Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngineTest/Private/NodeTestGraphBuilder.cpp
charlie huguenard 7e6a8fb4ec [MetaSounds] Unti test helper which builds a graph and operator from node names.
#jira UE-171916
#rb phil.popp, ryan.mangin
#preflight 6398902543330e63e57ed86a
#preflight 63989da92540a78d271e181c

[CL 23499998 by charlie huguenard in ue5-main branch]
2022-12-13 18:22:31 -05:00

138 lines
4.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "NodeTestGraphBuilder.h"
#include "Containers/Set.h"
#include "MetasoundFrontendGraph.h"
#include "MetasoundFrontendSearchEngine.h"
#include "MetasoundOperatorBuilder.h"
namespace Metasound::Test
{
using namespace Metasound::Frontend;
FNodeTestGraphBuilder::FNodeTestGraphBuilder()
{
Document.RootGraph.Metadata.SetClassName({ "Metasound", "TestNodes", *LexToString(FGuid::NewGuid()) });
Document.RootGraph.Metadata.SetType(EMetasoundFrontendClassType::Graph);
DocumentHandle = IDocumentController::CreateDocumentHandle(Document);
RootGraph = DocumentHandle->GetRootGraph();
check(RootGraph->IsValid());
}
FNodeHandle FNodeTestGraphBuilder::AddNode(const FNodeClassName& ClassName, int32 MajorVersion)
{
check(RootGraph->IsValid());
FNodeHandle Node = INodeController::GetInvalidHandle();
FMetasoundFrontendClass NodeClass;
if (ISearchEngine::Get().FindClassWithHighestMinorVersion(ClassName, MajorVersion, NodeClass))
{
Node = RootGraph->AddNode(NodeClass.Metadata);
}
return Node;
}
FNodeHandle FNodeTestGraphBuilder::AddInput(const FName& InputName, const FName& TypeName)
{
check(RootGraph->IsValid());
FMetasoundFrontendClassInput Input;
Input.Name = InputName;
Input.TypeName = TypeName;
Input.VertexID = FGuid::NewGuid();
return RootGraph->AddInputVertex(Input);
}
FNodeHandle FNodeTestGraphBuilder::AddOutput(const FName& OutputName, const FName& TypeName)
{
check(RootGraph->IsValid());
FMetasoundFrontendClassOutput Output;
Output.Name = OutputName;
Output.TypeName = TypeName;
Output.VertexID = FGuid::NewGuid();
return RootGraph->AddOutputVertex(Output);
}
TUniquePtr<IOperator> FNodeTestGraphBuilder::BuildGraph()
{
TSet<FName> TransmittableInputNames;
const FString UnknownAsset = TEXT("UnknownAsset");
if (TUniquePtr<FFrontendGraph> Graph = FFrontendGraphBuilder::CreateGraph(Document, TransmittableInputNames, UnknownAsset))
{
FOperatorBuilderSettings BuilderSettings;
BuilderSettings.bFailOnAnyError = true;
BuilderSettings.bPopulateInternalDataReferences = true;
BuilderSettings.bValidateEdgeDataTypesMatch = true;
BuilderSettings.bValidateNoCyclesInGraph = true;
BuilderSettings.bValidateNoDuplicateInputs = true;
BuilderSettings.bValidateOperatorOutputsAreBound = true;
BuilderSettings.bValidateVerticesExist = true;
FOperatorBuilder Builder{ BuilderSettings };
FOperatorSettings OperatorSettings = FOperatorSettings(48000.0f, 256);
FInputVertexInterfaceData InterfaceData;
FMetasoundEnvironment Environment;
FBuildGraphOperatorParams BuildParams{ *Graph, OperatorSettings, InterfaceData, Environment };
FBuildResults Results;
return Builder.BuildGraphOperator(BuildParams, Results);
}
return nullptr;
}
TUniquePtr<IOperator> FNodeTestGraphBuilder::MakeSingleNodeGraph(const FNodeClassName& ClassName, int32 MajorVersion)
{
FNodeTestGraphBuilder Builder;
FNodeHandle NodeHandle = Builder.AddNode(ClassName, MajorVersion);
if (!NodeHandle->IsValid())
{
return nullptr;
}
// add the inputs and connect them
for (FInputHandle Input : NodeHandle->GetInputs())
{
FNodeHandle InputNode = Builder.AddInput(Input->GetName(), Input->GetDataType());
if (!InputNode->IsValid())
{
return nullptr;
}
FOutputHandle OutputToConnect = InputNode->GetOutputWithVertexName(Input->GetName());
FInputHandle InputToConnect = NodeHandle->GetInputWithVertexName(Input->GetName());
if (!InputToConnect->Connect(*OutputToConnect))
{
return nullptr;
}
}
// add the outputs and connect them
for (FOutputHandle Output : NodeHandle->GetOutputs())
{
FNodeHandle OutputNode = Builder.AddOutput(Output->GetName(), Output->GetDataType());
if (!OutputNode->IsValid())
{
return nullptr;
}
FOutputHandle OutputToConnect = NodeHandle->GetOutputWithVertexName(Output->GetName());
FInputHandle InputToConnect = OutputNode->GetInputWithVertexName(Output->GetName());
if (!InputToConnect->Connect(*OutputToConnect))
{
return nullptr;
}
}
// build the graph
return Builder.BuildGraph();
}
}