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#rb sara.schvartzman #jira na #preflight https://horde.devtools.epicgames.com/job/6273e2f65c29fb7661e9bd23 [CL 20058905 by Helge Mathee in ue5-main branch]
315 lines
11 KiB
C++
315 lines
11 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RigVMPin.h"
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#include "RigVMCore/RigVM.h"
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#include "RigVMCore/RigVMUserWorkflow.h"
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#include "RigVMNode.generated.h"
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class URigVMGraph;
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/**
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* The Node represents a single statement within a Graph.
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* Nodes can represent values such as Variables / Parameters,
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* they can represent Function Invocations or Control Flow
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* logic statements (such as If conditions of For loops).
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* Additionally Nodes are used to represent Comment statements.
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* Nodes contain Pins to represent parameters for Function
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* Invocations or Value access on Variables / Parameters.
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*/
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UCLASS(BlueprintType)
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class RIGVMDEVELOPER_API URigVMNode : public UObject
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{
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GENERATED_BODY()
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public:
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// Default constructor
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URigVMNode();
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// Default destructor
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virtual ~URigVMNode();
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// Returns the a . separated string containing all of the
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// names used to reach this Node within the Graph.
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// (for now this is the same as the Node's name)
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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FString GetNodePath(bool bRecursive = false) const;
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// Splits a NodePath at the start, so for example "CollapseNodeA|CollapseNodeB|CollapseNodeC" becomes "CollapseNodeA" and "CollapseNodeB|CollapseNodeC"
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static bool SplitNodePathAtStart(const FString& InNodePath, FString& LeftMost, FString& Right);
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// Splits a NodePath at the end, so for example "CollapseNodeA|CollapseNodeB|CollapseNodeC" becomes "CollapseNodeA|CollapseNodeB" and "CollapseNodeC"
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static bool SplitNodePathAtEnd(const FString& InNodePath, FString& Left, FString& RightMost);
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// Splits a NodePath into all segments, so for example "Node.Color.R" becomes ["Node", "Color", "R"]
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static bool SplitNodePath(const FString& InNodePath, TArray<FString>& Parts);
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// Joins a NodePath from to segments, so for example "CollapseNodeA" and "CollapseNodeB|CollapseNodeC" becomes "CollapseNodeA|CollapseNodeB|CollapseNodeC"
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static FString JoinNodePath(const FString& Left, const FString& Right);
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// Joins a NodePath from to segments, so for example ["CollapseNodeA", "CollapseNodeB", "CollapseNodeC"] becomes "CollapseNodeA|CollapseNodeB|CollapseNodeC"
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static FString JoinNodePath(const TArray<FString>& InParts);
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// Returns the current index of the Node within the Graph.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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int32 GetNodeIndex() const;
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// Returns all of the top-level Pins of this Node.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual const TArray<URigVMPin*>& GetPins() const;
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// Returns all of the Pins of this Node (including SubPins).
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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TArray<URigVMPin*> GetAllPinsRecursively() const;
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// Returns a Pin given it's partial pin path below
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// this node (for example: "Color.R")
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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URigVMPin* FindPin(const FString& InPinPath) const;
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// Returns all of the top-level orphaned Pins of this Node.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual const TArray<URigVMPin*>& GetOrphanedPins() const;
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// Returns true if the node has orphaned pins - which leads to a compiler error
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UFUNCTION(BlueprintPure, Category = RigVMNode)
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FORCEINLINE bool HasOrphanedPins() const { return GetOrphanedPins().Num() > 0; }
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// Returns the Graph of this Node
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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URigVMGraph* GetGraph() const;
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// Returns the top level / root Graph of this Node
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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URigVMGraph* GetRootGraph() const;
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// Returns the injection info of this Node (or nullptr)
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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URigVMInjectionInfo* GetInjectionInfo() const;
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// Returns the title of this Node - used for UI.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual FString GetNodeTitle() const;
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// Returns the 2d position of this node - used for UI.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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FVector2D GetPosition() const;
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// Returns the 2d size of this node - used for UI.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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FVector2D GetSize() const;
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// Returns the color of this node - used for UI.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual FLinearColor GetNodeColor() const;
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// Returns the tooltip of this node
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual FText GetToolTipText() const;
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// Returns true if this Node is currently selected.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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bool IsSelected() const;
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// Returns true if this is an injected node.
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// Injected nodes are managed by pins are are not visible to the user.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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bool IsInjected() const;
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// Returns true if this should be visible in the UI
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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bool IsVisibleInUI() const;
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// Returns true if this Node has no side-effects
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// and no internal state.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual bool IsPure() const;
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// Returns true if the node is defined as non-varying
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual bool IsDefinedAsConstant() const { return false; }
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// Returns true if the node is defined as non-varying
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual bool IsDefinedAsVarying() const { return false; }
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// Returns true if this Node has side effects or
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// internal state.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual bool IsMutable() const;
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// Returns true if this node has an unknown type pin
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bool HasWildCardPin() const;
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virtual bool ContributesToResult() const { return IsMutable(); }
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// Returns true if this Node is the beginning of a scope
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual bool IsEvent() const;
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// Returns the name of the event
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual FName GetEventName() const;
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// Returns true if the node has any input pins
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual bool HasInputPin(bool bIncludeIO = true) const;
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// Returns true if the node has any io pins
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual bool HasIOPin() const;
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// Returns true if the node has any output pins
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual bool HasOutputPin(bool bIncludeIO = true) const;
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// Returns true if the node has any pins of the provided direction
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual bool HasPinOfDirection(ERigVMPinDirection InDirection) const;
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// Returns true if this Node is linked to another
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// given node through any of the Nodes' Pins.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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bool IsLinkedTo(URigVMNode* InNode) const;
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// Returns all links to any pin on this node
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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TArray<URigVMLink*> GetLinks() const;
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// Returns a list of Nodes connected as sources to
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// this Node as the target.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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TArray<URigVMNode*> GetLinkedSourceNodes() const;
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// Returns a list of Nodes connected as targets to
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// this Node as the source.
