18 KiB
title, date, excerpt, tags, rating
title | date | excerpt | tags | rating |
---|---|---|---|---|
Sequence Runtime Binding | 2024-05-16 17:55:58 | ⭐ |
前言
MovieSceneTextTrack 引擎插件可以作为参考。 UMovieSceneCVarTrackInstance
参考:
- sequencer mute tracks at runtime from c
- 其他参考
- [Actor Rebinding in Blueprints with Sequencer(官方文档)]https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/Sequencer/HowTo/AnimateDynamicObjects/
- Level Sequence actor rebinding in C++
- Sequence ECS资料
- ECS资料
- [一文看懂ECS架构]https://zhuanlan.zhihu.com/p/618971664
可行思路:
- 给导播创建一个快捷键(Hotkey),之后在触发根据Tag切换对应角色动画蓝图中的逻辑。
- 使用Sequence的EventTrack设置若干事件。
- 模改UMovieSceneSkeletalAnimationTrack,实现一个可以自动根据Tag捕获对应角色并且播发动画的功能。
自定义Track
- Runtime修改绑定
- UE4:扩展Sequencer的BakeTransform有关Camera的参数:https://zhuanlan.zhihu.com/p/554484287
- LevelSequence对象绑定分析:https://zhuanlan.zhihu.com/p/548155341
- 自定义Track
- LevelSequence分析
UMovieSceneTrackInstance
大部分Track的instance类。
继承关系
UMovieSceneSignedObject -> UObject。一个UMovieScene由若干个MasterTrack(UMovieSceneTrack)组成,UMovieScene相当于是UMovieSceneTracks的容器,那么UMovieSceneTrack又由UMovieSceneSections组成,UMovieSceneSection就是一个Track中间的某一段。
UMovieSceneSignedObject
子类有UMovieScene、UMovieSceneSequence、UMovieSceneTrack、UMovieSceneSection。 定义:
- FGuid Signature:用于确定Object身份,以便于绑定。
- FOnSignatureChanged OnSignatureChangedEvent:ChangedEvent。
UMovieSceneSection
UMovieSceneSkeletalAnimationSection
UMovieSceneTrack
UMovieSceneSkeletalAnimationTrack
TArray<TObjectPtr<UMovieSceneSection>> AnimationSections
:存储所有动画Section。- FMovieSceneSkeletalAnimRootMotionTrackParams RootMotionParams:RootMotion控制。
编辑器代码:FSkeletalAnimationTrackEditor
Sequence绑定机制笔记
- SpawnableObject(自动Spawn的Object)
表示该Object在Sequence被Evaluate的时候自动Spawn,并且由Sequence来管理生命周期 - PossessableObject(可以被赋予的Object)
表示该Object可以被外部赋予,比如我手动赋予一个Actor给某个Track
UMovieSceneSequence
UMovieSceneSequence::CreatePossessable() UMovieSceneSequence::BindPossessableObject()
绑定过程可以参考: ULevelSequenceEditorSubsystem::AddActorsToBinding(const TArray<AActor*>& Actors, const FMovieSceneBindingProxy& ObjectBinding)
ActorToSequencer
菜单出现逻辑位于:FLevelSequenceEditorActorBinding::BuildSequencerAddMenu(FMenuBuilder& MenuBuilder)。
FLevelSequenceEditorActorBinding::AddPossessActorMenuExtensions(FMenuBuilder& MenuBuilder)
=>
FLevelSequenceEditorActorBinding::AddActorsToSequencer(AActor*const* InActors, int32 NumActors)
=>
TArray<FGuid> FSequencer::AddActors(const TArray<TWeakObjectPtr<AActor> >& InActors, bool bSelectActors);
=>
TArray<FGuid> FSequencerUtilities::AddActors(TSharedRef<ISequencer> Sequencer, const TArray<TWeakObjectPtr<AActor> >& InActors)
TArray<FGuid> FSequencerUtilities::AddActors(TSharedRef<ISequencer> Sequencer, const TArray<TWeakObjectPtr<AActor> >& InActors)
{
TArray<FGuid> PossessableGuids;
UMovieSceneSequence* Sequence = Sequencer->GetFocusedMovieSceneSequence();
