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o3de/Gems/Maestro/Code/Source/Cinematics/AssetBlendTrack.cpp

300 lines
10 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AzCore/Serialization/SerializeContext.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <Maestro/Types/AssetBlends.h>
#include <AnimKey.h>
#include <Maestro/Types/AssetBlendKey.h>
#include "AssetBlendTrack.h"
#include "Maestro/Types/AnimValueType.h"
#define LOOP_TRANSITION_TIME 1.0f
//////////////////////////////////////////////////////////////////////////
/// @deprecated Serialization for Sequence data in Component Entity Sequences now occurs through AZ::SerializeContext and the Sequence Component
bool CAssetBlendTrack::Serialize(XmlNodeRef& xmlNode, bool bLoading, bool bLoadEmptyTracks)
{
return TAnimTrack<AZ::IAssetBlendKey>::Serialize(xmlNode, bLoading, bLoadEmptyTracks);
}
void CAssetBlendTrack::SerializeKey(AZ::IAssetBlendKey& key, XmlNodeRef& keyNode, bool bLoading)
{
if (bLoading)
{
// Read the AssetId made up of the guid and the sub id.
key.m_assetId.SetInvalid();
const char* assetIdGuidStr = keyNode->getAttr("assetIdGuid");
if (assetIdGuidStr != nullptr && assetIdGuidStr[0] != 0)
{
AZ::Uuid guid(assetIdGuidStr, strlen(assetIdGuidStr));
AZ::u32 assetIdSubId = 0;
keyNode->getAttr("assetIdSubId", assetIdSubId);
key.m_assetId = AZ::Data::AssetId(guid, assetIdSubId);
}
const char* descriptionIdStr = keyNode->getAttr("description");
if (descriptionIdStr != nullptr)
{
key.m_description = descriptionIdStr;
}
key.m_duration = 0;
key.m_endTime = 0;
key.m_startTime = 0;
key.m_bLoop = false;
key.m_speed = 1;
keyNode->getAttr("length", key.m_duration);
keyNode->getAttr("end", key.m_endTime);
keyNode->getAttr("speed", key.m_speed);
keyNode->getAttr("loop", key.m_bLoop);
keyNode->getAttr("start", key.m_startTime);
keyNode->getAttr("blendInTime", key.m_blendInTime);
keyNode->getAttr("blendOutTime", key.m_blendOutTime);
}
else
{
if (key.m_assetId.IsValid())
{
XmlString temp = key.m_assetId.m_guid.ToString<AZStd::string>().c_str();
keyNode->setAttr("assetIdGuid", temp);
keyNode->setAttr("assetIdSubId", key.m_assetId.m_subId);
}
if (!key.m_description.empty())
{
XmlString temp = key.m_description.c_str();
keyNode->setAttr("description", temp);
}
if (key.m_duration > 0)
{
keyNode->setAttr("length", key.m_duration);
}
if (key.m_endTime > 0)
{
keyNode->setAttr("end", key.m_endTime);
}
if (key.m_speed != 1)
{
keyNode->setAttr("speed", key.m_speed);
}
if (key.m_bLoop)
{
keyNode->setAttr("loop", key.m_bLoop);
}
if (key.m_startTime != 0)
{
keyNode->setAttr("start", key.m_startTime);
}
if (key.m_blendInTime != 0)
{
keyNode->setAttr("blendInTime", key.m_blendInTime);
}
if (key.m_blendOutTime != 0)
{
keyNode->setAttr("blendOutTime", key.m_blendOutTime);
}
}
}
void CAssetBlendTrack::GetKeyInfo(int key, const char*& description, float& duration)
{
assert(key >= 0 && key < (int)m_keys.size());
CheckValid();
description = 0;
duration = 0;
if (m_keys[key].m_assetId.IsValid())
{
description = m_keys[key].m_description.c_str();
if (m_keys[key].m_bLoop)
{
float lastTime = m_timeRange.end;
if (key + 1 < (int)m_keys.size())
{
lastTime = m_keys[key + 1].time;
}
// duration is unlimited but cannot last past end of track or time of next key on track.
duration = lastTime - m_keys[key].time;
}
else
{
if (m_keys[key].m_speed == 0)
{
m_keys[key].m_speed = 1.0f;
}
duration = m_keys[key].GetActualDuration();
}
}
}
float CAssetBlendTrack::GetKeyDuration(int key) const
{
assert(key >= 0 && key < (int)m_keys.size());
const float EPSILON = 0.001f;
if (m_keys[key].m_bLoop)
{
float lastTime = m_timeRange.end;
if (key + 1 < (int)m_keys.size())
{
// EPSILON is required to ensure the correct ordering when getting nearest keys.
lastTime = m_keys[key + 1].time + std::min(LOOP_TRANSITION_TIME,
GetKeyDuration(key + 1) - EPSILON);
}
// duration is unlimited but cannot last past end of track or time of next key on track.
