttr("end", key.m_endTime);
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}
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if (key.m_speed != 1)
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{
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keyNode->setAttr("speed", key.m_speed);
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}
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if (key.m_bLoop)
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{
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keyNode->setAttr("loop", key.m_bLoop);
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}
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if (key.m_startTime != 0)
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{
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keyNode->setAttr("start", key.m_startTime);
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}
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if (key.m_blendInTime != 0)
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{
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keyNode->setAttr("blendInTime", key.m_blendInTime);
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}
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if (key.m_blendOutTime != 0)
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{
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keyNode->setAttr("blendOutTime", key.m_blendOutTime);
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}
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}
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}
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void CAssetBlendTrack::GetKeyInfo(int key, const char*& description, float& duration)
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{
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assert(key >= 0 && key < (int)m_keys.size());
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CheckValid();
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description = 0;
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duration = 0;
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if (m_keys[key].m_assetId.IsValid())
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{
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description = m_keys[key].m_description.c_str();
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if (m_keys[key].m_bLoop)
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{
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float lastTime = m_timeRange.end;
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if (key + 1 < (int)m_keys.size())
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{
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lastTime = m_keys[key + 1].time;
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}
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// duration is unlimited but cannot last past end of track or time of next key on track.
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duration = lastTime - m_keys[key].time;
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}
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else
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{
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if (m_keys[key].m_speed == 0)
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{
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m_keys[key].m_speed = 1.0f;
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}
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duration = m_keys[key].GetActualDuration();
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}
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}
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}
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float CAssetBlendTrack::GetKeyDuration(int key) const
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{
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assert(key >= 0 && key < (int)m_keys.size());
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const float EPSILON = 0.001f;
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if (m_keys[key].m_bLoop)
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{
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float lastTime = m_timeRange.end;
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if (key + 1 < (int)m_keys.size())
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{
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// EPSILON is required to ensure the correct ordering when getting nearest keys.
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lastTime = m_keys[key + 1].time + std::min(LOOP_TRANSITION_TIME,
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GetKeyDuration(key + 1) - EPSILON);
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}
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// duration is unlimited but cannot last past end of track or time of next key on track.
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return std::max(lastTime - m_keys[key].time, 0.0f);
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}
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else
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{
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return m_keys[key].GetActualDuration();
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}
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}
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//////////////////////////////////////////////////////////////////////////
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static bool AssetBlendTrackVersionConverter(
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AZ::SerializeContext& serializeContext,
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AZ::SerializeContext::DataElementNode& rootElement)
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{
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if (rootElement.GetVersion() < 3)
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{
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rootElement.AddElement(serializeContext, "BaseClass1", azrtti_typeid<IAnimTrack>());
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}
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return true;
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}
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template<>
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inline void TAnimTrack<AZ::IAssetBlendKey>::Reflect(AZ::ReflectContext* context)
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{
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if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<TAnimTrack<AZ::IAssetBlendKey>, IAnimTrack>()
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->Version(3, &AssetBlendTrackVersionConverter)
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->Field("Flags", &TAnimTrack<AZ::IAssetBlendKey>::m_flags)
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->Field("Range", &TAnimTrack<AZ::IAssetBlendKey>::m_timeRange)
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->Field("ParamType", &TAnimTrack<AZ::IAssetBlendKey>::m_nParamType)
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->Field("Keys", &TAnimTrack<AZ::IAssetBlendKey>::m_keys)
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->Field("Id", &TAnimTrack<AZ::IAssetBlendKey>::m_id);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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AnimValueType CAssetBlendTrack::GetValueType()
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{
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return AnimValueType::AssetBlend;
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}
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//////////////////////////////////////////////////////////////////////////
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void CAssetBlendTrack::GetValue(float time, Maestro::AssetBlends<AZ::Data::AssetData>& value)
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{
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// Start by clearing all the assets.
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m_assetBlend.m_assetBlends.clear();
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// Keep track of the nearest keys to be used if not key is found at the input time.