if (!Sequence)
{
return PossessableGuids;
}
UMovieScene* MovieScene = Sequence->GetMovieScene();
if (!MovieScene)
{
return PossessableGuids;
}
if (MovieScene->IsReadOnly())
{
ShowReadOnlyError();
return PossessableGuids;
}
const FScopedTransaction Transaction(LOCTEXT("AddActors", "Add Actors"));
Sequence->Modify();
for (TWeakObjectPtr<AActor> WeakActor : InActors)
{
if (AActor* Actor = WeakActor.Get())
{
FGuid ExistingGuid = Sequencer->FindObjectId(*Actor, Sequencer->GetFocusedTemplateID());
if (!ExistingGuid.IsValid())
{
FGuid PossessableGuid = CreateBinding(Sequencer, *Actor, Actor->GetActorLabel());
PossessableGuids.Add(PossessableGuid);
if (ACameraActor* CameraActor = Cast<ACameraActor>(Actor))
{
NewCameraAdded(Sequencer, CameraActor, PossessableGuid);
}
Sequencer->OnActorAddedToSequencer().Broadcast(Actor, PossessableGuid);
}
}
}
return PossessableGuids;
}
其他参考
const FGuid PossessableGuid = OwnerMovieScene->AddPossessable(InName, InObject.GetClass());
if (!OwnerMovieScene->FindPossessable(PossessableGuid)->BindSpawnableObject(Sequencer->GetFocusedTemplateID(), &InObject, &Sequencer.Get()))
{
OwnerSequence->BindPossessableObject(PossessableGuid, InObject, BindingContext);
}
FGuid FSequencerUtilities::CreateBinding(TSharedRef<ISequencer> Sequencer, UObject& InObject, const FString& InName)
{
const FScopedTransaction Transaction(LOCTEXT("CreateBinding", "Create New Binding"));
UMovieSceneSequence* OwnerSequence = Sequencer->GetFocusedMovieSceneSequence();
UMovieScene* OwnerMovieScene = OwnerSequence->GetMovieScene();
OwnerSequence->Modify();
OwnerMovieScene->Modify();
const FGuid PossessableGuid = OwnerMovieScene->AddPossessable(InName, InObject.GetClass());
// Attempt to use the parent as a context if necessary
UObject* ParentObject = OwnerSequence->GetParentObject(&InObject);
UObject* BindingContext = Sequencer->GetPlaybackContext();
AActor* ParentActorAdded = nullptr;
FGuid ParentGuid;
if (ParentObject)
{
// Ensure we have possessed the outer object, if necessary
ParentGuid = Sequencer->GetHandleToObject(ParentObject, false);
if (!ParentGuid.IsValid())
{
ParentGuid = Sequencer->GetHandleToObject(ParentObject);
ParentActorAdded = Cast<AActor>(ParentObject);
}
if (OwnerSequence->AreParentContextsSignificant())
{
BindingContext = ParentObject;
}
// Set up parent/child guids for possessables within spawnables
if (ParentGuid.IsValid())
{
FMovieScenePossessable* ChildPossessable = OwnerMovieScene->FindPossessable(PossessableGuid);
if (ensure(ChildPossessable))
{
ChildPossessable->SetParent(ParentGuid, OwnerMovieScene);
}
FMovieSceneSpawnable* ParentSpawnable = OwnerMovieScene->FindSpawnable(ParentGuid);
if (ParentSpawnable)
{
ParentSpawnable->AddChildPossessable(PossessableGuid);
}
}
}
if (!OwnerMovieScene->FindPossessable(PossessableGuid)->BindSpawnableObject(Sequencer->GetFocusedTemplateID(), &InObject, &Sequencer.Get()))
