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

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// Copyright 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"
Anim node data/compiler refactor Per-node constant data is now held on a generated struct as part of sparse class data. Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class. The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements. Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data. Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants. Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link. Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future. Moved property access into Engine module & removed event support from it - this was never used. Reworked property access compilation API a little - construction/lifetime was a bit confusing previously. Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few. Patched the following nodes to use the new data approach: - Asset players (sequences, blendspaces, aim offsets) - Blend lists - Ref poses - Roots #rb Jurre.deBaare, Martin.Wilson, Keith.Yerex [CL 16090510 by Thomas Sarkanen in ue5-main branch]
2021-04-22 04:57:09 -04:00
#include "AnimBlueprintExtension_CachedPose.h"
#include "IAnimBlueprintCompilationContext.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "BlueprintEditorModule.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);
}
void UAnimGraphNode_UseCachedPose::JumpToDefinition() const
{
if (UObject* HyperlinkTarget = GetJumpTargetForDoubleClick())
{
TSharedPtr<IBlueprintEditor> BlueprintEditor = FKismetEditorUtilities::GetIBlueprintEditorForObject(HyperlinkTarget, true);
if(BlueprintEditor.IsValid())
{
BlueprintEditor->JumpToHyperlink(HyperlinkTarget, false);
}
}
}
UObject* UAnimGraphNode_UseCachedPose::GetJumpTargetForDoubleClick() const
{
// Double click goes to the save cached pose for this node
return SaveCachedPoseNode.Get();
}
FString UAnimGraphNode_UseCachedPose::GetNodeCategory() const
{
return TEXT("Animation|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;
}
void UAnimGraphNode_UseCachedPose::OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
Anim node data/compiler refactor Per-node constant data is now held on a generated struct as part of sparse class data. Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class. The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements. Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data. Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants. Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link. Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future. Moved property access into Engine module & removed event support from it - this was never used. Reworked property access compilation API a little - construction/lifetime was a bit confusing previously. Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few. Patched the following nodes to use the new data approach: - Asset players (sequences, blendspaces, aim offsets) - Blend lists - Ref poses - Roots #rb Jurre.deBaare, Martin.Wilson, Keith.Yerex [CL 16090510 by Thomas Sarkanen in ue5-main branch]
2021-04-22 04:57:09 -04:00
UAnimBlueprintExtension_CachedPose* CompilerExtension = UAnimBlueprintExtension::GetExtension<UAnimBlueprintExtension_CachedPose>(GetAnimBlueprint());
check(CompilerExtension);
bool bSuccessful = false;
// Link to the saved cached pose
if(SaveCachedPoseNode.IsValid())
{
Anim node data/compiler refactor Per-node constant data is now held on a generated struct as part of sparse class data. Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class. The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements. Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data. Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants. Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link. Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future. Moved property access into Engine module & removed event support from it - this was never used. Reworked property access compilation API a little - construction/lifetime was a bit confusing previously. Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few. Patched the following nodes to use the new data approach: - Asset players (sequences, blendspaces, aim offsets) - Blend lists - Ref poses - Roots #rb Jurre.deBaare, Martin.Wilson, Keith.Yerex [CL 16090510 by Thomas Sarkanen in ue5-main branch]
2021-04-22 04:57:09 -04:00
if (UAnimGraphNode_SaveCachedPose* AssociatedSaveNode = CompilerExtension->GetSaveCachedPoseNodes().FindRef(SaveCachedPoseNode->CacheName))
{
FStructProperty* LinkProperty = FindFProperty<FStructProperty>(FAnimNode_UseCachedPose::StaticStruct(), TEXT("LinkToCachingNode"));
check(LinkProperty);
FPoseLinkMappingRecord LinkRecord = FPoseLinkMappingRecord::MakeFromMember(this, AssociatedSaveNode, LinkProperty);
if (LinkRecord.IsValid())
{
InCompilationContext.AddPoseLinkMappingRecord(LinkRecord);
}
bSuccessful = true;
// Save CachePoseName for debug
FName CachePoseName = FName(*SaveCachedPoseNode->CacheName);
SaveCachedPoseNode->Node.CachePoseName = CachePoseName;
Node.CachePoseName = CachePoseName;
}
}
if(!bSuccessful)
{
InCompilationContext.GetMessageLog().Error(*LOCTEXT("NoAssociatedSaveNode", "@@ does not have an associated Save Cached Pose node").ToString(), this);
}
}
Anim node data/compiler refactor Per-node constant data is now held on a generated struct as part of sparse class data. Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class. The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements. Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data. Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants. Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link. Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future. Moved property access into Engine module & removed event support from it - this was never used. Reworked property access compilation API a little - construction/lifetime was a bit confusing previously. Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few. Patched the following nodes to use the new data approach: - Asset players (sequences, blendspaces, aim offsets) - Blend lists - Ref poses - Roots #rb Jurre.deBaare, Martin.Wilson, Keith.Yerex [CL 16090510 by Thomas Sarkanen in ue5-main branch]
2021-04-22 04:57:09 -04:00
void UAnimGraphNode_UseCachedPose::GetRequiredExtensions(TArray<TSubclassOf<UAnimBlueprintExtension>>& OutExtensions) const
{
OutExtensions.Add(UAnimBlueprintExtension_CachedPose::StaticClass());
}
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