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https://github.com/izzy2lost/UnrealEngineUWP.git
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129 lines
4.1 KiB
C++
129 lines
4.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_AssetPlayerBase.h"
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#include "EdGraphSchema_K2.h"
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#include "Animation/AnimComposite.h"
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#include "Animation/BlendSpaceBase.h"
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#include "Animation/AimOffsetBlendSpace.h"
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#include "Animation/AimOffsetBlendSpace1D.h"
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#include "AnimGraphNode_SequencePlayer.h"
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#include "AnimGraphNode_SequenceEvaluator.h"
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#include "AnimGraphNode_RotationOffsetBlendSpace.h"
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#include "AnimGraphNode_BlendSpacePlayer.h"
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#include "AnimGraphNode_BlendSpaceEvaluator.h"
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#include "Animation/PoseAsset.h"
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#include "AnimGraphNode_PoseBlendNode.h"
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#include "AnimGraphNode_PoseByName.h"
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#include "AnimGraphNode_PoseDriver.h"
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#include "UObject/UObjectIterator.h"
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#include "AnimBlueprintCompiler.h"
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#include "Animation/AnimLayerInterface.h"
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void UAnimGraphNode_AssetPlayerBase::PinConnectionListChanged(UEdGraphPin* Pin)
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{
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Super::PinConnectionListChanged(Pin);
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if (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Object)
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{
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// recache visualization now an asset pin's connection is changed
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if (const UEdGraphSchema* Schema = GetSchema())
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{
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Schema->ForceVisualizationCacheClear();
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}
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}
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}
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void UAnimGraphNode_AssetPlayerBase::PinDefaultValueChanged(UEdGraphPin* Pin)
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{
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Super::PinDefaultValueChanged(Pin);
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if (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Object)
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{
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// recache visualization now an asset pin's default value has changed
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if (const UEdGraphSchema* Schema = GetSchema())
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{
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Schema->ForceVisualizationCacheClear();
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}
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}
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}
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void UAnimGraphNode_AssetPlayerBase::OnProcessDuringCompilation(FAnimBlueprintCompilerContext& InCompilerContext)
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{
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UBlueprint* Blueprint = GetBlueprint();
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UAnimBlueprintGeneratedClass* NewAnimBlueprintClass = CastChecked<UAnimBlueprintGeneratedClass>(InCompilerContext.NewClass);
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// Process Asset Player nodes to, if necessary cache off their node index for retrieval at runtime (used for evaluating Automatic Rule Transitions when using Layer nodes)
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auto ProcessGraph = [this, NewAnimBlueprintClass](UEdGraph* Graph)
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{
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// Make sure we do not process the default AnimGraph
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static const FName DefaultAnimGraphName("AnimGraph");
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if (Graph->GetFName() != DefaultAnimGraphName)
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{
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FString GraphName = Graph->GetName();
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// Also make sure we do not process any empty stub graphs
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if (!GraphName.Contains(ANIM_FUNC_DECORATOR))
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{
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if (Graph->Nodes.ContainsByPredicate([this, NewAnimBlueprintClass](UEdGraphNode* Node) { return Node->NodeGuid == NodeGuid; }))
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{
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if (int32* IndexPtr = NewAnimBlueprintClass->AnimBlueprintDebugData.NodeGuidToIndexMap.Find(NodeGuid))
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{
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FGraphAssetPlayerInformation& Info = NewAnimBlueprintClass->GraphAssetPlayerInformation.FindOrAdd(FName(*GraphName));
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Info.PlayerNodeIndices.AddUnique(*IndexPtr);
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}
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}
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}
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}
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};
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// Check for any definition of a layer graph
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for (UEdGraph* Graph : Blueprint->FunctionGraphs)
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{
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ProcessGraph(Graph);
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}
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// Check for any implemented AnimLayer interface graphs
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for (FBPInterfaceDescription& InterfaceDesc : Blueprint->ImplementedInterfaces)
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{
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// Only process Anim Layer interfaces
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if (InterfaceDesc.Interface->IsChildOf<UAnimLayerInterface>())
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{
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for (UEdGraph* Graph : InterfaceDesc.Graphs)
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{
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ProcessGraph(Graph);
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}
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}
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}
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}
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UClass* GetNodeClassForAsset(const UClass* AssetClass)
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{
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UClass* NodeClass = nullptr;
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// Iterate over all classes..
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for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
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{
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UClass *Class = *ClassIt;
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// Look for AnimGraphNode classes
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if (Class->IsChildOf(UAnimGraphNode_Base::StaticClass()))
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{
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// See if this node is the 'primary handler' for this asset type
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const UAnimGraphNode_Base* NodeCDO = Class->GetDefaultObject<UAnimGraphNode_Base>();
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if (NodeCDO->SupportsAssetClass(AssetClass) == EAnimAssetHandlerType::PrimaryHandler)
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{
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NodeClass = Class;
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break;
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}
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}
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}
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return NodeClass;
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}
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bool SupportNodeClassForAsset(const UClass* AssetClass, UClass* NodeClass)
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{
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// Get node CDO
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const UAnimGraphNode_Base* NodeCDO = NodeClass->GetDefaultObject<UAnimGraphNode_Base>();
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// See if this node supports this asset type (primary or not)
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return (NodeCDO->SupportsAssetClass(AssetClass) != EAnimAssetHandlerType::NotSupported);
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}
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