Files
UnrealEngineUWP/Engine/Source/Editor/AnimationModifiers/Private/AnimationModifiersModule.cpp
aurel cordonnier 34f55d3a4a Merge from Release-Engine-Test @ 17946149 to UE5/Main
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17949667 by aurel cordonnier in ue5-main branch]
2021-10-27 15:14:40 -04:00

190 lines
6.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimationModifiersModule.h"
#include "IAssetTools.h"
#include "Animation/AnimSequence.h"
#include "AnimationModifier.h"
#include "SAnimationModifiersTab.h"
#include "AnimationModifierDetailCustomization.h"
#include "AnimationModifierHelpers.h"
#include "AnimationModifiersTabSummoner.h"
#include "Modules/ModuleManager.h"
#include "PropertyEditorModule.h"
#include "SAnimationModifierContentBrowserWindow.h"
#include "ScopedTransaction.h"
#include "Framework/Application/SlateApplication.h"
#include "Interfaces/IMainFrameModule.h"
#include "AnimationModifierSettings.h"
#include "AnimationModifiersAssetUserData.h"
#define LOCTEXT_NAMESPACE "AnimationModifiersModule"
IMPLEMENT_MODULE(FAnimationModifiersModule, AnimationModifiers);
void FAnimationModifiersModule::StartupModule()
{
// Register class/struct customizations
FPropertyEditorModule& PropertyEditorModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyEditorModule.RegisterCustomClassLayout("AnimationModifier", FOnGetDetailCustomizationInstance::CreateStatic(&FAnimationModifierDetailCustomization::MakeInstance));
// Add application mode extender
Extender = FWorkflowApplicationModeExtender::CreateRaw(this, &FAnimationModifiersModule::ExtendApplicationMode);
FWorkflowCentricApplication::GetModeExtenderList().Add(Extender);
// Register delegates during PostEngineInit as this module is part of preload phase and GEditor is not valid yet
FCoreDelegates::OnPostEngineInit.AddLambda([this]()
{
if (GEditor)
{
GEditor->GetEditorSubsystem<UImportSubsystem>()->OnAssetPostImport.AddRaw(this, &FAnimationModifiersModule::OnAssetPostImport);
GEditor->GetEditorSubsystem<UImportSubsystem>()->OnAssetReimport.AddRaw(this, &FAnimationModifiersModule::OnAssetPostReimport);
}
});
}
TSharedRef<FApplicationMode> FAnimationModifiersModule::ExtendApplicationMode(const FName ModeName, TSharedRef<FApplicationMode> InMode)
{
// For skeleton and animation editor modes add our custom tab factory to it
if (ModeName == TEXT("SkeletonEditorMode") || ModeName == TEXT("AnimationEditorMode"))
{
InMode->AddTabFactory(FCreateWorkflowTabFactory::CreateStatic(&FAnimationModifiersTabSummoner::CreateFactory));
RegisteredApplicationModes.Add(InMode);
}
return InMode;
}
void FAnimationModifiersModule::OnAssetPostImport(UFactory* ImportFactory, UObject* ImportedObject)
{
// Check whether or not the imported asset is a AnimSequence
if (UAnimSequence* AnimationSequence = Cast<UAnimSequence>(ImportedObject))
{
// Check whether or not there are any default modifiers which should be added to the new sequence
const TArray<TSubclassOf<UAnimationModifier>>& DefaultModifiers = GetDefault<UAnimationModifierSettings>()->DefaultAnimationModifiers;
if (DefaultModifiers.Num())
{
UAnimationModifiersAssetUserData* AssetUserData = FAnimationModifierHelpers::RetrieveOrCreateModifierUserData(AnimationSequence);
for (TSubclassOf<UAnimationModifier> ModifierClass : DefaultModifiers)
{
if (ModifierClass.Get())
{
UObject* Outer = AssetUserData;
UAnimationModifier* Processor = FAnimationModifierHelpers::CreateModifierInstance(Outer, *ModifierClass);
