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

311 lines
10 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_BlendSpacePlayer.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "ToolMenus.h"
#include "GraphEditorActions.h"
#include "Kismet2/CompilerResultsLog.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "Animation/AimOffsetBlendSpace.h"
#include "Animation/AimOffsetBlendSpace1D.h"
#include "AnimGraphCommands.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_BlendSpacePlayer
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_BlendSpacePlayer::UAnimGraphNode_BlendSpacePlayer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_BlendSpacePlayer::GetTooltipText() const
{
// FText::Format() is slow, so we utilize the cached list title
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_BlendSpacePlayer::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("BlendspacePlayer", "Blendspace Player '{BlendSpaceName}'"), Args), this);
}
else
{
FFormatNamedArguments TitleArgs;
TitleArgs.Add(TEXT("BlendSpaceName"), BlendSpaceName);
FText Title = FText::Format(LOCTEXT("BlendSpacePlayerFullTitle", "{BlendSpaceName}\nBlendspace Player"), TitleArgs);
if (TitleType == ENodeTitleType::FullTitle)
{
FFormatNamedArguments Args;
Args.Add(TEXT("Title"), Title);
if(SyncGroup.Method == EAnimSyncMethod::SyncGroup)
{
Args.Add(TEXT("SyncGroupName"), FText::FromName(SyncGroup.GroupName));
Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nSync group {SyncGroupName}"), Args);
}
else if(SyncGroup.Method == EAnimSyncMethod::Graph)
{
Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nGraph sync group"), Args);
UObject* ObjectBeingDebugged = GetAnimBlueprint()->GetObjectBeingDebugged();
UAnimBlueprintGeneratedClass* GeneratedClass = GetAnimBlueprint()->GetAnimBlueprintGeneratedClass();
if (ObjectBeingDebugged && GeneratedClass)
{
int32 NodeIndex = GeneratedClass->GetNodeIndexFromGuid(NodeGuid);
if(NodeIndex != INDEX_NONE)
{
if(const FName* SyncGroupNamePtr = GeneratedClass->GetAnimBlueprintDebugData().NodeSyncsThisFrame.Find(NodeIndex))
{
Args.Add(TEXT("SyncGroupName"), FText::FromName(*SyncGroupNamePtr));
Title = FText::Format(LOCTEXT("BlendSpaceNodeGraphGroupSubtitle", "{Title}\nGraph sync 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_BlendSpacePlayer::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("BlendspacePlayer_Variable_Title", "Blendspace Player");
}
else if (BlendSpacePin && BlendSpacePin->DefaultObject != nullptr)
{
return GetNodeTitleForBlendSpace(TitleType, CastChecked<UBlendSpace>(BlendSpacePin->DefaultObject));
}
else
{
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("BlendspacePlayer_NONE_ListTitle", "Blendspace Player '(None)'");
}
else
{
return LOCTEXT("BlendspacePlayer_NONE_Title", "(None)\nBlendspace Player");
}
}
}
// @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_BlendSpacePlayer::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UBlendSpace* BlendSpaceToCheck = Node.BlendSpace;
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpacePlayer, 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_BlendSpacePlayer::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_BlendSpacePlayer::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
{
if (!Context->bIsDebugging)
{
// add an option to convert to single frame
{
FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeBlendSpaceEvaluator", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToBSEvaluator);
Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToBSGraph);
}
}
}
void UAnimGraphNode_BlendSpacePlayer::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
struct GetMenuActions_Utils
{
static void SetNodeBlendSpace(UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UBlendSpace> BlendSpace)
{
UAnimGraphNode_BlendSpacePlayer* BlendSpaceNode = CastChecked<UAnimGraphNode_BlendSpacePlayer>(NewNode);
BlendSpaceNode->Node.BlendSpace = BlendSpace.Get();
}
static UBlueprintNodeSpawner* MakeBlendSpaceAction(TSubclassOf<UEdGraphNode> const NodeClass, const UBlendSpace* 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<UBlendSpace> BlendSpacePtr = MakeWeakObjectPtr(const_cast<UBlendSpace*>(BlendSpace));
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(GetMenuActions_Utils::SetNodeBlendSpace, BlendSpacePtr);
}
return NodeSpawner;
}
};
if (const UObject* RegistrarTarget = ActionRegistrar.GetActionKeyFilter())
{
if (const UBlendSpace* TargetBlendSpace = Cast<UBlendSpace>(RegistrarTarget))
{
if(TargetBlendSpace->IsAsset())
{
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<UBlendSpace> BlendSpaceIt; BlendSpaceIt; ++BlendSpaceIt)
{
UBlendSpace* BlendSpace = *BlendSpaceIt;
if(BlendSpace->IsAsset())
{
if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(NodeClass, BlendSpace))
{
ActionRegistrar.AddBlueprintAction(BlendSpace, NodeSpawner);
}
}
}
}
}
FBlueprintNodeSignature UAnimGraphNode_BlendSpacePlayer::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
NodeSignature.AddSubObject(Node.BlendSpace);
return NodeSignature;
}
void UAnimGraphNode_BlendSpacePlayer::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(Asset))
{
Node.BlendSpace = BlendSpace;
}
}
void UAnimGraphNode_BlendSpacePlayer::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
{
if(Node.BlendSpace)
{
HandleAnimReferenceCollection(Node.BlendSpace, AnimationAssets);
}
}
void UAnimGraphNode_BlendSpacePlayer::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
{
HandleAnimReferenceReplacement(Node.BlendSpace, AnimAssetReplacementMap);
}
bool UAnimGraphNode_BlendSpacePlayer::DoesSupportTimeForTransitionGetter() const
{
return true;
}
UAnimationAsset* UAnimGraphNode_BlendSpacePlayer::GetAnimationAsset() const
{
UBlendSpace* BlendSpace = Node.BlendSpace;
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpacePlayer, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpace == nullptr)
{
BlendSpace = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
}
return BlendSpace;
}
const TCHAR* UAnimGraphNode_BlendSpacePlayer::GetTimePropertyName() const
{
return TEXT("InternalTimeAccumulator");
}
UScriptStruct* UAnimGraphNode_BlendSpacePlayer::GetTimePropertyStruct() const
{
return FAnimNode_BlendSpacePlayer::StaticStruct();
}
EAnimAssetHandlerType UAnimGraphNode_BlendSpacePlayer::SupportsAssetClass(const UClass* AssetClass) const
{
if (AssetClass->IsChildOf(UBlendSpace::StaticClass()) && !IsAimOffsetBlendSpace(AssetClass))
{
return EAnimAssetHandlerType::PrimaryHandler;
}
else
{
return EAnimAssetHandlerType::NotSupported;
}
}
#undef LOCTEXT_NAMESPACE