You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Per-node constant data is now held on a generated struct as part of sparse class data. Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class. The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements. Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data. Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants. Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link. Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future. Moved property access into Engine module & removed event support from it - this was never used. Reworked property access compilation API a little - construction/lifetime was a bit confusing previously. Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few. Patched the following nodes to use the new data approach: - Asset players (sequences, blendspaces, aim offsets) - Blend lists - Ref poses - Roots #rb Jurre.deBaare, Martin.Wilson, Keith.Yerex [CL 16090510 by Thomas Sarkanen in ue5-main branch]
359 lines
13 KiB
C++
359 lines
13 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "AnimGraphNode_RotationOffsetBlendSpace.h"
|
|
#include "UObject/UObjectHash.h"
|
|
#include "UObject/UObjectIterator.h"
|
|
#include "ToolMenus.h"
|
|
#include "GraphEditorActions.h"
|
|
#include "Kismet2/CompilerResultsLog.h"
|
|
#include "BlueprintNodeSpawner.h"
|
|
#include "BlueprintActionDatabaseRegistrar.h"
|
|
#include "Animation/AnimationSettings.h"
|
|
#include "Animation/AimOffsetBlendSpace.h"
|
|
#include "Animation/AimOffsetBlendSpace1D.h"
|
|
#include "DetailLayoutBuilder.h"
|
|
#include "ScopedTransaction.h"
|
|
#include "Kismet2/BlueprintEditorUtils.h"
|
|
#include "AnimGraphCommands.h"
|
|
|
|
/////////////////////////////////////////////////////
|
|
// UAnimGraphNode_RotationOffsetBlendSpace
|
|
|
|
#define LOCTEXT_NAMESPACE "A3Nodes"
|
|
|
|
UAnimGraphNode_RotationOffsetBlendSpace::UAnimGraphNode_RotationOffsetBlendSpace(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
{
|
|
}
|
|
|
|
FText UAnimGraphNode_RotationOffsetBlendSpace::GetTooltipText() const
|
|
{
|
|
// FText::Format() is slow, so we utilize the cached list title
|
|
return GetNodeTitle(ENodeTitleType::ListView);
|
|
}
|
|
|
|
FText UAnimGraphNode_RotationOffsetBlendSpace::GetNodeTitle(ENodeTitleType::Type TitleType) const
|
|
{
|
|
UBlendSpace* BlendSpaceToCheck = Node.GetBlendSpace();
|
|
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, BlendSpace));
|
|
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
|
|
{
|
|
BlendSpaceToCheck = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
|
|
}
|
|
|
|
if (BlendSpaceToCheck == nullptr)
|
|
{
|
|
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
|
|
{
|
|
return LOCTEXT("RotationOffsetBlend_NONE_ListTitle", "AimOffset '(None)'");
|
|
}
|
|
else
|
|
{
|
|
return LOCTEXT("RotationOffsetBlend_NONE_Title", "(None)\nAimOffset");
|
|
}
|
|
}
|
|
// @TODO: the bone can be altered in the property editor, so we have to
|
|
// choose to mark this dirty when that happens for this to properly work
|
|
else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
|
|
{
|
|
const FText BlendSpaceName = FText::FromString(BlendSpaceToCheck->GetName());
|
|
|
|
FFormatNamedArguments Args;
|
|
Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
|
|
|
|
// FText::Format() is slow, so we cache this to save on performance
|
|
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
|
|
{
|
|
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetListTitle", "AimOffset '{BlendSpaceName}'"), Args), this);
|
|
}
|
|
else
|
|
{
|
|
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetFullTitle", "{BlendSpaceName}\nAimOffset"), Args), this);
|
|
}
|
|
}
|
|
return CachedNodeTitles[TitleType];
|
|
}
|
|
|
|
void UAnimGraphNode_RotationOffsetBlendSpace::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
|
|
{
|
|
struct GetMenuActions_Utils
|
|
{
|
|
static void SetNodeBlendSpace(UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UBlendSpace> BlendSpace)
|
|
{
|
|
UAnimGraphNode_RotationOffsetBlendSpace* BlendSpaceNode = CastChecked<UAnimGraphNode_RotationOffsetBlendSpace>(NewNode);
|
|
BlendSpaceNode->Node.SetBlendSpace(BlendSpace.Get());
|
|
}
|
|
|
|
static UBlueprintNodeSpawner* MakeBlendSpaceAction(TSubclassOf<UEdGraphNode> const NodeClass, const UBlendSpace* BlendSpace)
|
|
{
|
|
UBlueprintNodeSpawner* NodeSpawner = nullptr;
|
|
|
|
bool const bIsAimOffset = BlendSpace->IsA(UAimOffsetBlendSpace::StaticClass()) ||
|
|
BlendSpace->IsA(UAimOffsetBlendSpace1D::StaticClass());