return std::max(lastTime - m_keys[key].time, 0.0f);
}
else
{
return m_keys[key].GetActualDuration();
}
}
//////////////////////////////////////////////////////////////////////////
static bool AssetBlendTrackVersionConverter(
AZ::SerializeContext& serializeContext,
AZ::SerializeContext::DataElementNode& rootElement)
{
if (rootElement.GetVersion() < 3)
{
rootElement.AddElement(serializeContext, "BaseClass1", azrtti_typeid<IAnimTrack>());
}
return true;
}
template<>
inline void TAnimTrack<AZ::IAssetBlendKey>::Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<TAnimTrack<AZ::IAssetBlendKey>, IAnimTrack>()
->Version(3, &AssetBlendTrackVersionConverter)
->Field("Flags", &TAnimTrack<AZ::IAssetBlendKey>::m_flags)
->Field("Range", &TAnimTrack<AZ::IAssetBlendKey>::m_timeRange)
->Field("ParamType", &TAnimTrack<AZ::IAssetBlendKey>::m_nParamType)
->Field("Keys", &TAnimTrack<AZ::IAssetBlendKey>::m_keys)
->Field("Id", &TAnimTrack<AZ::IAssetBlendKey>::m_id);
}
}
//////////////////////////////////////////////////////////////////////////
AnimValueType CAssetBlendTrack::GetValueType()
{
return AnimValueType::AssetBlend;
}
//////////////////////////////////////////////////////////////////////////
void CAssetBlendTrack::GetValue(float time, Maestro::AssetBlends<AZ::Data::AssetData>& value)
{
// Start by clearing all the assets.
m_assetBlend.m_assetBlends.clear();
// Keep track of the nearest keys to be used if not key is found at the input time.
bool foundPreviousKey = false;
bool foundNextKey = false;
float previousKeyTimeDistance = FLT_MAX;
float nextKeyTimeDistance = FLT_MAX;
AZ::IAssetBlendKey previousKey;
AZ::IAssetBlendKey nextKey;
// Check each key to see if it has an asset that is in time range right now.
for (auto key : m_keys)
{
float localTime = time - key.time;
float segmentLength = key.GetValidEndTime() - key.m_startTime;
if (key.IsInRange(time) && key.m_assetId.IsValid())
{
float segmentPercent = localTime / (segmentLength / key.GetValidSpeed());
m_assetBlend.m_assetBlends.push_back(Maestro::AssetBlend(key.m_assetId, key.m_startTime + (segmentLength * segmentPercent), key.m_blendInTime, key.m_blendOutTime));
}
// Find the nearest previous key
if (key.time < time)
{
if (abs(time - key.time) < previousKeyTimeDistance)
{
previousKeyTimeDistance = abs(time - key.time);
previousKey = key;
foundPreviousKey = true;
}
}
// Find the nearest next key
if (key.time > time)
{
if (abs(time - key.time) < nextKeyTimeDistance)
{
nextKeyTimeDistance = abs(time - key.time);
nextKey = key;
foundNextKey = true;
}
}
}
// If no asset blends have been added, and there is a key somewhere in the time line,
// add the first or last frame of the key.
if (m_assetBlend.m_assetBlends.empty() && !m_keys.empty())
{
// Check for looping the anim on the last key
if (foundPreviousKey && previousKey.m_bLoop)
{
float localTime = time - previousKey.time;
float segmentLength = previousKey.GetValidEndTime() - previousKey.m_startTime;
float segmentPercent = static_cast<float>(fmod(localTime / (segmentLength / previousKey.GetValidSpeed()), 1.0));
m_assetBlend.m_assetBlends.push_back(Maestro::AssetBlend(previousKey.m_assetId, previousKey.m_startTime + (segmentLength * segmentPercent), previousKey.m_blendInTime, previousKey.m_blendOutTime));
}
else
{
// Nothing set, just freeze frame on the first or last frame of the nearest animation
if (!foundPreviousKey && foundNextKey)
{
m_assetBlend.m_assetBlends.push_back(Maestro::AssetBlend(nextKey.m_assetId, nextKey.m_startTime, nextKey.m_blendInTime, nextKey.m_blendOutTime));
}
else if (foundPreviousKey)
{
// 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
// of an animation and there is no other animation set on the tack.
m_assetBlend.m_assetBlends.push_back(Maestro::AssetBlend(previousKey.m_assetId, previousKey.GetValidEndTime() - 0.001f, previousKey.m_blendInTime, previousKey.m_blendOutTime));
}
}
}
// Return the updated assetBlend
value = m_assetBlend;
}
//////////////////////////////////////////////////////////////////////////
void CAssetBlendTrack::SetDefaultValue(const Maestro::AssetBlends<AZ::Data::AssetData>& defaultValue)
{
m_defaultValue = defaultValue;
Invalidate();
}
//////////////////////////////////////////////////////////////////////////
float CAssetBlendTrack::GetEndTime() const
{
return m_timeRange.end;
}
//////////////////////////////////////////////////////////////////////////
void CAssetBlendTrack::Reflect(AZ::ReflectContext* context)
{
TAnimTrack<AZ::IAssetBlendKey>::Reflect(context);
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<CAssetBlendTrack, TAnimTrack<AZ::IAssetBlendKey>>()
->Version(1);
}
}