Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_Base.cpp
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

419 lines
13 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_Base.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Animation/AnimInstance.h"
#include "AnimationGraphSchema.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "AnimBlueprintNodeOptionalPinManager.h"
#include "IAnimNodeEditMode.h"
#include "AnimNodeEditModes.h"
#include "AnimationGraph.h"
#include "EditorModeManager.h"
#include "Toolkits/AssetEditorManager.h"
#include "AnimationEditorUtils.h"
#include "UObject/UnrealType.h"
#include "Kismet2/CompilerResultsLog.h"
#define LOCTEXT_NAMESPACE "UAnimGraphNode_Base"
/////////////////////////////////////////////////////
// UAnimGraphNode_Base
UAnimGraphNode_Base::UAnimGraphNode_Base(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UAnimGraphNode_Base::PreEditChange(UProperty* PropertyThatWillChange)
{
Super::PreEditChange(PropertyThatWillChange);
if (PropertyThatWillChange && PropertyThatWillChange->GetFName() == GET_MEMBER_NAME_CHECKED(FOptionalPinFromProperty, bShowPin))
{
FOptionalPinManager::CacheShownPins(ShowPinForProperties, OldShownPins);
}
}
void UAnimGraphNode_Base::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if ((PropertyName == GET_MEMBER_NAME_CHECKED(FOptionalPinFromProperty, bShowPin)))
{
FOptionalPinManager::EvaluateOldShownPins(ShowPinForProperties, OldShownPins, this);
GetSchema()->ReconstructNode(*this);
}
Super::PostEditChangeProperty(PropertyChangedEvent);
PropertyChangeEvent.Broadcast(PropertyChangedEvent);
}
void UAnimGraphNode_Base::CreateOutputPins()
{
if (!IsSinkNode())
{
CreatePin(EGPD_Output, UAnimationGraphSchema::PC_Struct, FPoseLink::StaticStruct(), TEXT("Pose"));
}
}
void UAnimGraphNode_Base::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
// Validate any bone references we have
for(const TPair<UStructProperty*, const void*> PropertyValuePair : TPropertyValueRange<UStructProperty>(GetClass(), this))
{
if(PropertyValuePair.Key->Struct == FBoneReference::StaticStruct())
{
const FBoneReference& BoneReference = *(const FBoneReference*)PropertyValuePair.Value;
// Temporary fix where skeleton is not fully loaded during AnimBP compilation and thus virtual bone name check is invalid UE-39499 (NEED FIX)
if (ForSkeleton && !ForSkeleton->HasAnyFlags(RF_NeedPostLoad))
{
if (BoneReference.BoneName != NAME_None)
{
if (ForSkeleton->GetReferenceSkeleton().FindBoneIndex(BoneReference.BoneName) == INDEX_NONE)
{
FFormatNamedArguments Args;
Args.Add(TEXT("BoneName"), FText::FromName(BoneReference.BoneName));
MessageLog.Warning(*FText::Format(LOCTEXT("NoBoneFoundToModify", "@@ - Bone {BoneName} not found in Skeleton"), Args).ToString(), this);
}
}
}
}
}
}
void UAnimGraphNode_Base::InternalPinCreation(TArray<UEdGraphPin*>* OldPins)
{
// preload required assets first before creating pins
PreloadRequiredAssets();
const UAnimationGraphSchema* Schema = GetDefault<UAnimationGraphSchema>();
if (const UStructProperty* NodeStruct = GetFNodeProperty())
{
// Display any currently visible optional pins
{
UObject* NodeDefaults = GetArchetype();
FAnimBlueprintNodeOptionalPinManager OptionalPinManager(this, OldPins);
OptionalPinManager.AllocateDefaultPins(NodeStruct->Struct, NodeStruct->ContainerPtrToValuePtr<uint8>(this), NodeDefaults ? NodeStruct->ContainerPtrToValuePtr<uint8>(NodeDefaults) : nullptr);
}
// Create the output pin, if needed
CreateOutputPins();
}
}
void UAnimGraphNode_Base::AllocateDefaultPins()
{
InternalPinCreation(NULL);
}
void UAnimGraphNode_Base::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
InternalPinCreation(&OldPins);
RestoreSplitPins(OldPins);
}
bool UAnimGraphNode_Base::CanJumpToDefinition() const
{
return GetJumpTargetForDoubleClick() != nullptr;
}
void UAnimGraphNode_Base::JumpToDefinition() const
{