{
OwnerSequence->BindPossessableObject(PossessableGuid, InObject, BindingContext);
}
// Broadcast if a parent actor was added as a result of adding this object
if (ParentActorAdded && ParentGuid.IsValid())
{
Sequencer->OnActorAddedToSequencer().Broadcast(ParentActorAdded, ParentGuid);
}
return PossessableGuid;
}
FAudioTrackEditor
FAudioTrackEditor::HandleAssetAdded(UObject* Asset, const FGuid& TargetObjectGuid) => FAudioTrackEditor::AddNewSound() => UMovieSceneAudioTrack::AddNewSoundOnRow(USoundBase* Sound, FFrameNumber Time, int32 RowIndex)
MovieSceneSkeletalAnimationTrack
- UMovieSceneSkeletalAnimationTrack
- UMovieSceneSkeletalAnimationSection
- FMovieSceneSkeletalAnimationParams
TObjectPtr<UAnimSequenceBase> Animation
- FMovieSceneSkeletalAnimationParams
- FSkeletalAnimationTrackEditor
- UMovieSceneSkeletalAnimationSystem
- 里面有介绍System相关的逻辑 https://zhuanlan.zhihu.com/p/413151867
- FSkeletalAnimationTrackEditMode
Track的编辑器注册位于MovieSceneToolsModule.cpp:
AnimationTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FSkeletalAnimationTrackEditor::CreateTrackEditor ) );
只对UMovieSceneSkeletalAnimationTrack生效:
bool FSkeletalAnimationTrackEditor::SupportsSequence(UMovieSceneSequence* InSequence) const
{
ETrackSupport TrackSupported = InSequence ? InSequence->IsTrackSupported(UMovieSceneSkeletalAnimationTrack::StaticClass()) : ETrackSupport::NotSupported;
return TrackSupported == ETrackSupport::Supported;
}
FEditorModeRegistry::Get().RegisterMode<FSkeletalAnimationTrackEditMode>(
FSkeletalAnimationTrackEditMode::ModeName,
NSLOCTEXT("SkeletalAnimationTrackEditorMode", "SkelAnimTrackEditMode", "Skeletal Anim Track Mode"),
FSlateIcon(),
false);
FSkeletalAnimationTrackEditor
FSkeletalAnimationTrackEditor::BuildTrackContextMenu():在MovieSceneSkeletalAnimationTrack的Animation上右键出现的菜单。 FSkeletalAnimationTrackEditor::BuildOutlinerEditWidget:MovieSceneSkeletalAnimationTrack下面生成Animtion那一列。
播放逻辑
ALevelSequenceActor::InitializePlayer()
ALevelSequenceActor->SequencePlayer->Play();
ALevelSequenceActor->SequencePlayer->Update(DeltaSeconds);
具体的逻辑位于UMovieSceneSequencePlayer::PlayInternal():
void UMovieSceneSequencePlayer::PlayInternal()
{
if (NeedsQueueLatentAction())
{
QueueLatentAction(FMovieSceneSequenceLatentActionDelegate::CreateUObject(this, &UMovieSceneSequencePlayer::PlayInternal));
return;
}
if (!IsPlaying() && Sequence && CanPlay())
{
const FString SequenceName = GetSequenceName(true);
UE_LOG(LogMovieScene, Verbose, TEXT("PlayInternal - %s (current status: %s)"), *SequenceName, *UEnum::GetValueAsString(Status));
// Set playback status to playing before any calls to update the position
Status = EMovieScenePlayerStatus::Playing;
float PlayRate = bReversePlayback ? -PlaybackSettings.PlayRate : PlaybackSettings.PlayRate;
