149 lines
6.3 KiB
Markdown
Raw Normal View History

2024-11-26 18:16:19 +08:00
# 前言
默认存储数据路径C:\LiveDirectorSaved\Sequoia
操作方式:
1. 4级中使用`Ctrl + Shift + D`勾选Sequoia编辑器后显示。
2. Ctrl + 剪切轨道。
2024-11-26 19:22:10 +08:00
PS. 编辑器状态下可以打开Sequoia编辑器界面再进4级前Ctrl+Shift+D点击后就可以打开。
2024-11-26 18:16:19 +08:00
# 相关类
- TS`LiveDirector\Script\Sequoia`
- TsSequoiaManagerActor
- OnPlayButtonClicked()Sequoia播放函数。主要逻辑是打开Sequoia的序列化数据之后创建或取得播放器斌进行播放/停止。
- TsSequoiaData => USequoiaData => USequoiaObject
- TsSequoiaBinding => USequoiaBinding => UNameableSequoiaObject => USequoiaObject
- TsSequoiaTake => USequoiaTake => UNameableSequoiaObject => USequoiaObject
- *SequoiaDirectorCamTake*
- TsSequoiaTrack => USequoiaTrack => UNameableSequoiaObject => USequoiaObject
- CharacterLiveLinkAnimTrack
- SequoiaMotionTrack
2024-11-26 19:22:10 +08:00
- *SequoiaCamShotTrack*(SequoiaCamShotEvalTemplate)***相机Take的CamShot轨道。***
- *SequoiaCamTargetTrack*(SequoiaCamTargetEvalTemplate)***相机Take的Target轨道。***
2024-11-26 18:16:19 +08:00
- SequoiaAudioTrack
- TsSequoiaSection => USequoiaSection
- *SequoiaCamSection*(TS)
- *SequoiaCamTargetSection*(TS)
- TsSequoiaSectionWithFileRef
- CharacterLiveLinkAnimSection
- SequoiaMotionSection
- SequoiaAudioSection
- ISequoiaEvalTemplate
- *SequoiaCamShotEvalTemplate*
- *SequoiaCamTargetEvalTemplate*
- CharacterLiveLinkAnimEvalTemplate
- SequoiaMotionEvalTemplate
- SequoiaAudioEvalTemplate
- ICamShotEvalHandle
- *SingleCamShotEvalHandle*
- *DoubleCamShotEvalhandle*
- c++`LiveDirector\Source\Modules\Sequoia`
- SequoiaPlayer
- PlayInternal():播放逻辑,主要调用`SequoiaData->Evaluate();`
- USequoiaObject => UObject
# 播放逻辑
```c++
TsSequoiaManagerActor@OnPlayButtonClicked: start play : 大聲鑽石
[2024.11.26-04.21.03:648][613]Puerts: (0x00000BD7686682F0) SequoiaManager@ Composer: On start playing...
[2024.11.26-04.21.03:649][613]Puerts: (0x00000BD7686682F0) DirectorCamSequoiaHandle : Enter CamTarget Section: Idol.JiaRan
[2024.11.26-04.21.03:649][613]Puerts: (0x00000BD7686682F0) DirectorCamSequoiaHandle : play Cam Section: ZhuJiwei_Zheng16-24mm group:CC8F4D734664869EC8FE788E7550AC31 index:0 scrub:false
[2024.11.26-04.21.03:665][614]Puerts: (0x00000BD7686682F0) request PGM: WorkShop
```
1. Sequoia界面点击播放后调用TsSequoiaManagerActor::OnPlayButtonClicked()
2. SequoiaPlayer::PlayInternal(),设置时间范围后。
3. USequoiaData::Evaluate()。
1. 调用所有USequoiaBinding::Evaluate()。
1. 调用所有USequoiaTrack::Evaluate()。
2. 调用所有USequoiaTake::Evaluate()。
1. 调用所有USequoiaTrack::Evaluate()。
PS. 实际上Sequoia的镜头录制数据会创建SequoiaCamShotTrack、SequoiaCamTargetTrack轨道。
## USequoiaTrack::Evaluate()
```c++
void USequoiaTrack::Evaluate(TRange<FFrameTime> EvaluationRange, ESequoiaEvaluateType EvalType)
{
Super::Evaluate(EvaluationRange, EvalType);
