Files
UnrealEngineUWP/Engine/Source/Editor/AnimationModifiers/Private/AnimationModifier.cpp
Thomas Sarkanen 8ba3c4c087 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none
#jira none

[CL 4665410 by Thomas Sarkanen in Dev-Anim branch]
2018-12-17 06:31:16 -05:00

215 lines
6.0 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimationModifier.h"
#include "Animation/AnimSequence.h"
#include "Animation/Skeleton.h"
#include "ModifierOutputFilter.h"
#include "Editor/Transactor.h"
#include "UObject/UObjectIterator.h"
#include "Dialogs/Dialogs.h"
#include "Editor/Transactor.h"
#include "UObject/UObjectIterator.h"
void UAnimationModifier::ApplyToAnimationSequence(class UAnimSequence* InAnimationSequence)
{
FEditorScriptExecutionGuard ScriptGuard;
checkf(InAnimationSequence, TEXT("Invalid Animation Sequence supplied"));
CurrentAnimSequence = InAnimationSequence;
CurrentSkeleton = InAnimationSequence->GetSkeleton();
// Filter to check for warnings / errors thrown from animation blueprint library (rudimentary approach for now)
FCategoryLogOutputFilter OutputLog;
OutputLog.SetAutoEmitLineTerminator(true);
OutputLog.AddCategoryName("LogAnimationBlueprintLibrary");
GLog->AddOutputDevice(&OutputLog);
// Transact the modifier to prevent instance variables/data to change during applying
FTransaction ModifierTransaction;
ModifierTransaction.SaveObject(this);
FTransaction AnimationDataTransaction;
AnimationDataTransaction.SaveObject(CurrentAnimSequence);
AnimationDataTransaction.SaveObject(CurrentSkeleton);
/** This populates the log with possible warnings and or errors to notify the user about */
OnRevert(CurrentAnimSequence);
OnApply(CurrentAnimSequence);
// Apply transaction
ModifierTransaction.Apply();
GLog->RemoveOutputDevice(&OutputLog);
// Check if warnings or errors have occurred and show dialog to user to inform her about this
const bool bWarningsOrErrors = OutputLog.ContainsWarnings() || OutputLog.ContainsErrors();
bool bShouldRevert = false;
if (bWarningsOrErrors)
{
static const FText WarningMessageFormat = FText::FromString("Modifier has generated warnings during a test run:\n\n{0}\nAre you sure you want to Apply it?");
static const FText ErrorMessageFormat = FText::FromString("Modifier has generated errors (and warnings) during a test run:\n\n{0}\nResolve the Errors before trying to Apply!");
EAppMsgType::Type MessageType = OutputLog.ContainsErrors() ? EAppMsgType::Ok : EAppMsgType::YesNo;
const FText& MessageFormat = OutputLog.ContainsErrors() ? ErrorMessageFormat : WarningMessageFormat;
bShouldRevert = (OpenMsgDlgInt(MessageType, FText::FormatOrdered(MessageFormat, FText::FromString(OutputLog)), FText::FromString("Modifier has Generated Warnings/Errors")) != EAppReturnType::Yes);
}
// Revert changes if necessary, otherwise post edit and refresh animation data
if (bShouldRevert)
{
AnimationDataTransaction.Apply();
CurrentAnimSequence->RefreshCacheData();
CurrentAnimSequence->RefreshCurveData();
}
else
{
UpdateCompressedAnimationData();
CurrentAnimSequence->PostEditChange();
CurrentSkeleton->PostEditChange();
CurrentAnimSequence->RefreshCacheData();
CurrentAnimSequence->RefreshCurveData();
UpdateStoredRevisions();
}
// Finished
CurrentAnimSequence = nullptr;
CurrentSkeleton = nullptr;
}
void UAnimationModifier::UpdateCompressedAnimationData()
{
if (CurrentAnimSequence->DoesNeedRebake() || CurrentAnimSequence->DoesNeedRecompress())
{
if (CurrentAnimSequence->DoesNeedRebake())
{
CurrentAnimSequence->BakeTrackCurvesToRawAnimation();
}
if (CurrentAnimSequence->DoesNeedRecompress())
{
CurrentAnimSequence->RequestSyncAnimRecompression(false);
}
}
}
void UAnimationModifier::RevertFromAnimationSequence(class UAnimSequence* InAnimationSequence)
{
FEditorScriptExecutionGuard ScriptGuard;
checkf(InAnimationSequence, TEXT("Invalid Animation Sequence supplied"));
CurrentAnimSequence = InAnimationSequence;
CurrentSkeleton = InAnimationSequence->GetSkeleton();
// Transact the modifier to prevent instance variables/data to change during reverting
FTransaction Transaction;
Transaction.SaveObject(this);
OnRevert(CurrentAnimSequence);
// Apply transaction
Transaction.Apply();
UpdateCompressedAnimationData();
CurrentAnimSequence->PostEditChange();
CurrentSkeleton->PostEditChange();
CurrentAnimSequence->RefreshCacheData();
CurrentAnimSequence->RefreshCurveData();
ResetStoredRevisions();
// Finished
CurrentAnimSequence = nullptr;
CurrentSkeleton = nullptr;
}
bool UAnimationModifier::IsLatestRevisionApplied() const
{
return (AppliedGuid == RevisionGuid);
}
void UAnimationModifier::PostInitProperties()
{
Super::PostInitProperties();
UpdateNativeRevisionGuid();
// Ensure we always have a valid guid
if (!RevisionGuid.IsValid())
{
UpdateRevisionGuid(GetClass());
MarkPackageDirty();
}
}
const USkeleton* UAnimationModifier::GetSkeleton()
{
return CurrentSkeleton;
}
void UAnimationModifier::UpdateRevisionGuid(UClass* ModifierClass)
{
RevisionGuid = FGuid::NewGuid();
// Native classes are more difficult?
for (TObjectIterator<UAnimationModifier> It; It; ++It)
{
if (*It != this && It->GetClass() == ModifierClass)
{
It->SetInstanceRevisionGuid(RevisionGuid);
}
}
}
void UAnimationModifier::UpdateNativeRevisionGuid()
{
UClass* Class = GetClass();
// Check if this is the class default object
if (this == GetDefault<UAnimationModifier>(Class))
{
// If so check whether or not the config stored revision matches the natively defined one
if (StoredNativeRevision != GetNativeClassRevision())
{
// If not update the blueprint revision GUID
UpdateRevisionGuid(Class);
StoredNativeRevision = GetNativeClassRevision();
MarkPackageDirty();
// Save the new native revision to config files
SaveConfig();
UpdateDefaultConfigFile();
}
}
}
int32 UAnimationModifier::GetNativeClassRevision() const
{
// Overriden in derrived classes to perform native revisioning
return 0;
}
const UAnimSequence* UAnimationModifier::GetAnimationSequence()
{
return CurrentAnimSequence;
}
void UAnimationModifier::UpdateStoredRevisions()
{
AppliedGuid = RevisionGuid;
}
void UAnimationModifier::ResetStoredRevisions()
{
AppliedGuid.Invalidate();
}
void UAnimationModifier::SetInstanceRevisionGuid(FGuid Guid)
{
RevisionGuid = Guid;
}