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UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/AnimGraphConnectionDrawingPolicy.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "GraphEditorCommon.h"
#include "Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h"
#include "AnimGraphConnectionDrawingPolicy.h"
#include "AnimationGraphSchema.h"
#include "AnimGraphNode_Base.h"
/////////////////////////////////////////////////////
// FAnimGraphConnectionDrawingPolicy
FAnimGraphConnectionDrawingPolicy::FAnimGraphConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const FSlateRect& InClippingRect, FSlateWindowElementList& InDrawElements, UEdGraph* InGraphObj)
: FKismetConnectionDrawingPolicy(InBackLayerID, InFrontLayerID, ZoomFactor, InClippingRect, InDrawElements, InGraphObj)
{
}
bool FAnimGraphConnectionDrawingPolicy::TreatWireAsExecutionPin(UEdGraphPin* InputPin, UEdGraphPin* OutputPin) const
{
const UAnimationGraphSchema* Schema = GetDefault<UAnimationGraphSchema>();
return (InputPin != NULL) && (Schema->IsPosePin(OutputPin->PinType));
}
void FAnimGraphConnectionDrawingPolicy::BuildExecutionRoadmap()
{
UAnimBlueprint* TargetBP = CastChecked<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForGraphChecked(GraphObj));
UAnimBlueprintGeneratedClass* AnimBlueprintClass = (UAnimBlueprintGeneratedClass*)(*(TargetBP->GeneratedClass));
if (TargetBP->GetObjectBeingDebugged() == NULL)
{
return;
}
TMap<UProperty*, UObject*> PropertySourceMap;
AnimBlueprintClass->GetDebugData().GenerateReversePropertyMap(/*out*/ PropertySourceMap);
FAnimBlueprintDebugData& DebugInfo = AnimBlueprintClass->GetAnimBlueprintDebugData();
for (auto VisitIt = DebugInfo.UpdatedNodesThisFrame.CreateIterator(); VisitIt; ++VisitIt)
{
const FAnimBlueprintDebugData::FNodeVisit& VisitRecord = *VisitIt;
if ((VisitRecord.SourceID >= 0) && (VisitRecord.SourceID < AnimBlueprintClass->AnimNodeProperties.Num()) && (VisitRecord.TargetID >= 0) && (VisitRecord.TargetID < AnimBlueprintClass->AnimNodeProperties.Num()))
{
if (UAnimGraphNode_Base* SourceNode = Cast<UAnimGraphNode_Base>(PropertySourceMap.FindRef(AnimBlueprintClass->AnimNodeProperties[VisitRecord.SourceID])))
{
if (UAnimGraphNode_Base* TargetNode = Cast<UAnimGraphNode_Base>(PropertySourceMap.FindRef(AnimBlueprintClass->AnimNodeProperties[VisitRecord.TargetID])))
{
UEdGraphPin* PoseNet = NULL;
UAnimationGraphSchema const* AnimSchema = GetDefault<UAnimationGraphSchema>();
for (int32 PinIndex = 0; PinIndex < TargetNode->Pins.Num(); ++PinIndex)
{
UEdGraphPin* Pin = TargetNode->Pins[PinIndex];
if (AnimSchema->IsPosePin(Pin->PinType) && (Pin->Direction == EGPD_Output))
{
PoseNet = Pin;
break;
}
}
if (PoseNet != NULL)
{
//@TODO: Extend the rendering code to allow using the recorded blend weight instead of faked exec times
FExecPairingMap& Predecessors = PredecessorPins.FindOrAdd((UEdGraphNode*)SourceNode);
FTimePair& Timings = Predecessors.FindOrAdd(PoseNet);
Timings.PredExecTime = 0.0;
Timings.ThisExecTime = VisitRecord.Weight;
}
}
}
}
}
}
void FAnimGraphConnectionDrawingPolicy::DetermineStyleOfExecWire(float& Thickness, FLinearColor& WireColor, bool& bDrawBubbles, const FTimePair& Times)
{
// It's a followed link, make it strong and yellowish but fading over time
const double BlendWeight = Times.ThisExecTime;
const float HeavyBlendThickness = AttackWireThickness;
const float LightBlendThickness = SustainWireThickness;
Thickness = FMath::Lerp<float>(LightBlendThickness, HeavyBlendThickness, BlendWeight);
WireColor = WireColor * (BlendWeight * 0.5f + 0.5f);//FMath::Lerp<FLinearColor>(SustainColor, AttackColor, BlendWeight);
bDrawBubbles = true;
}