diff --git a/01-Diary/周小结/2024.5.md b/01-Diary/周小结/2024.5.md index 9a278cf..887c55c 100644 --- a/01-Diary/周小结/2024.5.md +++ b/01-Diary/周小结/2024.5.md @@ -7,5 +7,12 @@ # 5.27~5.31 1. 实现通用镜头Sequencer控制角色动画蓝图 <=> 动画切换功能。 -2. 优化EOE场景。 +2. 优化EOE场景。给其给出后续的优化方法。 3. 给导播台添加切换RootMotion模式功能。 +4. 重新搭建p4流程,并且上传完功能与拉取测试。 +5. 完成6台手机的FaceMask部署。 +6. 帮助绑定同学使用UE5动画重定向程序实现贝拉动画=>思诺动画。 + +# 6.3~6.7 +1. 给所有同事的电脑部署p4v以及工作区。 +2. 完成3级导播台RootMotion、PostAnimBlueprint的启用/禁用切换功能。 \ No newline at end of file diff --git a/02-Note/DAWA/ASoul/ASoul NAS部署服务.md b/02-Note/DAWA/ASoul/ASoul NAS部署服务.md index 34f6f1b..4f10f68 100644 --- a/02-Note/DAWA/ASoul/ASoul NAS部署服务.md +++ b/02-Note/DAWA/ASoul/ASoul NAS部署服务.md @@ -1,12 +1,16 @@ +# Wifi密码 +Nswl67730588 + # NAS 172.168.5.17 admin NiceFuture0521 ## 共享盘账号密码 -`\\172.168.5.17\NiceFutureNAS` -用户名:dev -密码:Develop +`\\172.168.5.17\NSWL_TECH` +NSWL_TECH,设置为Z盘。 +登录用户:dev +密码:NiceFuture0521 ## Perforce ```c++ docker run -d --restart unless-stopped \ @@ -15,4 +19,8 @@ docker run -d --restart unless-stopped \ blueroses/perforce-helix-p4d:2024.5 ``` -# 文件共享 +## VPN +- https://115.236.67.234:8443 + - loujiajie + - ios支付账号 +- https://secloud1.ruijie.com.cn/SSLVPNClient diff --git a/02-Note/DAWA/ASoul/导播台笔记/启动逻辑.md b/02-Note/DAWA/ASoul/导播台笔记/启动逻辑.md new file mode 100644 index 0000000..2f2ffd7 --- /dev/null +++ b/02-Note/DAWA/ASoul/导播台笔记/启动逻辑.md @@ -0,0 +1,9 @@ +# 启动逻辑 +1. ULiveDirectorGameInstance::ParseCommandLine():解析DirectorMode、PGMMode字符串并设置。 +2. SetDirectorModeStr() +3. SetDirectorMode() +4. 调用蓝图事件OnDirectorModeChanged() + +TsLiveDirectorGameInstance extends UE.LiveDirectorGameInstance + +TsDirectorCamManagerActor.ts \ No newline at end of file diff --git a/02-Note/DAWA/ASoul/流程笔记/角色流程.md b/02-Note/DAWA/ASoul/流程笔记/角色流程.md index 1ee847f..4810c31 100644 --- a/02-Note/DAWA/ASoul/流程笔记/角色流程.md +++ b/02-Note/DAWA/ASoul/流程笔记/角色流程.md @@ -2,6 +2,19 @@ 继承关系:BP_XXX_Base -> BP_Idol_Base -> TsIdolActor -> AVCharacter -> ACharacter 。 主要逻辑位于TsIdolActor中,文件路径为`Script/LiveDirector/Character/TsIdolActor.ts` +# 添加新角色流程笔记 +1. 添加一个Idol.xxx标签。 + +## 含有标签的文件 +1. Ts_HandHelodCamUI.tsx +2. [ ] TsCharacterItem.ts `Script\LiveDirector\Character\View\TsCharacterItem.ts` +3. [ ] TsCharacterMocapViewTmp.ts :这个是MotionProcess的UI,继承控件`/Content/UIAssets/Character/Mocap/WBP_CharacterMocapViewTmp` +4. [ ] TsPropMocapItemTmp.ts +5. [ ] TsDirectorConsoleCommandHandler.ts +6. [ ] TsSpawnPointSettingItem.ts +7. [ ] TsIdolPropManagerComponent.ts +8. [ ] TsSimpleLevelManager.ts +9. ~~CameraDebug.cpp ~~(这个不需求) # AVCharacter 主要实现了`virtual void OnRep_AttachmentReplication() override;`,声明了若干BlueprintNativeEvent: - bool CanSyncRelativeTransform(); diff --git a/03-UnrealEngine/Gameplay/PuerTS/Puerts(一)——学习资料归纳.md b/03-UnrealEngine/Gameplay/PuerTS/Puerts(一)——学习资料归纳.md index d680535..d1859a5 100644 --- a/03-UnrealEngine/Gameplay/PuerTS/Puerts(一)——学习资料归纳.md +++ b/03-UnrealEngine/Gameplay/PuerTS/Puerts(一)——学习资料归纳.md @@ -254,4 +254,221 @@ console.log(actor.K2_GetActorLocation().ToString()); ``` ## UE C++访问Puerts -通过UDynamicDelegateProxy,其成员记录了绑定的虚拟机与JS函数。 \ No newline at end of file +通过UDynamicDelegateProxy,其成员记录了绑定的虚拟机与JS函数。 + +# QuickStart.ts +```ts +import * as UE from 'ue' +import {$ref, $unref, $set, argv, on, toManualReleaseDelegate, releaseManualReleaseDelegate, blueprint} from 'puerts'; + +let obj = new UE.MainObject(); + +//调试器通过websocket发送断点信息,可能断点生效前脚本已经执行完备,可以通过debugger语句来主动触发断点 +//debugger; + +//成员访问 +console.log("------------------------0----------------------------"); +console.log("before set", obj.MyString) +obj.MyString = "PPPPP"; +console.log("after set", obj.MyString) + +//简单类型参数函数 +console.log("------------------------1----------------------------"); +let sum = obj.Add(100, 300); +console.log('sum', sum) + +//复杂类型参数函数 +console.log("------------------------2----------------------------"); +obj.Bar(new UE.Vector(1, 2, 3)); + +//引用类型参数函数 +console.log("------------------------3----------------------------"); +let vectorRef = $ref(new UE.Vector(1, 2, 3)) +obj.Bar2(vectorRef); +obj.Bar($unref(vectorRef)); + +//静态方法 +console.log("-----------------------4-----------------------------"); +let str1 = UE.JSBlueprintFunctionLibrary.GetName(); +let str2 = UE.JSBlueprintFunctionLibrary.Concat(', ', str1); +UE.JSBlueprintFunctionLibrary.Hello(str2); + +//扩展方法,和C#的扩展方法类似 +console.log("-----------------------5-----------------------------"); +let v = new UE.Vector(3, 2, 1) +console.log(v.ToString()); +v.Set(8, 88, 888) +console.log(v.ToString()); + +//静态wrap +console.log("-----------------------6-----------------------------"); +let vec = new UE.Vector(1, 2, 3) +console.log('vec', vec.ToString()) +vec.X = 3 +vec.Y = 2 +vec.Z = 1 +vec.Normalize(1) +console.log('vec', vec.ToString()) +console.log(vec.Projection().ToString()) +console.log('vec', vec.ToString()) + +//枚举 +console.log("-----------------------7-----------------------------"); +obj.EnumTest(UE.EToTest.V1); +obj.EnumTest(UE.EToTest.V13); + +//默认值 +console.log("-----------------------8-----------------------------"); +obj.DefaultTest(); +obj.DefaultTest("hello john"); +obj.DefaultTest("hello john", 1024); +obj.DefaultTest("hello john", 1024, new UE.Vector(7, 8, 9)); + +//定长数组 +console.log("-----------------------9-----------------------------"); +console.log("MyFixSizeArray.Num()", obj.MyFixSizeArray.Num()) +console.log("MyFixSizeArray[32]", obj.MyFixSizeArray.Get(32)) +console.log("MyFixSizeArray[33]", obj.MyFixSizeArray.Get(33)) +console.log("MyFixSizeArray[34]", obj.MyFixSizeArray.Get(34)) +obj.MyFixSizeArray.Set(33, 1000) +console.log("MyFixSizeArray[32]", obj.MyFixSizeArray.Get(32)) +console.log("MyFixSizeArray[33]", obj.MyFixSizeArray.Get(33)) +console.log("MyFixSizeArray[34]", obj.MyFixSizeArray.Get(34)) + +//TArray +console.log("------------------------10----------------------------"); +function printTArray(arr: UE.TArray) +{ + console.log("-----Num:", arr.Num()); + for(var i=0; i < arr.Num(); i++) { + console.log(i, ":", arr.Get(i)); + } +} +printTArray(obj.MyArray); +obj.MyArray.Add(888); +obj.MyArray.Set(0, 7); +printTArray(obj.MyArray); + +//TSet +console.log("------------------------11----------------------------"); +console.log(obj.MySet.Num()) +console.log(obj.MySet.Contains("John")); +console.log(obj.MySet.Contains("Che")); +console.log(obj.MySet.Contains("Hello")); + +//TMap +console.log("------------------------12----------------------------"); +console.log(obj.MyMap.Get("John")) +console.log(obj.MyMap.Get("Che")) +console.log(obj.MyMap.Get("Hello")) +obj.MyMap.Add("Che", 10) +console.log(obj.MyMap.Get("Che")) + +//ArrayBuffer +console.log("-------------------------13---------------------------"); +let ab = obj.ArrayBuffer; +let u8a1 = new Uint8Array(ab); +for (var i = 0; i < u8a1.length; i++) { + console.log(i, u8a1[i]); +} +obj.ArrayBufferTest(ab); +obj.ArrayBufferTest(new Uint8Array(ab)); +let ab2 = obj.ArrayBufferTest(new Uint8Array(ab, 5)); +let u8a2 = new Uint8Array(ab2); +console.log(u8a2.length); +for (var i = 0; i < u8a2.length; i++) { + console.log(i, u8a2[i]); +} + +//引擎方法 +console.log("--------------------------14--------------------------"); +//在FJsEnv启动,调用Start时传入的参数可以通过argv获取。如果是继承ue类方式,这里的argv是空的 +let gameInstance = (argv.getByName("GameInstance") as UE.GameInstance); +let actor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, UE.MainActor.StaticClass(), undefined) as UE.MainActor; +UE.GameplayStatics.FinishSpawningActor(actor, undefined); +console.log(actor.GetName()); +console.log(actor.K2_GetActorLocation().ToString()); + +//蓝图加载 +//UE.Class.Load方式 +//let bpClass = UE.Class.Load('/Game/StarterContent/TestBlueprint.TestBlueprint_C') +//let bpActor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, bpClass, undefined) as UE.Game.StarterContent.TestBlueprint.TestBlueprint_C; +blueprint.load(UE.Game.StarterContent.TestBlueprint.TestBlueprint_C); +const TestBlueprint_C = UE.Game.StarterContent.TestBlueprint.TestBlueprint_C; //别名 +let bpActor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, TestBlueprint_C.StaticClass(), undefined) as UE.Game.StarterContent.TestBlueprint.TestBlueprint_C; +UE.GameplayStatics.FinishSpawningActor(bpActor, undefined); +bpActor.Foo(false, 8000, 9000); +//如果确定后续不需要使用TestBlueprint_C了,应该unload节省内存 +blueprint.unload(TestBlueprint_C); + +//蓝图结构体加载 +//UE.UserDefinedStruct.Load方式 +//let TestStruct = UE.UserDefinedStruct.Load("UserDefinedStruct'/Game/StarterContent/TestStruct.TestStruct'"); +//let testStruct = UE.NewStruct(TestStruct) as UE.Game.StarterContent.TestStruct.TestStruct; +blueprint.load(UE.Game.StarterContent.TestStruct.TestStruct); +const TestStruct = UE.Game.StarterContent.TestStruct.TestStruct; +let testStruct = new TestStruct(); +testStruct.age = 10; +testStruct.speed = 5; +bpActor.Bar(testStruct); +blueprint.unload(TestStruct); + +//蓝图枚举 +console.log("-------------------------15---------------------------"); +console.log(UE.Game.StarterContent.TestEnum.TestEnum.Blue); +console.log(UE.Game.StarterContent.TestEnum.TestEnum.Red); +console.log(UE.Game.StarterContent.TestEnum.TestEnum.Green); + +//Delegate +console.log("--------------------------16--------------------------"); +function MutiCast1(i) { + console.warn("MutiCast1<<<", i); +} + +function MutiCast2(i) { + console.warn("MutiCast2>>>", i); + actor.NotifyWithInt.Remove(MutiCast2);//调用一次后就停掉 +} + +actor.NotifyWithInt.Add(MutiCast1) +actor.NotifyWithInt.Add(MutiCast2) + +console.log("NotifyWithString.IsBound", actor.NotifyWithString.IsBound()); +console.log("NotifyWithRefString.IsBound", actor.NotifyWithRefString.IsBound()); +actor.NotifyWithRefString.Bind((strRef) => { + //console.error("NotifyWithRefString"); + console.log("NotifyWithRefString", $unref(strRef)); + $set(strRef, "out to NotifyWithRefString");//引用参数输出 +}); +console.log("NotifyWithString.IsBound", actor.NotifyWithString.IsBound()); +console.log("NotifyWithRefString.IsBound", actor.NotifyWithRefString.IsBound()); + +actor.NotifyWithStringRet.Bind((inStr) => { + return "////" + inStr; +}); + +actor.NotifyWithInt.Broadcast(888999); +let strRef = $ref("666"); +actor.NotifyWithRefString.Execute(strRef); +console.log("out str:" + $unref(strRef)); +let retStr = actor.NotifyWithStringRet.Execute("console.log('hello world')"); +console.log("ret str:" + retStr); +console.log("waiting native call script..........."); + +//Pass JsFunction as Delegate +function IsJohn(str:string) : boolean { + return str == "John"; +} +obj.PassJsFunctionAsDelegate(toManualReleaseDelegate(IsJohn)); +//release after using +releaseManualReleaseDelegate(IsJohn); + +//unhandledRejection +on('unhandledRejection', function(reason: any) { + console.log('unhandledRejection~~~'); +}); + +new Promise(()=>{ + throw new Error('unhandled rejection'); +}); +``` \ No newline at end of file diff --git a/03-UnrealEngine/卡通渲染相关资料/卡通渲染开发总览.md b/03-UnrealEngine/卡通渲染相关资料/卡通渲染开发总览.md index 898edb0..6bf375f 100644 --- a/03-UnrealEngine/卡通渲染相关资料/卡通渲染开发总览.md +++ b/03-UnrealEngine/卡通渲染相关资料/卡通渲染开发总览.md @@ -37,12 +37,15 @@ rating: ⭐ 6. [ ] ToonOutline(后处理) 1. [ ] ID、Depth、Normal Outline 2. [ ] SDF Outline + 1. [ ] https://www.shadertoy.com/view/4lfyR2 + 3. [ ] BackFaceOutline 7. [ ] ToonPostProcess 1. [ ] ToonBloom - 2. [ ] 实现一波Anti-Lut。 + 2. [ ] 实现一波Anti-Lut 8. [ ] ToonRimLighting 1. [ ] 后处理边缘光 2. [ ] Matcap + 3. [ ] ASoul边缘光 9. [ ] Reflection控制 10. [ ] GI 11. 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Password:密码 + - Port:服务器ip与端口 + - User:用户名 +- Rider - Settings - Version Control - Perforce + - 输入Server、User、Workspace、utf8 # Perforce ## 参考 - 官方文档 @@ -174,6 +183,17 @@ Example: 4. ~~remote~~ (这个用户名无法登陆) 5. qa +#### 权限管理 +`//仓库名/分支/目录/...` +1. * + 1. read://... +2. art: + 1. write://Project/Development/LiveDirector/Content/... +3. director + 1. write://Project/Development/LiveDirector/Content/... +4. qa + 1. write://Project + #### WorkSpace设置 1. 编码使用:UTF8-no bom 2. Connection–>Edit Current Workspace–>Advanced,设置为