Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_BlendSpaceBase.cpp
2014-03-14 14:13:41 -04:00

109 lines
3.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
/////////////////////////////////////////////////////
// Action to add a sequence player node to the graph
struct FNewBlendSpacePlayerAction : public FEdGraphSchemaAction_K2NewNode
{
FNewBlendSpacePlayerAction(class UBlendSpaceBase* BlendSpace)
{
check(BlendSpace);
const bool bIsAimOffset = BlendSpace->IsA(UAimOffsetBlendSpace::StaticClass()) || BlendSpace->IsA(UAimOffsetBlendSpace1D::StaticClass());
if (bIsAimOffset)
{
UAnimGraphNode_RotationOffsetBlendSpace* Template = NewObject<UAnimGraphNode_RotationOffsetBlendSpace>();
Template->Node.BlendSpace = BlendSpace;
NodeTemplate = Template;
TooltipDescription = TEXT("Evaluates an aim offset at a particular coordinate to produce a pose");
}
else
{
UAnimGraphNode_BlendSpacePlayer* Template = NewObject<UAnimGraphNode_BlendSpacePlayer>();
Template->Node.BlendSpace = BlendSpace;
NodeTemplate = Template;
TooltipDescription = TEXT("Evaluates a blend space at a particular coordinate to produce a pose");
}
MenuDescription = NodeTemplate->GetNodeTitle(ENodeTitleType::ListView);
Category = TEXT("Animations");
// Grab extra keywords
Keywords = BlendSpace->GetPathName();
}
};
/////////////////////////////////////////////////////
// UAnimGraphNode_BlendSpaceBase
UAnimGraphNode_BlendSpaceBase::UAnimGraphNode_BlendSpaceBase(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FLinearColor UAnimGraphNode_BlendSpaceBase::GetNodeTitleColor() const
{
return FLinearColor(0.2f, 0.8f, 0.2f);
}
void UAnimGraphNode_BlendSpaceBase::GetBlendSpaceEntries(bool bWantsAimOffset, FGraphContextMenuBuilder& ContextMenuBuilder)
{
if ((ContextMenuBuilder.FromPin == NULL) || (UAnimationGraphSchema::IsPosePin(ContextMenuBuilder.FromPin->PinType) && (ContextMenuBuilder.FromPin->Direction == EGPD_Input)))
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraphChecked(ContextMenuBuilder.CurrentGraph);
// Add an entry for each loaded animation sequence
if (UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Blueprint))
{
for (TObjectIterator<UBlendSpaceBase> BlendSpaceIt; BlendSpaceIt; ++BlendSpaceIt)
{
UBlendSpaceBase* BlendSpace = *BlendSpaceIt;
const bool bIsAimOffset = BlendSpace->IsA(UAimOffsetBlendSpace::StaticClass()) || BlendSpace->IsA(UAimOffsetBlendSpace1D::StaticClass());
const bool bPassesAimOffsetFilter = !(bIsAimOffset ^ bWantsAimOffset);
const bool bPassesSkeletonFilter = (BlendSpace->GetSkeleton() == AnimBlueprint->TargetSkeleton);
if (bPassesAimOffsetFilter && bPassesSkeletonFilter)
{
TSharedPtr<FNewBlendSpacePlayerAction> NewAction(new FNewBlendSpacePlayerAction(BlendSpace));
ContextMenuBuilder.AddAction( NewAction );
}
}
}
}
}
void UAnimGraphNode_BlendSpaceBase::CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const
{
UBlendSpaceBase * BlendSpace = GetBlendSpace();
if (BlendSpace != NULL)
{
if (SourcePropertyName == TEXT("X"))
{
Pin->PinFriendlyName = BlendSpace->GetBlendParameter(0).DisplayName;
}
else if (SourcePropertyName == TEXT("Y"))
{
Pin->PinFriendlyName = BlendSpace->GetBlendParameter(1).DisplayName;
Pin->bHidden = (BlendSpace->NumOfDimension == 1) ? 1 : 0;
}
else if (SourcePropertyName == TEXT("Z"))
{
Pin->PinFriendlyName = BlendSpace->GetBlendParameter(2).DisplayName;
}
}
}
void UAnimGraphNode_BlendSpaceBase::PreloadRequiredAssets()
{
PreloadObject(GetBlendSpace());
Super::PreloadRequiredAssets();
}