// If at the end and playing forwards, rewind to beginning
if (GetCurrentTime().Time == GetLastValidTime())
{
if (PlayRate > 0.f)
{
SetPlaybackPosition(FMovieSceneSequencePlaybackParams(FFrameTime(StartTime), EUpdatePositionMethod::Jump));
}
}
else if (GetCurrentTime().Time == FFrameTime(StartTime))
{
if (PlayRate < 0.f)
{
SetPlaybackPosition(FMovieSceneSequencePlaybackParams(GetLastValidTime(), EUpdatePositionMethod::Jump));
}
}
// Update now
if (PlaybackSettings.bRestoreState)
{
RootTemplateInstance.EnableGlobalPreAnimatedStateCapture();
}
bPendingOnStartedPlaying = true;
Status = EMovieScenePlayerStatus::Playing;
TimeController->StartPlaying(GetCurrentTime());
if (PlayPosition.GetEvaluationType() == EMovieSceneEvaluationType::FrameLocked)
{
if (!OldMaxTickRate.IsSet())
{
OldMaxTickRate = GEngine->GetMaxFPS();
}
GEngine->SetMaxFPS(1.f / PlayPosition.GetInputRate().AsInterval());
}
//播放的核心逻辑估计在这里。
if (!PlayPosition.GetLastPlayEvalPostition().IsSet() || PlayPosition.GetLastPlayEvalPostition() != PlayPosition.GetCurrentPosition())
{
UpdateMovieSceneInstance(PlayPosition.PlayTo(PlayPosition.GetCurrentPosition()), EMovieScenePlayerStatus::Playing);
}
RunLatentActions();
UpdateNetworkSyncProperties();
if (bReversePlayback)
{
if (OnPlayReverse.IsBound())
{
OnPlayReverse.Broadcast();
}
}
else
{
if (OnPlay.IsBound())
{
OnPlay.Broadcast();
}
}
}
}
void UMovieSceneSequencePlayer::UpdateMovieSceneInstance(FMovieSceneEvaluationRange InRange, EMovieScenePlayerStatus::Type PlayerStatus, bool bHasJumped)
{
FMovieSceneUpdateArgs Args;
Args.bHasJumped = bHasJumped;
UpdateMovieSceneInstance(InRange, PlayerStatus, Args);
}
void UMovieSceneSequencePlayer::UpdateMovieSceneInstance(FMovieSceneEvaluationRange InRange, EMovieScenePlayerStatus::Type PlayerStatus, const FMovieSceneUpdateArgs& Args)
{
if (Observer && !Observer->CanObserveSequence())
{
return;
}
UMovieSceneSequence* MovieSceneSequence = RootTemplateInstance.GetSequence(MovieSceneSequenceID::Root);
if (!MovieSceneSequence)
{
return;
}
#if !NO_LOGGING
if (UE_LOG_ACTIVE(LogMovieScene, VeryVerbose))
{
const FQualifiedFrameTime CurrentTime = GetCurrentTime();
const FString SequenceName = GetSequenceName(true);
UE_LOG(LogMovieScene, VeryVerbose, TEXT("Evaluating sequence %s at frame %d, subframe %f (%f fps)."), *SequenceName, CurrentTime.Time.FrameNumber.Value, CurrentTime.Time.GetSubFrame(), CurrentTime.Rate.AsDecimal());
}
#endif
if (PlaybackClient)
{
PlaybackClient->WarpEvaluationRange(InRange);
}
// Once we have updated we must no longer skip updates
bSkipNextUpdate = false;
// We shouldn't be asked to run an async update if we have a blocking sequence.
check(!Args.bIsAsync || !EnumHasAnyFlags(MovieSceneSequence->GetFlags(), EMovieSceneSequenceFlags::BlockingEvaluation));
// We shouldn't be asked to run an async update if we don't have a tick manager.