AssetUserData->Modify();
AssetUserData->AddAnimationModifier(Processor);
}
}
if (GetDefault<UAnimationModifierSettings>()->bApplyAnimationModifiersOnImport)
{
ApplyAnimationModifiers({AnimationSequence});
}
}
}
}
void FAnimationModifiersModule::OnAssetPostReimport(UObject* ReimportedObject)
{
// Check whether or not the reimported asset is a AnimSequence
if (UAnimSequence* AnimationSequence = Cast<UAnimSequence>(ReimportedObject))
{
// Check whether or not any contained modifiers should be applied
if (GetDefault<UAnimationModifierSettings>()->bApplyAnimationModifiersOnImport)
{
ApplyAnimationModifiers({AnimationSequence});
}
}
}
void FAnimationModifiersModule::ShutdownModule()
{
// Make sure we unregister the class layout
FPropertyEditorModule* PropertyEditorModule = FModuleManager::GetModulePtr<FPropertyEditorModule>("PropertyEditor");
if (PropertyEditorModule)
{
PropertyEditorModule->UnregisterCustomClassLayout("AnimationModifier");
}
// Remove extender delegate
FWorkflowCentricApplication::GetModeExtenderList().RemoveAll([this](FWorkflowApplicationModeExtender& StoredExtender) { return StoredExtender.GetHandle() == Extender.GetHandle(); });
// During shutdown clean up all factories from any modes which are still active/alive
for (TWeakPtr<FApplicationMode> WeakMode : RegisteredApplicationModes)
{
if (WeakMode.IsValid())
{
TSharedPtr<FApplicationMode> Mode = WeakMode.Pin();
Mode->RemoveTabFactory(FAnimationModifiersTabSummoner::AnimationModifiersName);
}
}
RegisteredApplicationModes.Empty();
if (GEditor)
{
GEditor->GetEditorSubsystem<UImportSubsystem>()->OnAssetPostImport.RemoveAll(this);
}
}
void FAnimationModifiersModule::ShowAddAnimationModifierWindow(const TArray<UAnimSequence*>& InSequences)
{
TSharedPtr<SAnimationModifierContentBrowserWindow> WindowContent;
TSharedRef<SWindow> Window = SNew(SWindow)
.Title(LOCTEXT("WindowTitle", "Add Animation Modifier(s)"))
.SizingRule(ESizingRule::UserSized)
.ClientSize(FVector2D(500, 500));
Window->SetContent
(
SAssignNew(WindowContent, SAnimationModifierContentBrowserWindow)
.WidgetWindow(Window)
.AnimSequences(InSequences)
);
TSharedPtr<SWindow> ParentWindow;
if (FModuleManager::Get().IsModuleLoaded("MainFrame"))
{
IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>("MainFrame");
ParentWindow = MainFrame.GetParentWindow();
}
FSlateApplication::Get().AddModalWindow(Window, ParentWindow, false);
}
void FAnimationModifiersModule::ApplyAnimationModifiers(const TArray<UAnimSequence*>& InSequences, bool bForceApply /*= true*/)
{
const FScopedTransaction Transaction(LOCTEXT("UndoAction_ApplyModifiers", "Applying Animation Modifier(s) to Animation Sequence(s)"));
// Iterate over each Animation Sequence and all of its contained modifiers, applying each one
UE::Anim::FApplyModifiersScope Scope;
TArray<UAnimationModifiersAssetUserData*> AssetUserData;
for (UAnimSequence* AnimationSequence : InSequences)
{
if (AnimationSequence)
{
UAnimationModifiersAssetUserData* UserData = AnimationSequence->GetAssetUserData<UAnimationModifiersAssetUserData>();
if (UserData)
{
AnimationSequence->Modify();
const TArray<UAnimationModifier*>& ModifierInstances = UserData->GetAnimationModifierInstances();
for (UAnimationModifier* Modifier : ModifierInstances)
{
if (bForceApply || !Modifier->IsLatestRevisionApplied())
{
Modifier->ApplyToAnimationSequence(AnimationSequence);
}
}
}
}
}
}
#undef LOCTEXT_NAMESPACE // "AnimationModifiersModule"