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139 lines
7.2 KiB
C++
139 lines
7.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphModule.h"
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#include "Textures/SlateIcon.h"
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#include "AnimGraphCommands.h"
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#include "Modules/ModuleManager.h"
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#include "AnimNodeEditModes.h"
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#include "EditorModeRegistry.h"
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#include "AnimNodeEditMode.h"
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#include "Modules/ModuleManager.h"
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#include "PropertyEditorModule.h"
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#include "AnimGraphNode_PoseDriver.h"
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#include "PoseDriverDetails.h"
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#include "EditModes/TwoBoneIKEditMode.h"
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#include "EditModes/ObserveBoneEditMode.h"
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#include "EditModes/ModifyBoneEditMode.h"
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#include "EditModes/FabrikEditMode.h"
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#include "EditModes/PoseDriverEditMode.h"
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#include "EditModes/SplineIKEditMode.h"
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#include "EditModes/LookAtEditMode.h"
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#include "EditModes/CCDIKEditMode.h"
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#include "AnimBlueprintPinInfoDetails.h"
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#include "BlueprintEditorModule.h"
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#include "AnimGraphDetails.h"
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#include "AnimationGraphSchema.h"
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#include "AnimBlueprintCompiler.h"
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#include "AnimBlueprintCompilerHandler_Base.h"
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#include "AnimBlueprintCompilerHandler_CachedPose.h"
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#include "AnimBlueprintCompilerHandler_LinkedAnimGraph.h"
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#include "AnimBlueprintCompilerHandler_StateMachine.h"
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IMPLEMENT_MODULE(FAnimGraphModule, AnimGraph);
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#define LOCTEXT_NAMESPACE "AnimGraphModule"
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void FAnimGraphModule::StartupModule()
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{
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FAnimGraphCommands::Register();
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FKismetCompilerContext::RegisterCompilerForBP(UAnimBlueprint::StaticClass(), [](UBlueprint* InBlueprint, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompileOptions)
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{
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return MakeShared<FAnimBlueprintCompilerContext>(CastChecked<UAnimBlueprint>(InBlueprint), InMessageLog, InCompileOptions);
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});
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// Register node compilation handlers
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IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_Base", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
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{
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return MakeUnique<FAnimBlueprintCompilerHandler_Base>(InCreationContext);
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});
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IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_CachedPose", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
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{
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return MakeUnique<FAnimBlueprintCompilerHandler_CachedPose>(InCreationContext);
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});
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IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_LinkedAnimGraph", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
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{
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return MakeUnique<FAnimBlueprintCompilerHandler_LinkedAnimGraph>(InCreationContext);
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});
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IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_StateMachine", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
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{
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return MakeUnique<FAnimBlueprintCompilerHandler_StateMachine>(InCreationContext);
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});
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// Register the editor modes
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FEditorModeRegistry::Get().RegisterMode<FAnimNodeEditMode>(AnimNodeEditModes::AnimNode, LOCTEXT("AnimNodeEditMode", "Anim Node"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FTwoBoneIKEditMode>(AnimNodeEditModes::TwoBoneIK, LOCTEXT("TwoBoneIKEditMode", "2-Bone IK"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FObserveBoneEditMode>(AnimNodeEditModes::ObserveBone, LOCTEXT("ObserveBoneEditMode", "Observe Bone"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FModifyBoneEditMode>(AnimNodeEditModes::ModifyBone, LOCTEXT("ModifyBoneEditMode", "Modify Bone"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FFabrikEditMode>(AnimNodeEditModes::Fabrik, LOCTEXT("FabrikEditMode", "Fabrik"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FPoseDriverEditMode>(AnimNodeEditModes::PoseDriver, LOCTEXT("PoseDriverEditMode", "PoseDriver"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FSplineIKEditMode>(AnimNodeEditModes::SplineIK, LOCTEXT("SplineIKEditMode", "Spline IK"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FLookAtEditMode>(AnimNodeEditModes::LookAt, LOCTEXT("LookAtEditMode", "LookAt"), FSlateIcon(), false);
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FEditorModeRegistry::Get().RegisterMode<FCCDIKEditMode>(AnimNodeEditModes::CCDIK, LOCTEXT("CCDIKEditMode", "CCD IK"), FSlateIcon(), false);
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// Register details customization
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FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
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PropertyModule.RegisterCustomClassLayout(UAnimGraphNode_PoseDriver::StaticClass()->GetFName(), FOnGetDetailCustomizationInstance::CreateStatic(&FPoseDriverDetails::MakeInstance));
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PropertyModule.RegisterCustomPropertyTypeLayout("AnimBlueprintFunctionPinInfo", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FAnimBlueprintFunctionPinInfoDetails::MakeInstance));
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// Register BP-editor function customization once the Kismet module is loaded.
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if (FModuleManager::Get().IsModuleLoaded("Kismet"))
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{
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FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::GetModuleChecked<FBlueprintEditorModule>("Kismet");
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BlueprintEditorModule.RegisterGraphCustomization(GetDefault<UAnimationGraphSchema>(), FOnGetGraphCustomizationInstance::CreateStatic(&FAnimGraphDetails::MakeInstance));
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}
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else
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{
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FModuleManager::Get().OnModulesChanged().AddLambda([](FName InModuleName, EModuleChangeReason InReason)
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{
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if (InReason == EModuleChangeReason::ModuleLoaded && InModuleName == "Kismet")
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{
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FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::LoadModuleChecked<FBlueprintEditorModule>("Kismet");
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BlueprintEditorModule.RegisterGraphCustomization(GetDefault<UAnimationGraphSchema>(), FOnGetGraphCustomizationInstance::CreateStatic(&FAnimGraphDetails::MakeInstance));
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}
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});
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}
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}
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void FAnimGraphModule::ShutdownModule()
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{
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IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_Base");
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IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_CachedPose");
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IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_LinkedAnimGraph");
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IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_StateMachine");
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// Unregister the editor modes
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::CCDIK);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::SplineIK);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::PoseDriver);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::Fabrik);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::ModifyBone);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::ObserveBone);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::TwoBoneIK);
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FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::AnimNode);
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// Unregister details customization
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if (UObjectInitialized() && FModuleManager::Get().IsModuleLoaded(TEXT("PropertyEditor")))
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{
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// Unregister details customization
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FPropertyEditorModule* PropertyModule = FModuleManager::GetModulePtr<FPropertyEditorModule>("PropertyEditor");
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if (PropertyModule)
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{
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PropertyModule->UnregisterCustomClassLayout(UAnimGraphNode_PoseDriver::StaticClass()->GetFName());
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PropertyModule->UnregisterCustomPropertyTypeLayout("AnimBlueprintFunctionPinInfo");
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}
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FBlueprintEditorModule* BlueprintEditorModule = FModuleManager::GetModulePtr<FBlueprintEditorModule>("Kismet");
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if(BlueprintEditorModule)
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{
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BlueprintEditorModule->UnregisterGraphCustomization(GetDefault<UAnimationGraphSchema>());
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}
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}
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}
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#undef LOCTEXT_NAMESPACE
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