check(!Args.bIsAsync || TickManager != nullptr);
FMovieSceneContext Context(InRange, PlayerStatus);
Context.SetHasJumped(Args.bHasJumped);
TSharedPtr<FMovieSceneEntitySystemRunner> Runner = RootTemplateInstance.GetRunner();
if (Runner)
{
Runner->QueueUpdate(Context, RootTemplateInstance.GetRootInstanceHandle());
if (Runner == SynchronousRunner || !Args.bIsAsync)
{
Runner->Flush();
}
}
}
这段解析来自于:https://zhuanlan.zhihu.com/p/413151867
UMovieSceneSequencePlayer::Play() //蓝图中调用
UMovieSceneSequencePlayer::PlayInternal()
UMovieSceneSequencePlayer::UpdateMovieSceneInstance
RootTemplateInstance.Evaluate(Context, *this);
// FMovieSceneRootEvaluationTemplateInstance::Evaluate
EntitySystemRunner.Update(Context, RootInstanceHandle);
FMovieSceneEntitySystemRunner::Flush()
FMovieSceneEntitySystemRunner::DoFlushUpdateQueueOnce()
FMovieSceneEntitySystemRunner::GameThread_ProcessQueue()
FMovieSceneEntitySystemRunner::GameThread_SpawnPhase()
// FMovieSceneEntitySystemRunner::GameThread_SpawnPhase()
/// System Linker->GetInstanceRegistry();
FInstanceRegistry* InstanceRegistry = GetInstanceRegistry();
FSequenceInstance& Instance = InstanceRegistry->MutateInstance(Update.InstanceHandle);
Instance.Update(Linker, Update.Context);
// FSequenceInstance::Update
SequenceUpdater->Update(Linker, Params, ComponentField, EntitiesScratch);
// FSequenceUpdater_Flat::Update
FSequenceInstance& SequenceInstance = Linker->GetInstanceRegistry()->MutateInstance(InstanceHandle);
SequenceInstance.Ledger.UpdateEntities
// FEntityLedger::UpdateEntities
FInstanceRegistry* InstanceRegistry = Linker->GetInstanceRegistry();
ImportEntity(Linker, ImportParams, EntityField, Query);
}
暂停的核心逻辑:
FMovieSceneEvaluationRange CurrentTimeRange = PlayPosition.GetCurrentPositionAsRange();
const FMovieSceneContext Context(CurrentTimeRange, EMovieScenePlayerStatus::Stopped);
Runner->QueueUpdate(Context, RootTemplateInstance.GetRootInstanceHandle(), FSimpleDelegate::CreateWeakLambda(this, FinishPause));
SequenceRecorder
SequenceRecorder模块的基类是ISequenceRecorder。
Sequencer ECS
使用ECS的原因
可伸缩性
如果使用新的运行时,应该能够编写包含成百上千个轨道或序列的内容,并且将这些内容作为一个整体来优化求值逻辑。这包括:
- 分配和组织数据,使性能不会随着活动Sequencer轨道的增加而快速恶化。
- 能够完全删除已知不再需要的逻辑和分支,不必在每一帧都为它们付出成本。没有代码就是最快的代码。这条原则应该适用于Sequencer求值代码的所有方面,而不仅限于最高级。
- 求值逻辑应该能够直接、高效且不受阻碍地批量访问必要数据,而不必通过复杂或低效的抽象与内存交互。
并发性
写入求值逻辑应该很简单,而且天然就能安全而高效地扩展到多个核心,包括上游/下游依赖性的表达定义(例如,并行地对所有曲线求值)。由于具备仅设置一次管线的综合优点,这不仅能让许多轻量级的小型动画受益,也有益于非常大的序列。
可扩展性
应该可以在内置功能的基础上构建逻辑,而不必重新实现核心系统。添加与核心系统交互的上游或下游功能应该是可以合理实现的。这包括:
- 在管线中的任何位置,当前帧的所有数据都应该是透明且可改变的。
- 可靠的依赖性管理。
这些设计目标,再加上Sequencer本身的各种问题,使得采用数据导向的设计原则成为自然而然的选择,理由如下:
- 大部分Sequencer数据是同质的,可以循序布局。
- 每种数据变换的逻辑通常具有非常高的独立性,与情境无关(即运行函数f(x)来得到曲线)。
- 控制和数据流是非常线性的,没有循环或递归的依赖性(也就是说,没有一种逻辑会要求重新计算已经计算出的数值)。
- 只有初始设置和最终属性设置器才有线程限制。
可参考Tracker实现:
- https://www.unrealengine.com/marketplace/zh-CN/product/blueprintsequencertrack
- GeometryCacheTracks & GeometryCacheSequencer
- MovieSceneEventTrack
- MovieSceneEventSection
- UMovieSceneEventTriggerSection -> UMovieSceneEventSectionBase -> UMovieSceneSection
- UMovieSceneEventRepeaterSection -> UMovieSceneEventSectionBase -> UMovieSceneSection
- MovieSceneEventSystem
- MovieSceneEventChannel