vault backup: 2023-12-11 16:16:50
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@ -5,6 +5,101 @@ excerpt:
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tags:
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rating: ⭐
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---
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# BVHImport插件中的案例
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```c++
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UObject* UBVHImportFactory::FactoryCreateFile(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, const FString& FileName, const TCHAR* Parms, FFeedbackContext* Warn, bool& bOutOperationCanceled)
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{
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if (!shouldImport) {
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return nullptr;
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}
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bool fileSuccess = BVHFile.ImportData(TCHAR_TO_ANSI(*FileName));
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const bool bIsUnattended = (IsAutomatedImport()
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|| FApp::IsUnattended()
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|| IsRunningCommandlet()
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|| GIsRunningUnattendedScript);
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// Check if it's a re-import
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if (InParent != nullptr)
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{
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UObject* ExistingObject = StaticFindObject(UObject::StaticClass(), InParent, *InName.ToString());
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if (ExistingObject)
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{
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//reimport逻辑略
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}
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}
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if (fileSuccess)
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{
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UAnimSequence* AnimSequence = NewObject<UAnimSequence>(InParent, InName, Flags & ~EObjectFlags::RF_Transactional);
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if (Skeleton == NULL) {
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//创建骨骼资产略
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}
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else {
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AnimSequence->SetSkeleton(Skeleton);//Skeleton bvhSkel
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AnimSequence->SetPreviewMesh(PreviewMesh);
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}
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ExtractAnimDataFromBVHFile(AnimSequence);
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return AnimSequence;
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}
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return nullptr;
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}
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```
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```c++
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void UBVHImportFactory::ExtractAnimDataFromBVHFile(UAnimSequence* AnimSequence) {
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if (AnimSequence)
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{
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// create animation
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IAnimationDataController& Controller = AnimSequence->GetController();
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Controller.OpenBracket(LOCTEXT("ImportBVHAnimation", "Importing BVH Animation"));
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Controller.ResetModel();
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// Write animation data into animation sequence.
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// Extract transform of hip to create root motion.
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const FReferenceSkeleton& RefSkeleton = AnimSequence->GetSkeleton()->GetReferenceSkeleton();
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const FName RootName = RefSkeleton.GetBoneName(0);
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const int32 NumOfKeys = BVHFile.Root->FrameOffset.Num();
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AnimSequence->ImportFileFramerate = (float)BVHFile.Header.DataRate;
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AnimSequence->ImportResampleFramerate = BVHFile.Header.DataRate;
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Controller.SetPlayLength(float(NumOfKeys - 1) / (float)BVHFile.Header.DataRate);
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Controller.SetFrameRate(FFrameRate(BVHFile.Header.DataRate, 1));
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RecursiveReadKeysFromNode(Controller, BVHFile.Root.Get());
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Controller.NotifyPopulated();
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Controller.CloseBracket();
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AnimSequence->AdditiveAnimType = EAdditiveAnimationType::AAT_None;
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AnimSequence->PostEditChange();
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FAssetRegistryModule::AssetCreated(AnimSequence);
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AnimSequence->MarkPackageDirty();
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}
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}
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```
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```c++
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void UBVHImportFactory::RecursiveReadKeysFromNode(IAnimationDataController& Controller, FNode* Node)
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{
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if (Node)
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{
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Controller.AddBoneTrack(Node->Name,false);
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Controller.SetBoneTrackKeys(Node->Name, Node->FrameOffset, Node->FrameQuat, Node->FrameScale,false);
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if (Node->Children.Num() > 0)
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{
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for (NodePtr Child : Node->Children)
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{
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RecursiveReadKeysFromNode(Controller, Child.Get());
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}
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}
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}
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}
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```
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# UAnimSequenceFactory
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```c++
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UObject* UAnimSequenceFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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