Merge remote-tracking branch 'origin/master'

This commit is contained in:
BlueRose 2024-06-07 14:15:33 +08:00
commit 15bf6528ce
33 changed files with 284 additions and 7 deletions

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@ -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。

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@ -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

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@ -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

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@ -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();

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@ -255,3 +255,220 @@ 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。
# 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<T>(arr: UE.TArray<T>)
{
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');
});
```

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@ -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. [ ] 阴影控制

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@ -97,6 +97,15 @@ docker push blueroses/perforce-helix-p4d:2024.5
docker push ghcr.io/blueroses/perforce-helix-p4d:2024.5
```
# IDE设置
- VSCode - Settings - Extensions - Perforce
- Client工作区名称
- Dir工作目录
- 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