|
|
if (bIsAimOffset)
|
|
{
|
|
NodeSpawner = UBlueprintNodeSpawner::Create(NodeClass);
|
|
check(NodeSpawner != nullptr);
|
|
|
|
TWeakObjectPtr<UBlendSpace> BlendSpacePtr = MakeWeakObjectPtr(const_cast<UBlendSpace*>(BlendSpace));
|
|
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(GetMenuActions_Utils::SetNodeBlendSpace, BlendSpacePtr);
|
|
}
|
|
return NodeSpawner;
|
|
}
|
|
};
|
|
|
|
if (const UObject* RegistrarTarget = ActionRegistrar.GetActionKeyFilter())
|
|
{
|
|
if (const UBlendSpace* TargetBlendSpace = Cast<UBlendSpace>(RegistrarTarget))
|
|
{
|
|
if(TargetBlendSpace->IsAsset())
|
|
{
|
|
if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(GetClass(), TargetBlendSpace))
|
|
{
|
|
ActionRegistrar.AddBlueprintAction(TargetBlendSpace, NodeSpawner);
|
|
}
|
|
}
|
|
}
|
|
// else, the Blueprint database is specifically looking for actions pertaining to something different (not a BlendSpace asset)
|
|
}
|
|
else
|
|
{
|
|
UClass* NodeClass = GetClass();
|
|
for (TObjectIterator<UBlendSpace> BlendSpaceIt; BlendSpaceIt; ++BlendSpaceIt)
|
|
{
|
|
UBlendSpace* BlendSpace = *BlendSpaceIt;
|
|
if(BlendSpace->IsAsset())
|
|
{
|
|
if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(NodeClass, BlendSpace))
|
|
{
|
|
ActionRegistrar.AddBlueprintAction(BlendSpace, NodeSpawner);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FBlueprintNodeSignature UAnimGraphNode_RotationOffsetBlendSpace::GetSignature() const
|
|
{
|
|
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
|
|
NodeSignature.AddSubObject(Node.GetBlendSpace());
|
|
|
|
return NodeSignature;
|
|
}
|
|
|
|
void UAnimGraphNode_RotationOffsetBlendSpace::SetAnimationAsset(UAnimationAsset* Asset)
|
|
{
|
|
if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(Asset))
|
|
{
|
|
Node.SetBlendSpace(BlendSpace);
|
|
}
|
|
}
|
|
|
|
void UAnimGraphNode_RotationOffsetBlendSpace::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
|
|
{
|
|
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
|
|
|
|
UBlendSpace* BlendSpaceToCheck = Node.GetBlendSpace();
|
|
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, BlendSpace));
|
|
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
|
|
{
|
|
BlendSpaceToCheck = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
|
|
}
|
|
|
|
if (BlendSpaceToCheck == NULL)
|
|
{
|
|
// we may have a connected node
|
|
if (BlendSpacePin == nullptr || BlendSpacePin->LinkedTo.Num() == 0)
|
|
{
|
|
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
|
|
}
|
|
}
|
|
else if (Cast<UAimOffsetBlendSpace>(BlendSpaceToCheck) == NULL &&
|
|
Cast<UAimOffsetBlendSpace1D>(BlendSpaceToCheck) == NULL)
|
|
{
|
|
MessageLog.Error(TEXT("@@ references an invalid blend space (one that is not an aim offset)"), this);
|
|
}
|
|
else
|
|
{
|
|
USkeleton* BlendSpaceSkeleton = BlendSpaceToCheck->GetSkeleton();
|
|
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?
|
|
!ForSkeleton->IsCompatible(BlendSpaceSkeleton))
|
|
{
|
|
MessageLog.Error(TEXT("@@ references blendspace that uses an incompatible skeleton @@"), this, BlendSpaceSkeleton);
|
|
}
|
|
}
|
|
|
|
if (UAnimationSettings::Get()->bEnablePerformanceLog)
|
|
{
|
|
if (Node.LODThreshold < 0)
|
|
{
|
|
MessageLog.Warning(TEXT("@@ contains no LOD Threshold."), this);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UAnimGraphNode_RotationOffsetBlendSpace::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
|
|
{
|
|
if (!Context->bIsDebugging)
|
|
{
|
|
// add an option to convert to single frame
|
|
{
|
|
FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
|
|
Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
|
|
Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToAimOffsetLookAt);
|
|
Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToAimOffsetGraph);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UAnimGraphNode_RotationOffsetBlendSpace::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
|
|
{
|
|
if(Node.GetBlendSpace())
|
|
{
|
|
HandleAnimReferenceCollection(Node.BlendSpace, AnimationAssets);
|
|
}
|
|
}
|
|
|
|
void UAnimGraphNode_RotationOffsetBlendSpace::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
|
|
{
|
|
HandleAnimReferenceReplacement(Node.BlendSpace, AnimAssetReplacementMap);
|
|
}
|
|
|
|
|
|
|
|
EAnimAssetHandlerType UAnimGraphNode_RotationOffsetBlendSpace::SupportsAssetClass(const UClass* AssetClass) const
|
|
{
|
|
if (AssetClass->IsChildOf(UBlendSpace::StaticClass()) && IsAimOffsetBlendSpace(AssetClass))
|
|
{
|
|
return EAnimAssetHandlerType::PrimaryHandler;
|
|
}
|
