Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_BlendSpaceEvaluator.cpp
2021-02-18 18:42:00 -04:00

206 lines
6.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_BlendSpaceEvaluator.h"
#include "ToolMenus.h"
#include "AnimGraphCommands.h"
#include "Kismet2/CompilerResultsLog.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_BlendSpaceEvaluator
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_BlendSpaceEvaluator::UAnimGraphNode_BlendSpaceEvaluator(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_BlendSpaceEvaluator::GetTooltipText() const
{
// FText::Format() is slow, so we utilize the cached list title
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_BlendSpaceEvaluator::GetNodeTitleForBlendSpace(ENodeTitleType::Type TitleType, UBlendSpace* InBlendSpace) const
{
const FText BlendSpaceName = FText::FromString(InBlendSpace->GetName());
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
FFormatNamedArguments Args;
Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("BlendSpaceEvaluatorListTitle", "Blendspace Evaluator '{BlendSpaceName}'"), Args), this);
}
else
{
FFormatNamedArguments TitleArgs;
TitleArgs.Add(TEXT("BlendSpaceName"), BlendSpaceName);
FText Title = FText::Format(LOCTEXT("BlendSpaceEvaluatorFullTitle", "{BlendSpaceName}\nBlendspace Evaluator"), TitleArgs);
if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None))
{
FFormatNamedArguments Args;
Args.Add(TEXT("Title"), Title);
Args.Add(TEXT("SyncGroupName"), FText::FromName(SyncGroup.GroupName));
Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nSync group {SyncGroupName}"), Args);
}
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitles.SetCachedTitle(TitleType, Title, this);
}
return CachedNodeTitles[TitleType];
}
FText UAnimGraphNode_BlendSpaceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (Node.BlendSpace == nullptr)
{
// we may have a valid variable connected or default pin value
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpacePlayer, BlendSpace));
if (BlendSpacePin && BlendSpacePin->LinkedTo.Num() > 0)
{
return LOCTEXT("BlendSpaceEvaluator_Variable_Title", "Blendspace Evaluator");
}
else if (BlendSpacePin && BlendSpacePin->DefaultObject != nullptr)
{
return GetNodeTitleForBlendSpace(TitleType, CastChecked<UBlendSpace>(BlendSpacePin->DefaultObject));
}
else
{
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("BlendSpaceEvaluator_NONE_ListTitle", "Blendspace Evaluator '(None)'");
}
else
{
return LOCTEXT("BlendSpaceEvaluator_NONE_Title", "(None)\nBlendspace Evaluator");
}
}
}
// @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))
{
return GetNodeTitleForBlendSpace(TitleType, Node.BlendSpace);
}
}
void UAnimGraphNode_BlendSpaceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Intentionally empty so that we don't get duplicate blend space entries.
// You can convert a regular blend space player to an evaluator via the right click context menu
}
void UAnimGraphNode_BlendSpaceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UBlendSpace* BlendSpaceToCheck = Node.BlendSpace;
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
{
BlendSpaceToCheck = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
}
if (BlendSpaceToCheck == nullptr)
{
// Check for bindings
bool bHasBinding = false;
if(BlendSpacePin != nullptr)
{
if (FAnimGraphNodePropertyBinding* BindingPtr = PropertyBindings.Find(BlendSpacePin->GetFName()))
{
bHasBinding = true;
}
}
// we may have a connected node or binding
if (BlendSpacePin == nullptr || (BlendSpacePin->LinkedTo.Num() == 0 && !bHasBinding))
{
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
}
}
else
{
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?
!ForSkeleton->IsCompatible(BlendSpaceSkeleton))
{
MessageLog.Error(TEXT("@@ references blendspace that uses an incompatible skeleton @@"), this, BlendSpaceSkeleton);
}
}
}
void UAnimGraphNode_BlendSpaceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName);
Node.GroupName = SyncGroup.GroupName;
Node.GroupRole = SyncGroup.GroupRole;
Node.Method = SyncGroup.Method;
}
void UAnimGraphNode_BlendSpaceEvaluator::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
{
if (!Context->bIsDebugging)
{
// add an option to convert to single frame
{
FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToBSPlayer);
}
}
}
void UAnimGraphNode_BlendSpaceEvaluator::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(Asset))
{
Node.BlendSpace = BlendSpace;
}
}
bool UAnimGraphNode_BlendSpaceEvaluator::DoesSupportTimeForTransitionGetter() const
{
return true;
}
UAnimationAsset* UAnimGraphNode_BlendSpaceEvaluator::GetAnimationAsset() const
{
UBlendSpace* BlendSpace = Node.BlendSpace;
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpace == nullptr)
{
BlendSpace = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
}
return BlendSpace;
}
const TCHAR* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyName() const
{
return TEXT("InternalTimeAccumulator");
}
UScriptStruct* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyStruct() const
{
return FAnimNode_BlendSpaceEvaluator::StaticStruct();
}
EAnimAssetHandlerType UAnimGraphNode_BlendSpaceEvaluator::SupportsAssetClass(const UClass* AssetClass) const
{
if (AssetClass->IsChildOf(UBlendSpace::StaticClass()) && !IsAimOffsetBlendSpace(AssetClass))
{
return EAnimAssetHandlerType::Supported;
}
else
{
return EAnimAssetHandlerType::NotSupported;
}
}
#undef LOCTEXT_NAMESPACE