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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TArray<URigVMNode*> GetLinkedTargetNodes() const;
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// Returns the name of the node prior to the renaming
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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FName GetPreviousFName() const { return PreviousName; }
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// Returns the indices of associated instructions for this node
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const TArray<int32>& GetInstructionsForVM(URigVM* InVM, const FRigVMASTProxy& InProxy = FRigVMASTProxy()) const;
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// Returns the number of visited / run instructions for this node
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virtual int32 GetInstructionVisitedCount(URigVM* InVM, const FRigVMASTProxy& InProxy = FRigVMASTProxy()) const;
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// Returns the accumulated duration of all of instructions for this node
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double GetInstructionMicroSeconds(URigVM* InVM, const FRigVMASTProxy& InProxy = FRigVMASTProxy()) const;
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// return true if this node is a loop node
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UFUNCTION(BlueprintPure, Category = RigVMNode)
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virtual bool IsLoopNode() const { return false; }
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// returns true if the node can be upgraded
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UFUNCTION(BlueprintPure, Category = RigVMNode)
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virtual bool CanBeUpgraded() const { return false; }
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// returns all supported workflows of the node
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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virtual TArray<FRigVMUserWorkflow> GetSupportedWorkflows(ERigVMUserWorkflowType InType, const UObject* InSubject) const;
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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bool HasBreakpoint() const { return bHasBreakpoint; }
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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void SetHasBreakpoint(const bool bValue) { bHasBreakpoint = bValue; }
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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bool ExecutionIsHaltedAtThisNode() const { return bHaltedAtThisNode; }
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UFUNCTION(BlueprintCallable, Category = RigVMNode)
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void SetExecutionIsHaltedAtThisNode(const bool bValue) { bHaltedAtThisNode = bValue; }
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UFUNCTION(BlueprintPure, Category = RigVMNode)
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virtual bool IsAggregate() const { return false; }
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UFUNCTION(BlueprintPure, Category = RigVMNode)
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virtual URigVMPin* GetFirstAggregatePin() const { return nullptr; }
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UFUNCTION(BlueprintPure, Category = RigVMNode)
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virtual URigVMPin* GetSecondAggregatePin() const { return nullptr; }
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UFUNCTION(BlueprintPure, Category = RigVMNode)
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virtual URigVMPin* GetOppositeAggregatePin() const { return nullptr; }
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UFUNCTION(BlueprintPure, Category = RigVMNode)
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virtual bool IsInputAggregate() const { return false; }
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UFUNCTION(BlueprintPure, Category = RigVMNode)
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virtual TArray<URigVMPin*> GetAggregateInputs() const { return {}; }
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UFUNCTION(BlueprintPure, Category = RigVMNode)
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virtual TArray<URigVMPin*> GetAggregateOutputs() const { return {}; }
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UFUNCTION(BlueprintPure, Category = RigVMNode)
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virtual FName GetNextAggregateName(const FName& InLastAggregatePinName) const { return NAME_None; }
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private:
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static const FString NodeColorName;
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bool IsLinkedToRecursive(URigVMPin* InPin, URigVMNode* InNode) const;
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void GetLinkedNodesRecursive(URigVMPin* InPin, bool bLookForSources, TArray<URigVMNode*>& OutNodes) const;
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protected:
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virtual void InvalidateCache() {}
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virtual TArray<int32> GetInstructionsForVMImpl(URigVM* InVM, const FRigVMASTProxy& InProxy = FRigVMASTProxy()) const;
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virtual FText GetToolTipTextForPin(const URigVMPin* InPin) const;
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virtual bool AllowsLinksOn(const URigVMPin* InPin) const { return true; }
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UPROPERTY()
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FString NodeTitle;
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UPROPERTY()
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FVector2D Position;
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UPROPERTY()
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FVector2D Size;
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UPROPERTY()
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FLinearColor NodeColor;
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UPROPERTY(transient)
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FName PreviousName;
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UPROPERTY(transient)
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bool bHasBreakpoint;
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UPROPERTY(transient)
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bool bHaltedAtThisNode;
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private:
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UPROPERTY()
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TArray<TObjectPtr<URigVMPin>> Pins;
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UPROPERTY()
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TArray<TObjectPtr<URigVMPin>> OrphanedPins;
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#if WITH_EDITOR
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struct FProfilingCache
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{
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mutable int32 VisitedCount;
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mutable double MicroSeconds;
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mutable TArray<int32> Instructions;
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};
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const FProfilingCache* UpdateProfilingCacheIfNeeded(URigVM* InVM, const FRigVMASTProxy& InProxy) const;
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mutable uint32 ProfilingHash;
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mutable TMap<uint32, TSharedPtr<FProfilingCache>> ProfilingCache;
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static TArray<int32> EmptyInstructionArray;
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#endif
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friend class URigVMController;
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friend class URigVMGraph;
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friend class URigVMPin;
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friend class URigVMCompiler;
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friend class FRigVMLexer;
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};
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