|
else
|
|
{
|
|
return EAnimAssetHandlerType::NotSupported;
|
|
}
|
|
}
|
|
|
|
void UAnimGraphNode_RotationOffsetBlendSpace::CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const
|
|
{
|
|
Super::CustomizePinData(Pin, SourcePropertyName, ArrayIndex);
|
|
|
|
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, Alpha))
|
|
{
|
|
Pin->bHidden = (Node.AlphaInputType != EAnimAlphaInputType::Float);
|
|
|
|
if (!Pin->bHidden)
|
|
{
|
|
Pin->PinFriendlyName = Node.AlphaScaleBias.GetFriendlyName(Node.AlphaScaleBiasClamp.GetFriendlyName(Pin->PinFriendlyName));
|
|
}
|
|
}
|
|
|
|
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, bAlphaBoolEnabled))
|
|
{
|
|
Pin->bHidden = (Node.AlphaInputType != EAnimAlphaInputType::Bool);
|
|
}
|
|
|
|
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaCurveName))
|
|
{
|
|
Pin->bHidden = (Node.AlphaInputType != EAnimAlphaInputType::Curve);
|
|
|
|
if (!Pin->bHidden)
|
|
{
|
|
Pin->PinFriendlyName = Node.AlphaScaleBiasClamp.GetFriendlyName(Pin->PinFriendlyName);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UAnimGraphNode_RotationOffsetBlendSpace::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
|
|
{
|
|
const FName PropertyName = (PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None);
|
|
|
|
// Reconstruct node to show updates to PinFriendlyNames.
|
|
if ((PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaScaleBias))
|
|
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, bMapRange))
|
|
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputRange, Min))
|
|
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputRange, Max))
|
|
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, Scale))
|
|
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, Bias))
|
|
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, bClampResult))
|
|
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, ClampMin))
|
|
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, ClampMax))
|
|
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, bInterpResult))
|
|
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, InterpSpeedIncreasing))
|
|
|| (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FInputScaleBiasClamp, InterpSpeedDecreasing)))
|
|
{
|
|
ReconstructNode();
|
|
}
|
|
|
|
if (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaInputType))
|
|
{
|
|
FScopedTransaction Transaction(LOCTEXT("ChangeAlphaInputType", "Change Alpha Input Type"));
|
|
Modify();
|
|
|
|
// Break links to pins going away
|
|
for (int32 PinIndex = 0; PinIndex < Pins.Num(); ++PinIndex)
|
|
{
|
|
UEdGraphPin* Pin = Pins[PinIndex];
|
|
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, Alpha))
|
|
{
|
|
if (Node.AlphaInputType != EAnimAlphaInputType::Float)
|
|
{
|
|
Pin->BreakAllPinLinks();
|
|
}
|
|
}
|
|
else if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, bAlphaBoolEnabled))
|
|
{
|
|
if (Node.AlphaInputType != EAnimAlphaInputType::Bool)
|
|
{
|
|
Pin->BreakAllPinLinks();
|
|
}
|
|
}
|
|
else if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaCurveName))
|
|
{
|
|
if (Node.AlphaInputType != EAnimAlphaInputType::Curve)
|
|
{
|
|
Pin->BreakAllPinLinks();
|
|
}
|
|
}
|
|
}
|
|
|
|
ReconstructNode();
|
|
|
|
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
|
|
}
|
|
|
|
Super::PostEditChangeProperty(PropertyChangedEvent);
|
|
}
|
|
|
|
void UAnimGraphNode_RotationOffsetBlendSpace::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
|
|
{
|
|
Super::CustomizeDetails(DetailBuilder);
|
|
|
|
TSharedRef<IPropertyHandle> NodeHandle = DetailBuilder.GetProperty(FName(TEXT("Node")), GetClass());
|
|
|
|
if (Node.AlphaInputType != EAnimAlphaInputType::Bool)
|
|
{
|
|
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_RotationOffsetBlendSpace, bAlphaBoolEnabled)));
|
|
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaBoolBlend)));
|
|
}
|
|
|
|
if (Node.AlphaInputType != EAnimAlphaInputType::Float)
|
|
{
|
|
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_RotationOffsetBlendSpace, Alpha)));
|
|
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaScaleBias)));
|
|
}
|
|
|
|
if (Node.AlphaInputType != EAnimAlphaInputType::Curve)
|
|
{
|
|
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaCurveName)));
|
|
}
|
|
|
|
if ((Node.AlphaInputType != EAnimAlphaInputType::Float)
|
|
&& (Node.AlphaInputType != EAnimAlphaInputType::Curve))
|
|
{
|
|
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_RotationOffsetBlendSpace, AlphaScaleBiasClamp)));
|
|
}
|
|
}
|
|
|
|
|
|
#undef LOCTEXT_NAMESPACE
|