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UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/Animation/EditorAnimSegment.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AnimMontage.cpp: Montage classes that contains slots
=============================================================================*/
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 "Animation/EditorAnimSegment.h"
#include "Animation/AnimMontage.h"
UEditorAnimSegment::UEditorAnimSegment(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
AnimSlotIndex = 0;
AnimSegmentIndex = 0;
}
void UEditorAnimSegment::InitAnimSegment(int32 AnimSlotIndexIn, int32 AnimSegmentIndexIn)
{
AnimSlotIndex = AnimSlotIndexIn;
AnimSegmentIndex = AnimSegmentIndexIn;
if(UAnimMontage* Montage = Cast<UAnimMontage>(AnimObject))
{
if(Montage->SlotAnimTracks.IsValidIndex(AnimSlotIndex) && Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.IsValidIndex(AnimSegmentIndex))
{
AnimSegment = Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex];
}
}
}
void UEditorAnimSegment::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimReference))
{
AnimSegment.UpdateCachedPlayLength();
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
Super::PostEditChangeProperty(PropertyChangedEvent);
}
bool UEditorAnimSegment::ApplyChangesToMontage()
{
if(UAnimMontage* Montage = Cast<UAnimMontage>(AnimObject))
{
if(Montage->SlotAnimTracks.IsValidIndex(AnimSlotIndex) && Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.IsValidIndex(AnimSegmentIndex) )
{
if (AnimSegment.GetAnimReference() && Montage->GetSkeleton()->IsCompatible(AnimSegment.GetAnimReference()->GetSkeleton()))
{
Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex] = AnimSegment;
Montage->UpdateLinkableElements(AnimSlotIndex, AnimSegmentIndex);
// Need to update linkable elements for segments further along.
int32 NumSegments = Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments.Num();
for(int32 SegmentIdx = AnimSegmentIndex + 1 ; SegmentIdx < NumSegments ; ++SegmentIdx)
{
Montage->UpdateLinkableElements(AnimSlotIndex, SegmentIdx);
}
return true;
}
else
{
AnimSegment.SetAnimReference(Montage->SlotAnimTracks[AnimSlotIndex].AnimTrack.AnimSegments[AnimSegmentIndex].GetAnimReference());
return false;
}
}
}
return false;
}
bool UEditorAnimSegment::PropertyChangeRequiresRebuild(FPropertyChangedEvent& PropertyChangedEvent)
{
const FName PropertyName = PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None;
// Changing the end or start time of the segment length can't change the order of the montage segments.
// Return false so that the montage editor does not fully rebuild its UI and we can keep this UEditorAnimSegment object
// in the details view. (A better solution would be handling the rebuilding in a way that didn't possibly invalidate the UEditorMontageObj in the details view)
return !(PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimEndTime) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimStartTime) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, AnimPlayRate) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimSegment, LoopingCount));
}