Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_SequencePlayer.cpp
Michael Schoell 63b7360ae0 Removed the Blueprint Editor's legacy node menu system.
#jira UE-13391 - Delete old BP menu system (is causing confusion)

#codereview Mike.Beach

[CL 2514361 by Michael Schoell in Main branch]
2015-04-16 11:47:54 -04:00

342 lines
11 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimGraphNode_SequencePlayer.h"
#include "CompilerResultsLog.h"
#include "GraphEditorActions.h"
#include "AssetRegistryModule.h"
#include "AnimationGraphSchema.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintActionFilter.h"
#include "EditorCategoryUtils.h"
#include "BlueprintNodeSpawner.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, FText 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 FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
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);
}
}
FText UAnimGraphNode_SequencePlayer::GetTooltipText() const
{
const bool bAdditive = ((Node.Sequence != NULL) && Node.Sequence->IsValidAdditive());
return GetTitleGivenAssetInfo(FText::FromString(Node.Sequence->GetPathName()), bAdditive);
}
FText UAnimGraphNode_SequencePlayer::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (Node.Sequence == nullptr)
{
return LOCTEXT("SequenceNullTitle", "Play (None)");
}
else
{
const bool bAdditive = Node.Sequence->IsValidAdditive();
const FText BasicTitle = GetTitleGivenAssetInfo(FText::FromName(Node.Sequence->GetFName()), bAdditive);
if (SyncGroup.GroupName == NAME_None)
{
return BasicTitle;
}
else
{
const FText SyncGroupName = FText::FromName(SyncGroup.GroupName);
FFormatNamedArguments Args;
Args.Add(TEXT("Title"), BasicTitle);
Args.Add(TEXT("SyncGroup"), SyncGroupName);
if (TitleType == ENodeTitleType::FullTitle)
{
return FText::Format(LOCTEXT("SequenceNodeGroupWithSubtitleFull", "{Title}\nSync group {SyncGroup}"), Args);
}
else
{
return FText::Format(LOCTEXT("SequenceNodeGroupWithSubtitleList", "{Title} (Sync group {SyncGroup})"), Args);
}
}
}
}
FText UAnimGraphNode_SequencePlayer::GetTitleGivenAssetInfo(const FText& AssetName, bool bKnownToBeAdditive)
{
FFormatNamedArguments Args;
Args.Add(TEXT("AssetName"), AssetName);
if (bKnownToBeAdditive)
{
return FText::Format(LOCTEXT("SequenceNodeTitleAdditive", "Play {AssetName} (additive)"), Args);
}
else
{
return FText::Format(LOCTEXT("SequenceNodeTitle", "Play {AssetName}"), Args);
}
}
FText UAnimGraphNode_SequencePlayer::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Animation);
}
void UAnimGraphNode_SequencePlayer::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
auto LoadedAssetSetup = [](UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UAnimSequence> SequencePtr)
{
UAnimGraphNode_SequencePlayer* SequencePlayerNode = CastChecked<UAnimGraphNode_SequencePlayer>(NewNode);
SequencePlayerNode->Node.Sequence = SequencePtr.Get();
};
auto UnloadedAssetSetup = [](UEdGraphNode* NewNode, bool bIsTemplateNode, const FAssetData AssetData)
{
UAnimGraphNode_SequencePlayer* SequencePlayerNode = CastChecked<UAnimGraphNode_SequencePlayer>(NewNode);
if (bIsTemplateNode)
{
if (const FString* SkeletonTag = AssetData.TagsAndValues.Find(TEXT("Skeleton")))
{
SequencePlayerNode->UnloadedSkeletonName = *SkeletonTag;
}
}
else
{
UAnimSequence* Sequence = Cast<UAnimSequence>(AssetData.GetAsset());
check(Sequence != nullptr);
SequencePlayerNode->Node.Sequence = Sequence;
}
};
const UObject* QueryObject = ActionRegistrar.GetActionKeyFilter();
if (QueryObject == nullptr)
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
// define a filter to help in pulling UAnimSequence asset data from the registry
FARFilter Filter;
Filter.ClassNames.Add(UAnimSequence::StaticClass()->GetFName());
Filter.bRecursiveClasses = true;
// 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;
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
if (Asset.IsAssetLoaded())
{
TWeakObjectPtr<UAnimSequence> AnimSequence = Cast<UAnimSequence>(Asset.GetAsset());
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(LoadedAssetSetup, AnimSequence);
NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(AnimSequence->GetFName()), AnimSequence->IsValidAdditive());
}
else
{
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(UnloadedAssetSetup, Asset);
NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(Asset.AssetName), /*bKnownToBeAdditive =*/false);
}
ActionRegistrar.AddBlueprintAction(Asset, NodeSpawner);
}
}
else if (const UAnimSequence* AnimSequence = Cast<UAnimSequence>(QueryObject))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
TWeakObjectPtr<UAnimSequence> SequencePtr = AnimSequence;
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(LoadedAssetSetup, SequencePtr);
NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(AnimSequence->GetFName()), AnimSequence->IsValidAdditive());
ActionRegistrar.AddBlueprintAction(QueryObject, NodeSpawner);
}
else if (QueryObject == GetClass())
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
// define a filter to help in pulling UAnimSequence asset data from the registry
FARFilter Filter;
Filter.ClassNames.Add(UAnimSequence::StaticClass()->GetFName());
Filter.bRecursiveClasses = true;
// 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;
if (Asset.IsAssetLoaded())
{
continue;
}
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(UnloadedAssetSetup, Asset);
NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(Asset.AssetName), /*bKnownToBeAdditive =*/false);
ActionRegistrar.AddBlueprintAction(Asset, NodeSpawner);
}
}
}
bool UAnimGraphNode_SequencePlayer::IsActionFilteredOut(class FBlueprintActionFilter const& Filter)
{
bool bIsFilteredOut = false;
FBlueprintActionContext const& FilterContext = Filter.Context;
for (UBlueprint* Blueprint : FilterContext.Blueprints)
{
if (UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Blueprint))
{
if(Node.Sequence)
{
if(Node.Sequence->GetSkeleton() != AnimBlueprint->TargetSkeleton)
{
// Sequence does not use the same skeleton as the Blueprint, cannot use
bIsFilteredOut = true;
break;
}
}
else
{
FAssetData SkeletonData(AnimBlueprint->TargetSkeleton);
if(UnloadedSkeletonName != SkeletonData.GetExportTextName())
{
bIsFilteredOut = true;
break;
}
}
}
else
{
// Not an animation Blueprint, cannot use
bIsFilteredOut = true;
break;
}
}
return bIsFilteredOut;
}
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