if (UObject* HyperlinkTarget = GetJumpTargetForDoubleClick())
{
FAssetEditorManager::Get().OpenEditorForAsset(HyperlinkTarget);
}
}
FLinearColor UAnimGraphNode_Base::GetNodeTitleColor() const
{
return FLinearColor::Black;
}
UScriptStruct* UAnimGraphNode_Base::GetFNodeType() const
{
UScriptStruct* BaseFStruct = FAnimNode_Base::StaticStruct();
for (TFieldIterator<UProperty> PropIt(GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
{
if (UStructProperty* StructProp = Cast<UStructProperty>(*PropIt))
{
if (StructProp->Struct->IsChildOf(BaseFStruct))
{
return StructProp->Struct;
}
}
}
return NULL;
}
UStructProperty* UAnimGraphNode_Base::GetFNodeProperty() const
{
UScriptStruct* BaseFStruct = FAnimNode_Base::StaticStruct();
for (TFieldIterator<UProperty> PropIt(GetClass(), EFieldIteratorFlags::IncludeSuper); PropIt; ++PropIt)
{
if (UStructProperty* StructProp = Cast<UStructProperty>(*PropIt))
{
if (StructProp->Struct->IsChildOf(BaseFStruct))
{
return StructProp;
}
}
}
return NULL;
}
FString UAnimGraphNode_Base::GetNodeCategory() const
{
return TEXT("Misc.");
}
void UAnimGraphNode_Base::GetNodeAttributes( TArray<TKeyValuePair<FString, FString>>& OutNodeAttributes ) const
{
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Type" ), TEXT( "AnimGraphNode" ) ));
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Class" ), GetClass()->GetName() ));
OutNodeAttributes.Add( TKeyValuePair<FString, FString>( TEXT( "Name" ), GetName() ));
}
void UAnimGraphNode_Base::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UAnimGraphNode_Base::GetMenuCategory() const
{
return FText::FromString(GetNodeCategory());
}
void UAnimGraphNode_Base::GetPinAssociatedProperty(const UScriptStruct* NodeType, const UEdGraphPin* InputPin, UProperty*& OutProperty, int32& OutIndex) const
{
OutProperty = nullptr;
OutIndex = INDEX_NONE;
//@TODO: Name-based hackery, avoid the roundtrip and better indicate when it's an array pose pin
const FString PinNameStr = InputPin->PinName.ToString();
const int32 UnderscoreIndex = PinNameStr.Find(TEXT("_"), ESearchCase::CaseSensitive);
if (UnderscoreIndex != INDEX_NONE)
{
const FString ArrayName = PinNameStr.Left(UnderscoreIndex);
if (UArrayProperty* ArrayProperty = FindField<UArrayProperty>(NodeType, *ArrayName))
{
const int32 ArrayIndex = FCString::Atoi(*(PinNameStr.Mid(UnderscoreIndex + 1)));
OutProperty = ArrayProperty;
OutIndex = ArrayIndex;
}
}
// If the array check failed or we have no underscores
if(OutProperty == nullptr)
{
if (UProperty* Property = FindField<UProperty>(NodeType, InputPin->PinName))
{
OutProperty = Property;
OutIndex = INDEX_NONE;
}
}
}
FPoseLinkMappingRecord UAnimGraphNode_Base::GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* SourcePin)
{
if (SourcePin->LinkedTo.Num() > 0)
{
if (UAnimGraphNode_Base* LinkedNode = Cast<UAnimGraphNode_Base>(FBlueprintEditorUtils::FindFirstCompilerRelevantNode(SourcePin->LinkedTo[0])))
{
//@TODO: Name-based hackery, avoid the roundtrip and better indicate when it's an array pose pin
const FString SourcePinName = SourcePin->PinName.ToString();
const int32 UnderscoreIndex = SourcePinName.Find(TEXT("_"), ESearchCase::CaseSensitive);
if (UnderscoreIndex != INDEX_NONE)
{
const FString ArrayName = SourcePinName.Left(UnderscoreIndex);
if (UArrayProperty* ArrayProperty = FindField<UArrayProperty>(NodeType, *ArrayName))
{
if (UStructProperty* Property = Cast<UStructProperty>(ArrayProperty->Inner))
{
if (Property->Struct->IsChildOf(FPoseLinkBase::StaticStruct()))
{
const int32 ArrayIndex = FCString::Atoi(*(SourcePinName.Mid(UnderscoreIndex + 1)));
return FPoseLinkMappingRecord::MakeFromArrayEntry(this, LinkedNode, ArrayProperty, ArrayIndex);
}
}
}
}
else
{
if (UStructProperty* Property = FindField<UStructProperty>(NodeType, SourcePin->PinName))
{
if (Property->Struct->IsChildOf(FPoseLinkBase::StaticStruct()))
{
return FPoseLinkMappingRecord::MakeFromMember(this, LinkedNode, Property);
