Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_AssetPlayerBase.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

127 lines
3.7 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_AssetPlayerBase.h"
#include "EdGraphSchema_K2.h"
#include "Animation/AnimComposite.h"
#include "Animation/BlendSpaceBase.h"
#include "Animation/AimOffsetBlendSpace.h"
#include "Animation/AimOffsetBlendSpace1D.h"
#include "AnimGraphNode_SequencePlayer.h"
#include "AnimGraphNode_SequenceEvaluator.h"
#include "AnimGraphNode_RotationOffsetBlendSpace.h"
#include "AnimGraphNode_BlendSpacePlayer.h"
#include "AnimGraphNode_BlendSpaceEvaluator.h"
#include "Animation/PoseAsset.h"
#include "AnimGraphNode_PoseBlendNode.h"
#include "AnimGraphNode_PoseByName.h"
#include "AnimGraphNode_PoseDriver.h"
void UAnimGraphNode_AssetPlayerBase::PinConnectionListChanged(UEdGraphPin* Pin)
{
Super::PinConnectionListChanged(Pin);
if (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Object)
{
// if pin has no connections, we may need to restore the default
if (Pin->LinkedTo.Num() == 0)
{
UObject* Asset = GetAssetReferenceForPinRestoration();
if (Asset != nullptr)
{
Pin->DefaultObject = Asset;
}
}
// recache visualization now an asset pin's connection is changed
if (const UEdGraphSchema* Schema = GetSchema())
{
Schema->ForceVisualizationCacheClear();
}
}
}
void UAnimGraphNode_AssetPlayerBase::PinDefaultValueChanged(UEdGraphPin* Pin)
{
Super::PinDefaultValueChanged(Pin);
if (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Object)
{
// recache visualization now an asset pin's default value has changed
if (const UEdGraphSchema* Schema = GetSchema())
{
Schema->ForceVisualizationCacheClear();
}
}
}
void UAnimGraphNode_AssetPlayerBase::SetAssetReferenceForPinRestoration(UObject* InAsset)
{
AssetReferenceForPinRestoration = InAsset;
}
UObject* UAnimGraphNode_AssetPlayerBase::GetAssetReferenceForPinRestoration()
{
return AssetReferenceForPinRestoration.TryLoad();
}
bool IsAimOffsetBlendSpace(const UClass* BlendSpaceClass)
{
return BlendSpaceClass->IsChildOf(UAimOffsetBlendSpace::StaticClass()) ||
BlendSpaceClass->IsChildOf(UAimOffsetBlendSpace1D::StaticClass());
}
UClass* GetNodeClassForAsset(const UClass* AssetClass)
{
if (AssetClass->IsChildOf(UAnimSequence::StaticClass()))
{
return UAnimGraphNode_SequencePlayer::StaticClass();
}
else if (AssetClass->IsChildOf(UBlendSpaceBase::StaticClass()))
{
if (IsAimOffsetBlendSpace(AssetClass))
{
return UAnimGraphNode_RotationOffsetBlendSpace::StaticClass();
}
else
{
return UAnimGraphNode_BlendSpacePlayer::StaticClass();
}
}
else if (AssetClass->IsChildOf(UAnimComposite::StaticClass()))
{
return UAnimGraphNode_SequencePlayer::StaticClass();
}
else if (AssetClass->IsChildOf(UPoseAsset::StaticClass()))
{
return UAnimGraphNode_PoseBlendNode::StaticClass();
}
return nullptr;
}
bool SupportNodeClassForAsset(const UClass* AssetClass, const UClass* NodeClass)
{
// we don't want montage to show up, so not checking AnimSequenceBase
if (AssetClass->IsChildOf(UAnimSequence::StaticClass()) || AssetClass->IsChildOf(UAnimComposite::StaticClass()))
{
return (UAnimGraphNode_SequencePlayer::StaticClass() == NodeClass || UAnimGraphNode_SequenceEvaluator::StaticClass() == NodeClass);
}
else if (AssetClass->IsChildOf(UBlendSpaceBase::StaticClass()))
{
if (IsAimOffsetBlendSpace(AssetClass))
{
return (UAnimGraphNode_RotationOffsetBlendSpace::StaticClass() == NodeClass);
}
else
{
return (UAnimGraphNode_BlendSpacePlayer::StaticClass() == NodeClass || UAnimGraphNode_BlendSpaceEvaluator::StaticClass() == NodeClass);
}
}
else if (AssetClass->IsChildOf(UPoseAsset::StaticClass()))
{
return (UAnimGraphNode_PoseBlendNode::StaticClass() == NodeClass || UAnimGraphNode_PoseByName::StaticClass() == NodeClass || UAnimGraphNode_PoseDriver::StaticClass());
}
return false;
}