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

221 lines
7.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "CompilerResultsLog.h"
#include "GraphEditorActions.h"
#include "AssetRegistryModule.h"
#define LOCTEXT_NAMESPACE "A3Nodes"
/////////////////////////////////////////////////////
// FNewSequencePlayerAction
// Action to add a sequence player node to the graph
struct FNewSequencePlayerAction : public FEdGraphSchemaAction_K2NewNode
{
protected:
FAssetData AssetInfo;
public:
FNewSequencePlayerAction(const FAssetData& InAssetInfo, FString Title)
{
AssetInfo = InAssetInfo;
UAnimGraphNode_SequencePlayer* Template = NewObject<UAnimGraphNode_SequencePlayer>();
NodeTemplate = Template;
MenuDescription = Title;
TooltipDescription = TEXT("Evaluates an animation sequence to produce a pose");
Category = TEXT("Animations");
// Grab extra keywords
Keywords = InAssetInfo.ObjectPath.ToString();
}
virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode = true) OVERRIDE
{
UAnimGraphNode_SequencePlayer* SpawnedNode = CastChecked<UAnimGraphNode_SequencePlayer>(FEdGraphSchemaAction_K2NewNode::PerformAction(ParentGraph, FromPin, Location, bSelectNewNode));
SpawnedNode->Node.Sequence = Cast<UAnimSequence>(AssetInfo.GetAsset());
return SpawnedNode;
}
};
/////////////////////////////////////////////////////
// UAnimGraphNode_SequencePlayer
UAnimGraphNode_SequencePlayer::UAnimGraphNode_SequencePlayer(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void UAnimGraphNode_SequencePlayer::PreloadRequiredAssets()
{
PreloadObject(Node.Sequence);
Super::PreloadRequiredAssets();
}
FLinearColor UAnimGraphNode_SequencePlayer::GetNodeTitleColor() const
{
if ((Node.Sequence != NULL) && Node.Sequence->IsValidAdditive())
{
return FLinearColor(0.10f, 0.60f, 0.12f);
}
else
{
return FColor(200, 100, 100);
}
}
FString UAnimGraphNode_SequencePlayer::GetTooltip() const
{
const bool bAdditive = ((Node.Sequence != NULL) && Node.Sequence->IsValidAdditive());
return GetTitleGivenAssetInfo(Node.Sequence->GetPathName(), bAdditive);
}
FString UAnimGraphNode_SequencePlayer::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
const bool bAdditive = ((Node.Sequence != NULL) && Node.Sequence->IsValidAdditive());
FString Title = GetTitleGivenAssetInfo((Node.Sequence != NULL) ? Node.Sequence->GetName() : FString(TEXT("(None)")), bAdditive);
if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None))
{
Title += TEXT("\n");
Title += FString::Printf(*LOCTEXT("SequenceNodeGroupSubtitle", "Sync group %s").ToString(), *SyncGroup.GroupName.ToString());
}
return Title;
}
FString UAnimGraphNode_SequencePlayer::GetTitleGivenAssetInfo(const FString& AssetName, bool bKnownToBeAdditive)
{
if (bKnownToBeAdditive)
{
return FString::Printf(*LOCTEXT("SequenceNodeTitleAdditive", "Play %s (additive)").ToString(), *AssetName);
}
else
{
return FString::Printf(*LOCTEXT("SequenceNodeTitle", "Play %s").ToString(), *AssetName);
}
}
void UAnimGraphNode_SequencePlayer::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
{
if ((ContextMenuBuilder.FromPin == NULL) || (UAnimationGraphSchema::IsPosePin(ContextMenuBuilder.FromPin->PinType) && (ContextMenuBuilder.FromPin->Direction == EGPD_Input)))
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraphChecked(ContextMenuBuilder.CurrentGraph);
if (UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Blueprint))
{
// Load the asset registry module
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
FARFilter Filter;
Filter.ClassNames.Add(UAnimSequence::StaticClass()->GetFName());
Filter.bRecursiveClasses = true;
// Filter by skeleton
FAssetData SkeletonData(AnimBlueprint->TargetSkeleton);
Filter.TagsAndValues.Add(TEXT("Skeleton"), SkeletonData.GetExportTextName());
// Find matching assets and add an entry for each one
TArray<FAssetData> SequenceList;
AssetRegistryModule.Get().GetAssets(Filter, /*out*/ SequenceList);
for (auto AssetIt = SequenceList.CreateConstIterator(); AssetIt; ++AssetIt)
{
const FAssetData& Asset = *AssetIt;
// Try to determine if the asset is additive (can't do it right now if the asset is unloaded)
bool bAdditive = false;
if (Asset.IsAssetLoaded())
{
if (UAnimSequence* Sequence = Cast<UAnimSequence>(Asset.GetAsset()))
{
bAdditive = Sequence->IsValidAdditive();
}
}
// Create the menu item
const FString Title = UAnimGraphNode_SequencePlayer::GetTitleGivenAssetInfo(Asset.AssetName.ToString(), bAdditive);
TSharedPtr<FNewSequencePlayerAction> NewAction(new FNewSequencePlayerAction(Asset, Title));
ContextMenuBuilder.AddAction( NewAction );
}
}
}
}
void UAnimGraphNode_SequencePlayer::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
if (Node.Sequence == NULL)
{
MessageLog.Error(TEXT("@@ references an unknown sequence"), this);
}
else
{
USkeleton * SeqSkeleton = Node.Sequence->GetSkeleton();
if (SeqSkeleton&& // if anim sequence doesn't have skeleton, it might be due to anim sequence not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!SeqSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references sequence that uses different skeleton @@"), this, SeqSkeleton);
}
}
}
void UAnimGraphNode_SequencePlayer::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (!Context.bIsDebugging)
{
// add an option to convert to single frame
Context.MenuBuilder->BeginSection("AnimGraphNodeSequencePlayer", NSLOCTEXT("A3Nodes", "SequencePlayerHeading", "Sequence Player"));
{
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToSeqEvaluator);
}
Context.MenuBuilder->EndSection();
}
}
void UAnimGraphNode_SequencePlayer::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
Node.GroupIndex = AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName);
Node.GroupRole = SyncGroup.GroupRole;
}
void UAnimGraphNode_SequencePlayer::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const
{
if(Node.Sequence)
{
HandleAnimReferenceCollection(Node.Sequence, ComplexAnims, AnimationSequences);
}
}
void UAnimGraphNode_SequencePlayer::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap)
{
HandleAnimReferenceReplacement(Node.Sequence, ComplexAnimsMap, AnimSequenceMap);
}
bool UAnimGraphNode_SequencePlayer::DoesSupportTimeForTransitionGetter() const
{
return true;
}
UAnimationAsset* UAnimGraphNode_SequencePlayer::GetAnimationAsset() const
{
return Node.Sequence;
}
const TCHAR* UAnimGraphNode_SequencePlayer::GetTimePropertyName() const
{
return TEXT("InternalTimeAccumulator");
}
UScriptStruct* UAnimGraphNode_SequencePlayer::GetTimePropertyStruct() const
{
return FAnimNode_SequencePlayer::StaticStruct();
}
#undef LOCTEXT_NAMESPACE