Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_AimOffsetLookAt.cpp
Thomas Sarkanen 8ba3c4c087 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none
#jira none

[CL 4665410 by Thomas Sarkanen in Dev-Anim branch]
2018-12-17 06:31:16 -05:00

262 lines
9.6 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_AimOffsetLookAt.h"
#include "GraphEditorActions.h"
#include "Kismet2/CompilerResultsLog.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "Animation/AnimationSettings.h"
#include "Animation/AimOffsetBlendSpace.h"
#include "Animation/AimOffsetBlendSpace1D.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_RotationOffsetBlendSpace
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_AimOffsetLookAt::UAnimGraphNode_AimOffsetLookAt(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_AimOffsetLookAt::GetTooltipText() const
{
// FText::Format() is slow, so we utilize the cached list title
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_AimOffsetLookAt::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
UBlendSpaceBase* BlendSpaceToCheck = Node.BlendSpace;
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
{
BlendSpaceToCheck = Cast<UBlendSpaceBase>(BlendSpacePin->DefaultObject);
}
if (BlendSpaceToCheck == nullptr)
{
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("AimOffsetLookAt_NONE_ListTitle", "LookAt AimOffset '(None)'");
}
else
{
return LOCTEXT("AimOffsetLookAt_NONE_Title", "(None)\nLookAt AimOffset");
}
}
// @TODO: the bone can be altered in the property editor, so we have to
// choose to mark this dirty when that happens for this to properly work
else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
{
const FText BlendSpaceName = FText::FromString(BlendSpaceToCheck->GetName());
FFormatNamedArguments Args;
Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
// FText::Format() is slow, so we cache this to save on performance
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetLookAtListTitle", "LookAt AimOffset '{BlendSpaceName}'"), Args), this);
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetLookAtFullTitle", "{BlendSpaceName}\nLookAt AimOffset"), Args), this);
}
}
return CachedNodeTitles[TitleType];
}
void UAnimGraphNode_AimOffsetLookAt::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
struct GetMenuActions_Utils
{
static void SetNodeBlendSpace(UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UBlendSpaceBase> BlendSpace)
{
UAnimGraphNode_AimOffsetLookAt* BlendSpaceNode = CastChecked<UAnimGraphNode_AimOffsetLookAt>(NewNode);
BlendSpaceNode->Node.BlendSpace = BlendSpace.Get();
}
static UBlueprintNodeSpawner* MakeBlendSpaceAction(TSubclassOf<UEdGraphNode> const NodeClass, const UBlendSpaceBase* BlendSpace)
{
UBlueprintNodeSpawner* NodeSpawner = nullptr;
bool const bIsAimOffset = BlendSpace->IsA(UAimOffsetBlendSpace::StaticClass()) ||
BlendSpace->IsA(UAimOffsetBlendSpace1D::StaticClass());
if (bIsAimOffset)
{
NodeSpawner = UBlueprintNodeSpawner::Create(NodeClass);
check(NodeSpawner != nullptr);
TWeakObjectPtr<UBlendSpaceBase> BlendSpacePtr = MakeWeakObjectPtr(const_cast<UBlendSpaceBase*>(BlendSpace));
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(GetMenuActions_Utils::SetNodeBlendSpace, BlendSpacePtr);
}
return NodeSpawner;
}
};
if (const UObject* RegistrarTarget = ActionRegistrar.GetActionKeyFilter())
{
if (const UBlendSpaceBase* TargetBlendSpace = Cast<UBlendSpaceBase>(RegistrarTarget))
{
if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(GetClass(), TargetBlendSpace))
{
ActionRegistrar.AddBlueprintAction(TargetBlendSpace, NodeSpawner);
}
}
// else, the Blueprint database is specifically looking for actions pertaining to something different (not a BlendSpace asset)
}
else
{
UClass* NodeClass = GetClass();
for (TObjectIterator<UBlendSpaceBase> BlendSpaceIt; BlendSpaceIt; ++BlendSpaceIt)
{
UBlendSpaceBase* BlendSpace = *BlendSpaceIt;
if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(NodeClass, BlendSpace))
{
ActionRegistrar.AddBlueprintAction(BlendSpace, NodeSpawner);
}
}
}
}
