Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_UseCachedPose.cpp

180 lines
5.6 KiB
C++
Raw Permalink Normal View History

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_UseCachedPose.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "AnimGraphNode_SaveCachedPose.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Kismet2/CompilerResultsLog.h"
#include "BlueprintActionFilter.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_UseCachedPose
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_UseCachedPose::UAnimGraphNode_UseCachedPose(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UAnimGraphNode_UseCachedPose::EarlyValidation(class FCompilerResultsLog& MessageLog) const
{
Super::EarlyValidation(MessageLog);
bool bRefreshSavCachedPoseNode = true;
// Check to see the current cached node is still valid (and not deleted, by checking pin connections)
if(SaveCachedPoseNode.IsValid())
{
// The node has a single pin, make sure it's there
check(SaveCachedPoseNode->Pins.Num());
// Deleted nodes have no links, otherwise we will be doing some wasted work on unlinked nodes
if(SaveCachedPoseNode->Pins[0]->LinkedTo.Num())
{
// The node has links, it's valid, continue to use it
bRefreshSavCachedPoseNode = false;
}
}
// We need to refresh the cached pose node this node is linked to
if(bRefreshSavCachedPoseNode && !NameOfCache.IsEmpty())
{
UBlueprint* GraphBlueprint = FBlueprintEditorUtils::FindBlueprintForGraph(GetGraph());
check(GraphBlueprint);
TArray<UEdGraph*> AllGraphs;
GraphBlueprint->GetAllGraphs(AllGraphs);
for(UEdGraph* Graph : AllGraphs)
{
// Get a list of all save cached pose nodes
TArray<UAnimGraphNode_SaveCachedPose*> CachedPoseNodes;
Graph->GetNodesOfClass(CachedPoseNodes);
// Go through all the nodes and find one with a title that matches ours
for (auto NodeIt = CachedPoseNodes.CreateIterator(); NodeIt; ++NodeIt)
{
if((*NodeIt)->CacheName == NameOfCache)
{
// Fix the original Blueprint node as well as the compiled version
MessageLog.FindSourceObjectTypeChecked<UAnimGraphNode_UseCachedPose>(this)->SaveCachedPoseNode = *NodeIt;
SaveCachedPoseNode = *NodeIt;
break;
}
}
}
}
}
FText UAnimGraphNode_UseCachedPose::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_UseCachedPose_Tooltip", "References an animation tree elsewhere in the blueprint, which will be evaluated at most once per frame.\nCannot reference poses in other layers.");
}
FText UAnimGraphNode_UseCachedPose::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FFormatNamedArguments Args;
if(SaveCachedPoseNode.IsValid())
{
NameOfCache = SaveCachedPoseNode->CacheName;
}
Args.Add(TEXT("CachePoseName"), FText::FromString(NameOfCache));
return FText::Format(LOCTEXT("AnimGraphNode_UseCachedPose_Title", "Use cached pose '{CachePoseName}'"), Args);
}
FString UAnimGraphNode_UseCachedPose::GetNodeCategory() const
{
return TEXT("Cached Poses");
}
void UAnimGraphNode_UseCachedPose::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FString CacheNodeName, UAnimGraphNode_SaveCachedPose* SaveCachePoseNode)
{
UAnimGraphNode_UseCachedPose* UseCachedPose = CastChecked<UAnimGraphNode_UseCachedPose>(NewNode);
// we use an empty CacheName in GetNodeTitle() to relay the proper menu title
UseCachedPose->SaveCachedPoseNode = SaveCachePoseNode;
};
UObject const* ActionKey = ActionRegistrar.GetActionKeyFilter();
if(UBlueprint const* Blueprint = Cast<UBlueprint>(ActionKey))
{
// Get a list of all save cached pose nodes
TArray<UAnimGraphNode_SaveCachedPose*> CachedPoseNodes;
FBlueprintEditorUtils::GetAllNodesOfClass<UAnimGraphNode_SaveCachedPose>(Blueprint, /*out*/ CachedPoseNodes);
// Offer a use node for each of them with our layer in its outer chain
for (UAnimGraphNode_SaveCachedPose* CachedPoseNode : CachedPoseNodes)
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda, CachedPoseNode->CacheName, CachedPoseNode);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
}
bool UAnimGraphNode_UseCachedPose::IsActionFilteredOut(class FBlueprintActionFilter const& Filter)
{
bool bIsFilteredOut = false;
if(SaveCachedPoseNode.IsValid())
{
FBlueprintActionContext const& FilterContext = Filter.Context;
for(UBlueprint* Blueprint : FilterContext.Blueprints)
{
if(SaveCachedPoseNode->GetBlueprint() != Blueprint)
{
bIsFilteredOut = true;
break;
}
}
for(UEdGraph* Graph : FilterContext.Graphs)
{
// Get layer we are in (i.e. the last outer that is a graph)
UEdGraph* OuterLayer = Graph;
UObject* TestGraphOuter = OuterLayer->GetOuter();
while (TestGraphOuter)
{
if (UEdGraph* EdGraph = Cast<UEdGraph>(TestGraphOuter))
{
OuterLayer = EdGraph;
}
TestGraphOuter = TestGraphOuter->GetOuter();
}
// Check if the save cached pose node has the layer in its outer chain
auto HasOuterLayerInOuterChain = [OuterLayer](UAnimGraphNode_SaveCachedPose* InCachedPoseNode)
{
UObject* OuterObject = InCachedPoseNode;
while(UObject* TestOuterObject = OuterObject->GetOuter())
{
OuterObject = TestOuterObject;
if(OuterObject == OuterLayer)
{
return true;
}
}
return false;
};
if(!HasOuterLayerInOuterChain(SaveCachedPoseNode.Get()))
{
bIsFilteredOut = true;
break;
}
}
}
return bIsFilteredOut;
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#undef LOCTEXT_NAMESPACE