TArray<FSequoiaEvalSection> EvalSections;
USequoiaUtil::GetEvalSections(Sections, EvaluationRange, EvalSections);//根据播放范围取得Section
OnEvaluate(EvalSections, EvaluationRange.GetLowerBoundValue(), EvaluationRange.GetUpperBoundValue(), EvalType);//调用蓝图类的BlueprintImplementableEvent事件。
}
```
在TsSequoiaTrack中Overrider了OnEvaluate():
```ts
OnEvaluate(EvalSections: $Ref<UE.TArray<UE.SequoiaEvalSection>>, EvalStartTime: UE.FrameTime, EvalEndTime: UE.FrameTime, EvalType: UE.ESequoiaEvaluateType) : void{
if(!this.CanEvaluate() || !EvalSections){
return
}
if(!this.evalTemplate){
this.evalTemplate = this.CreateTemplate()
if(!this.evalTemplate){
return
}
this.evalTemplate.InitTemplate(this)
}
let newEvalSections = new Array<TsSequoiaSection>()
let evalSectionsRef = $unref(EvalSections)
for(let index = 0; index < evalSectionsRef.Num(); index ++){
let sectionRef = evalSectionsRef.GetRef(index)
let tsSection = sectionRef.Section as TsSequoiaSection
if(!sectionRef || !tsSection){
continue
}
if(sectionRef.EvalMode == UE.ESequoiaEvaluateMode.EEM_Inside || sectionRef.EvalMode == UE.ESequoiaEvaluateMode.EEM_JumpIn){
newEvalSections.push(tsSection)
if(newEvalSections.length >= MAX_EVAL_COUNT){
break
}
}
}
let bTemplateSourceChanged = this.IsTemplateSourceChanged(newEvalSections)
if(bTemplateSourceChanged){
this.evalTemplate.SetTemplateSource(newEvalSections, EvalType)
}
this.evalTemplate.Evaluate(EvalStartTime, EvalEndTime, EvalType)
this.lastEvalType = EvalType
}
```
看得出主要是主要逻辑是:
1. 创建指定类型的evalTemplate之后调用`evalTemplate.InitTemplate()`
2. 取得ESequoiaEvaluateMode为EEM_Inside与EEM_JumpIn的所有EvalSections。
3. 判断Template是否发生改变如果改变则调用`evalTemplate.SetTemplateSource()`
4. 调用`evalTemplate::Evaluate()`
2024-11-26 19:22:10 +08:00
## ISequoiaEvalTemplateSequoiaCamShotEvalTemplate
2024-11-26 18:16:19 +08:00
- InitTemplate
- SetTemplateSource
- Evaluate
## SequoiaCamSection
SequoiaCamSection => TsSequoiaSection。
- 数据Model类使用SequoiaCamSectionModel。
- SequoiaCamShotEvalTemplate
# 其他
## 添加自定义轨道
往Sequoia添加一个自定义轨道可以按照以下大体步骤进行开发
1. 大部分的拓展逻辑都写在SequoiaCustomBuilderTool.ts
2. 在SequoiaCustomBuilderTools.ts 的BindingType,TrackType,SectionType中添加组定义类型.在关系Map(BindingToTrackMap)中添加从属关系
3. 在Sequoia代码文件夹下创建拓展文件夹创建对应的TsBinding,TsTrack,TsSection等对应的UObject以及Model类可以参考DirectorCam.
4. Model文件用于数据序列化和存储通常不要使用UE类型UObject文件是真正的逻辑类
5. 创建Binding和BindingModel类分别定义AssignModel和构造函数用来承接数据
1. 在SequoiaCustomBuildertool.CreateBindingModel 和 CreateEmptyBindingModelByBindingType中新增新类型的Model创建。
2. 在SequoiaCustomBuildertool.CreateBinding中添加新Binding类型的创建
3. Track,Take,Section也是类似于Binding的方式在CustomBuilderTool中添加创建代码。
4. 至此就完成了数据部分的定义和代码。
1. 录制逻辑需要首先创建对应的录制逻辑继承自ISequoiaTakeRecorder.
2. 在SequoiaHelper.BuildTakeRecorders 中根据参数创建对应的recorder.