FBlueprintNodeSignature UAnimGraphNode_AimOffsetLookAt::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
NodeSignature.AddSubObject(Node.BlendSpace);
return NodeSignature;
}
void UAnimGraphNode_AimOffsetLookAt::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(Asset))
{
Node.BlendSpace = BlendSpace;
}
}
void UAnimGraphNode_AimOffsetLookAt::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UBlendSpaceBase* BlendSpaceToCheck = Node.BlendSpace;
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
{
BlendSpaceToCheck = Cast<UBlendSpaceBase>(BlendSpacePin->DefaultObject);
}
if (!BlendSpaceToCheck)
{
// we may have a connected node
if (BlendSpacePin == nullptr || BlendSpacePin->LinkedTo.Num() == 0)
{
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
}
}
else if (Cast<UAimOffsetBlendSpace>(BlendSpaceToCheck) == nullptr &&
Cast<UAimOffsetBlendSpace1D>(BlendSpaceToCheck) == nullptr)
{
MessageLog.Error(TEXT("@@ references an invalid blend space (one that is not an aim offset)"), this);
}
else
{
const USkeleton* BlendSpaceSkeleton = BlendSpaceToCheck->GetSkeleton();
if (BlendSpaceSkeleton && // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
}
// Make sure that the source socket name is a valid one for the skeleton
UEdGraphPin* SocketNamePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, SourceSocketName));
FName SocketNameToCheck = (SocketNamePin != nullptr) ? FName(*SocketNamePin->DefaultValue) : Node.SourceSocketName;
// Temporary fix where skeleton is not fully loaded during AnimBP compilation and thus the socket name check is invalid UE-39499 (NEED FIX)
if (BlendSpaceSkeleton && !BlendSpaceSkeleton->HasAnyFlags(RF_NeedPostLoad))
{
const bool bValidValue = SocketNamePin == nullptr && BlendSpaceSkeleton->FindSocket(Node.SourceSocketName);
const bool bValidPinValue = SocketNamePin != nullptr && BlendSpaceSkeleton->FindSocket(FName(*SocketNamePin->DefaultValue));
const bool bValidConnectedPin = SocketNamePin != nullptr && SocketNamePin->LinkedTo.Num();
if (!bValidValue && !bValidPinValue && !bValidConnectedPin)
{
FFormatNamedArguments Args;
Args.Add(TEXT("SocketName"), FText::FromName(SocketNameToCheck));
const FText Msg = FText::Format(LOCTEXT("SocketNameNotFound", "@@ - Socket {SocketName} not found in Skeleton"), Args);
MessageLog.Error(*Msg.ToString(), this);
}
}
}
if (UAnimationSettings::Get()->bEnablePerformanceLog)
{
if (Node.LODThreshold < 0)
{
MessageLog.Warning(TEXT("@@ contains no LOD Threshold."), this);
}
}
if(FMath::IsNearlyZero(Node.SocketAxis.SizeSquared()))
{
MessageLog.Error(TEXT("Socket axis for node @@ is zero."), this);
}
}
void UAnimGraphNode_AimOffsetLookAt::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (!Context.bIsDebugging)
{
// add an option to convert to single frame
Context.MenuBuilder->BeginSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
{
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToAimOffsetSimple);
}
Context.MenuBuilder->EndSection();
}
}
void UAnimGraphNode_AimOffsetLookAt::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
{
if (Node.BlendSpace)
{
HandleAnimReferenceCollection(Node.BlendSpace, AnimationAssets);
}
}
void UAnimGraphNode_AimOffsetLookAt::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
{
HandleAnimReferenceReplacement(Node.BlendSpace, AnimAssetReplacementMap);
}
void UAnimGraphNode_AimOffsetLookAt::CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const
{
Super::CustomizePinData(Pin, SourcePropertyName, ArrayIndex);
// Hide input pins that are not relevant for this child class.
UBlendSpaceBase * BlendSpace = GetBlendSpace();
if (BlendSpace != NULL)
{
if ((SourcePropertyName == TEXT("X")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(0).DisplayName)))
{
Pin->bHidden = true;
}
if ((SourcePropertyName == TEXT("Y")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(1).DisplayName)))
{
Pin->bHidden = true;
}
if ((SourcePropertyName == TEXT("Z")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(2).DisplayName)))
{
Pin->bHidden = true;
}
}
}
#undef LOCTEXT_NAMESPACE