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169 lines
6.2 KiB
C++
169 lines
6.2 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "AnimGraphNode_RotationOffsetBlendSpace.h"
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#include "GraphEditorActions.h"
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#include "CompilerResultsLog.h"
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#include "BlueprintNodeSpawner.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_RotationOffsetBlendSpace
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_RotationOffsetBlendSpace::UAnimGraphNode_RotationOffsetBlendSpace(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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FText UAnimGraphNode_RotationOffsetBlendSpace::GetTooltipText() const
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{
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// FText::Format() is slow, so we utilize the cached list title
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return GetNodeTitle(ENodeTitleType::ListView);
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}
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FText UAnimGraphNode_RotationOffsetBlendSpace::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (Node.BlendSpace == nullptr)
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{
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if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
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{
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return LOCTEXT("RotationOffsetBlend_NONE_ListTitle", "AimOffset '(None)'");
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}
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else
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{
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return LOCTEXT("RotationOffsetBlend_NONE_Title", "(None)\nAimOffset");
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}
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}
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// @TODO: the bone can be altered in the property editor, so we have to
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// choose to mark this dirty when that happens for this to properly work
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else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
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{
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const FText BlendSpaceName = FText::FromString(Node.BlendSpace->GetName());
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FFormatNamedArguments Args;
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Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
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// FText::Format() is slow, so we cache this to save on performance
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if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
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{
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetListTitle", "AimOffset '{BlendSpaceName}'"), Args), this);
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}
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else
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{
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetFullTitle", "{BlendSpaceName}\nAimOffset"), Args), this);
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}
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}
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return CachedNodeTitles[TitleType];
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}
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void UAnimGraphNode_RotationOffsetBlendSpace::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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struct GetMenuActions_Utils
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{
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static void SetNodeBlendSpace(UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UBlendSpaceBase> BlendSpace)
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{
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UAnimGraphNode_RotationOffsetBlendSpace* BlendSpaceNode = CastChecked<UAnimGraphNode_RotationOffsetBlendSpace>(NewNode);
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BlendSpaceNode->Node.BlendSpace = BlendSpace.Get();
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}
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static UBlueprintNodeSpawner* MakeBlendSpaceAction(TSubclassOf<UEdGraphNode> const NodeClass, const UBlendSpaceBase* BlendSpace)
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{
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UBlueprintNodeSpawner* NodeSpawner = nullptr;
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bool const bIsAimOffset = BlendSpace->IsA(UAimOffsetBlendSpace::StaticClass()) ||
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BlendSpace->IsA(UAimOffsetBlendSpace1D::StaticClass());
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if (bIsAimOffset)
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{
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NodeSpawner = UBlueprintNodeSpawner::Create(NodeClass);
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check(NodeSpawner != nullptr);
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TWeakObjectPtr<UBlendSpaceBase> BlendSpacePtr = BlendSpace;
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(GetMenuActions_Utils::SetNodeBlendSpace, BlendSpacePtr);
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}
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return NodeSpawner;
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}
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};
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if (const UObject* RegistrarTarget = ActionRegistrar.GetActionKeyFilter())
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{
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if (const UBlendSpaceBase* TargetBlendSpace = Cast<UBlendSpaceBase>(RegistrarTarget))
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{
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if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(GetClass(), TargetBlendSpace))
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{
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ActionRegistrar.AddBlueprintAction(TargetBlendSpace, NodeSpawner);
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}
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}
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// else, the Blueprint database is specifically looking for actions pertaining to something different (not a BlendSpace asset)
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}
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else
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{
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UClass* NodeClass = GetClass();
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for (TObjectIterator<UBlendSpaceBase> BlendSpaceIt; BlendSpaceIt; ++BlendSpaceIt)
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{
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UBlendSpaceBase* BlendSpace = *BlendSpaceIt;
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if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(NodeClass, BlendSpace))
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{
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ActionRegistrar.AddBlueprintAction(BlendSpace, NodeSpawner);
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}
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}
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}
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}
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FBlueprintNodeSignature UAnimGraphNode_RotationOffsetBlendSpace::GetSignature() const
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{
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FBlueprintNodeSignature NodeSignature = Super::GetSignature();
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NodeSignature.AddSubObject(Node.BlendSpace);
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return NodeSignature;
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}
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void UAnimGraphNode_RotationOffsetBlendSpace::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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if (Node.BlendSpace == NULL)
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{
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MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
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}
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else if (Cast<UAimOffsetBlendSpace>(Node.BlendSpace) == NULL &&
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Cast<UAimOffsetBlendSpace1D>(Node.BlendSpace) == NULL)
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{
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MessageLog.Error(TEXT("@@ references an invalid blend space (one that is not an aim offset)"), this);
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}
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else
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{
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USkeleton* BlendSpaceSkeleton = Node.BlendSpace->GetSkeleton();
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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?
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!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
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{
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MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
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}
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}
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}
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void UAnimGraphNode_RotationOffsetBlendSpace::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
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{
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if (!Context.bIsDebugging)
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{
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// add an option to convert to single frame
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Context.MenuBuilder->BeginSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
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{
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
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}
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Context.MenuBuilder->EndSection();
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}
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}
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void UAnimGraphNode_RotationOffsetBlendSpace::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const
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{
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if(Node.BlendSpace)
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{
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HandleAnimReferenceCollection(Node.BlendSpace, ComplexAnims, AnimationSequences);
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}
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}
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void UAnimGraphNode_RotationOffsetBlendSpace::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap)
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{
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HandleAnimReferenceReplacement(Node.BlendSpace, ComplexAnimsMap, AnimSequenceMap);
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}
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#undef LOCTEXT_NAMESPACE |