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bool foundPreviousKey = false;
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bool foundNextKey = false;
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float previousKeyTimeDistance = FLT_MAX;
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float nextKeyTimeDistance = FLT_MAX;
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AZ::IAssetBlendKey previousKey;
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AZ::IAssetBlendKey nextKey;
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// Check each key to see if it has an asset that is in time range right now.
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for (auto key : m_keys)
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{
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float localTime = time - key.time;
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float segmentLength = key.GetValidEndTime() - key.m_startTime;
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if (key.IsInRange(time) && key.m_assetId.IsValid())
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{
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float segmentPercent = localTime / (segmentLength / key.GetValidSpeed());
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m_assetBlend.m_assetBlends.push_back(Maestro::AssetBlend(key.m_assetId, key.m_startTime + (segmentLength * segmentPercent), key.m_blendInTime, key.m_blendOutTime));
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}
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// Find the nearest previous key
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if (key.time < time)
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{
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if (abs(time - key.time) < previousKeyTimeDistance)
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{
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previousKeyTimeDistance = abs(time - key.time);
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previousKey = key;
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foundPreviousKey = true;
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}
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}
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// Find the nearest next key
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if (key.time > time)
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{
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if (abs(time - key.time) < nextKeyTimeDistance)
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{
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nextKeyTimeDistance = abs(time - key.time);
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nextKey = key;
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foundNextKey = true;
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}
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}
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}
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// If no asset blends have been added, and there is a key somewhere in the time line,
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// add the first or last frame of the key.
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if (m_assetBlend.m_assetBlends.empty() && !m_keys.empty())
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{
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// Check for looping the anim on the last key
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if (foundPreviousKey && previousKey.m_bLoop)
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{
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float localTime = time - previousKey.time;
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float segmentLength = previousKey.GetValidEndTime() - previousKey.m_startTime;
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float segmentPercent = static_cast<float>(fmod(localTime / (segmentLength / previousKey.GetValidSpeed()), 1.0));
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m_assetBlend.m_assetBlends.push_back(Maestro::AssetBlend(previousKey.m_assetId, previousKey.m_startTime + (segmentLength * segmentPercent), previousKey.m_blendInTime, previousKey.m_blendOutTime));
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}
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else
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{
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// Nothing set, just freeze frame on the first or last frame of the nearest animation
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if (!foundPreviousKey && foundNextKey)
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{
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m_assetBlend.m_assetBlends.push_back(Maestro::AssetBlend(nextKey.m_assetId, nextKey.m_startTime, nextKey.m_blendInTime, nextKey.m_blendOutTime));
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}
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else if (foundPreviousKey)
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{
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// Add a small fudge factor to the end time so the animation will be frozen on the last frame if we play off the end
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// of an animation and there is no other animation set on the tack.
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m_assetBlend.m_assetBlends.push_back(Maestro::AssetBlend(previousKey.m_assetId, previousKey.GetValidEndTime() - 0.001f, previousKey.m_blendInTime, previousKey.m_blendOutTime));
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}
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}
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}
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// Return the updated assetBlend
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value = m_assetBlend;
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}
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//////////////////////////////////////////////////////////////////////////
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void CAssetBlendTrack::SetDefaultValue(const Maestro::AssetBlends<AZ::Data::AssetData>& defaultValue)
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{
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m_defaultValue = defaultValue;
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Invalidate();
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}
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//////////////////////////////////////////////////////////////////////////
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float CAssetBlendTrack::GetEndTime() const
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{
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return m_timeRange.end;
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}
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//////////////////////////////////////////////////////////////////////////
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void CAssetBlendTrack::Reflect(AZ::ReflectContext* context)
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{
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TAnimTrack<AZ::IAssetBlendKey>::Reflect(context);
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if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<CAssetBlendTrack, TAnimTrack<AZ::IAssetBlendKey>>()
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->Version(1);
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}
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}
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