}
}
}
}
}
return FPoseLinkMappingRecord::MakeInvalid();
}
void UAnimGraphNode_Base::CreatePinsForPoseLink(UProperty* PoseProperty, int32 ArrayIndex)
{
UScriptStruct* A2PoseStruct = FA2Pose::StaticStruct();
// pose input
const FName NewPinName = (ArrayIndex == INDEX_NONE) ? PoseProperty->GetFName() : *FString::Printf(TEXT("%s_%d"), *(PoseProperty->GetName()), ArrayIndex);
CreatePin(EGPD_Input, UAnimationGraphSchema::PC_Struct, A2PoseStruct, NewPinName);
}
void UAnimGraphNode_Base::PostProcessPinName(const UEdGraphPin* Pin, FString& DisplayName) const
{
if (Pin->Direction == EGPD_Output)
{
if (Pin->PinName == TEXT("Pose"))
{
DisplayName.Reset();
}
}
}
bool UAnimGraphNode_Base::CanCreateUnderSpecifiedSchema(const UEdGraphSchema* DesiredSchema) const
{
return DesiredSchema->GetClass()->IsChildOf(UAnimationGraphSchema::StaticClass());
}
FString UAnimGraphNode_Base::GetDocumentationLink() const
{
return TEXT("Shared/GraphNodes/Animation");
}
void UAnimGraphNode_Base::GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const
{
if (UAnimationGraphSchema::IsLocalSpacePosePin(Pin.PinType))
{
HoverTextOut = TEXT("Animation Pose");
}
else if (UAnimationGraphSchema::IsComponentSpacePosePin(Pin.PinType))
{
HoverTextOut = TEXT("Animation Pose (Component Space)");
}
else
{
Super::GetPinHoverText(Pin, HoverTextOut);
}
}
void UAnimGraphNode_Base::HandleAnimReferenceCollection(UAnimationAsset* AnimAsset, TArray<UAnimationAsset*>& AnimationAssets) const
{
if(AnimAsset)
{
AnimAsset->HandleAnimReferenceCollection(AnimationAssets, true);
}
}
void UAnimGraphNode_Base::OnNodeSelected(bool bInIsSelected, FEditorModeTools& InModeTools, FAnimNode_Base* InRuntimeNode)
{
const FEditorModeID ModeID = GetEditorMode();
if (ModeID != NAME_None)
{
if (bInIsSelected)
{
InModeTools.ActivateMode(ModeID);
if (FEdMode* EdMode = InModeTools.GetActiveMode(ModeID))
{
static_cast<IAnimNodeEditMode*>(EdMode)->EnterMode(this, InRuntimeNode);
}
}
else
{
if (FEdMode* EdMode = InModeTools.GetActiveMode(ModeID))
{
static_cast<IAnimNodeEditMode*>(EdMode)->ExitMode();
}
InModeTools.DeactivateMode(ModeID);
}
}
}
FEditorModeID UAnimGraphNode_Base::GetEditorMode() const
{
return AnimNodeEditModes::AnimNode;
}
FAnimNode_Base* UAnimGraphNode_Base::FindDebugAnimNode(USkeletalMeshComponent * PreviewSkelMeshComp) const
{
FAnimNode_Base* DebugNode = nullptr;
if (PreviewSkelMeshComp != nullptr && PreviewSkelMeshComp->GetAnimInstance() != nullptr)
{
// find an anim node index from debug data
UAnimBlueprintGeneratedClass* AnimBlueprintClass = Cast<UAnimBlueprintGeneratedClass>(PreviewSkelMeshComp->GetAnimInstance()->GetClass());
if (AnimBlueprintClass)
{
FAnimBlueprintDebugData& DebugData = AnimBlueprintClass->GetAnimBlueprintDebugData();
int32* IndexPtr = DebugData.NodePropertyToIndexMap.Find(this);
if (IndexPtr)
{
int32 AnimNodeIndex = *IndexPtr;
// reverse node index temporarily because of a bug in NodeGuidToIndexMap
AnimNodeIndex = AnimBlueprintClass->AnimNodeProperties.Num() - AnimNodeIndex - 1;
DebugNode = AnimBlueprintClass->AnimNodeProperties[AnimNodeIndex]->ContainerPtrToValuePtr<FAnimNode_Base>(PreviewSkelMeshComp->GetAnimInstance());
}
}
}
return DebugNode;
}
EAnimAssetHandlerType UAnimGraphNode_Base::SupportsAssetClass(const UClass* AssetClass) const
{
return EAnimAssetHandlerType::NotSupported;
}
void UAnimGraphNode_Base::PinDefaultValueChanged(UEdGraphPin* Pin)
{
Super::PinDefaultValueChanged(Pin);
CopyPinDefaultsToNodeData(Pin);
if(UAnimationGraph* AnimationGraph = Cast<UAnimationGraph>(GetGraph()))
{
AnimationGraph->OnPinDefaultValueChanged.Broadcast(Pin);
}
}
bool UAnimGraphNode_Base::IsPinExposedAndLinked(const FString& InPinName, const EEdGraphPinDirection InDirection) const
{
UEdGraphPin* Pin = FindPin(InPinName, InDirection);
return Pin != nullptr && Pin->LinkedTo.Num() > 0 && Pin->LinkedTo[0] != nullptr;
}
#undef LOCTEXT_NAMESPACE