Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_PoseBlendNode.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

273 lines
9.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_PoseBlendNode.h"
#include "EdGraphSchema_K2_Actions.h"
#include "Modules/ModuleManager.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "GraphEditorActions.h"
#include "ARFilter.h"
#include "AssetRegistryModule.h"
#include "BlueprintActionFilter.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeSpawner.h"
#define LOCTEXT_NAMESPACE "PoseBlendNode"
// Action to add a pose asset blend node to the graph
struct FNewPoseBlendNodeAction : public FEdGraphSchemaAction_K2NewNode
{
protected:
FAssetData AssetInfo;
public:
FNewPoseBlendNodeAction(const FAssetData& InAssetInfo, FText Title)
: FEdGraphSchemaAction_K2NewNode(LOCTEXT("PoseAsset", "PoseAssets"), Title, LOCTEXT("EvalCurvesToMakePose", "Evaluates curves to produce a pose from pose asset"), 0, FText::FromName(InAssetInfo.ObjectPath))
{
AssetInfo = InAssetInfo;
UAnimGraphNode_PoseBlendNode* Template = NewObject<UAnimGraphNode_PoseBlendNode>();
NodeTemplate = Template;
}
virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode = true) override
{
UAnimGraphNode_PoseBlendNode* SpawnedNode = CastChecked<UAnimGraphNode_PoseBlendNode>(FEdGraphSchemaAction_K2NewNode::PerformAction(ParentGraph, FromPin, Location, bSelectNewNode));
SpawnedNode->Node.PoseAsset = Cast<UPoseAsset>(AssetInfo.GetAsset());
return SpawnedNode;
}
};
/////////////////////////////////////////////////////
// UAnimGraphNode_PoseBlendNode
UAnimGraphNode_PoseBlendNode::UAnimGraphNode_PoseBlendNode(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UAnimGraphNode_PoseBlendNode::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
{
if(Node.PoseAsset)
{
HandleAnimReferenceCollection(Node.PoseAsset, AnimationAssets);
}
}
void UAnimGraphNode_PoseBlendNode::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
{
HandleAnimReferenceReplacement(Node.PoseAsset, AnimAssetReplacementMap);
}
FText UAnimGraphNode_PoseBlendNode::GetTooltipText() const
{
// FText::Format() is slow, so we utilize the cached list title
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_PoseBlendNode::GetNodeTitleForPoseAsset(ENodeTitleType::Type TitleType, UPoseAsset* InPoseAsset) const
{
FFormatNamedArguments Args;
Args.Add(TEXT("PoseAssetName"), FText::FromString(InPoseAsset->GetName()));
return FText::Format(LOCTEXT("PoseByName_Title", "{PoseAssetName}"), Args);
}
FText UAnimGraphNode_PoseBlendNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (Node.PoseAsset == nullptr)
{
// we may have a valid variable connected or default pin value
UEdGraphPin* PosePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_PoseBlendNode, PoseAsset));
if (PosePin && PosePin->LinkedTo.Num() > 0)
{
return LOCTEXT("PoseByName_TitleVariable", "Pose");
}
else if (PosePin && PosePin->DefaultObject != nullptr)
{
return GetNodeTitleForPoseAsset(TitleType, CastChecked<UPoseAsset>(PosePin->DefaultObject));
}
else
{
return LOCTEXT("PoseByName_TitleNONE", "Pose (None)");
}
}
else
{
return GetNodeTitleForPoseAsset(TitleType, Node.PoseAsset);
}
}
void UAnimGraphNode_PoseBlendNode::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
auto LoadedAssetSetup = [](UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UPoseAsset> PoseAssetPtr)
{
UAnimGraphNode_PoseBlendNode* PoseBlendNodeNode = CastChecked<UAnimGraphNode_PoseBlendNode>(NewNode);
PoseBlendNodeNode->Node.PoseAsset = PoseAssetPtr.Get();
};
auto UnloadedAssetSetup = [](UEdGraphNode* NewNode, bool bIsTemplateNode, const FAssetData AssetData)
{
UAnimGraphNode_PoseBlendNode* PoseBlendNodeNode = CastChecked<UAnimGraphNode_PoseBlendNode>(NewNode);
if (bIsTemplateNode)
{
AssetData.GetTagValue("Skeleton", PoseBlendNodeNode->UnloadedSkeletonName);
}
else
{
UPoseAsset* PoseAsset = Cast<UPoseAsset>(AssetData.GetAsset());
check(PoseAsset != nullptr);
PoseBlendNodeNode->Node.PoseAsset = PoseAsset;
}
};
const UObject* QueryObject = ActionRegistrar.GetActionKeyFilter();
if (QueryObject == nullptr)
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
// define a filter to help in pulling UPoseAsset asset data from the registry
FARFilter Filter;
Filter.ClassNames.Add(UPoseAsset::StaticClass()->GetFName());
Filter.bRecursiveClasses = true;
// Find matching assets and add an entry for each one
TArray<FAssetData> PoseAssetList;
AssetRegistryModule.Get().GetAssets(Filter, /*out*/PoseAssetList);
for (auto AssetIt = PoseAssetList.CreateConstIterator(); AssetIt; ++AssetIt)
{
const FAssetData& Asset = *AssetIt;
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
if (Asset.IsAssetLoaded())
{
TWeakObjectPtr<UPoseAsset> PoseAsset = Cast<UPoseAsset>(Asset.GetAsset());
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(LoadedAssetSetup, PoseAsset);
NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(PoseAsset->GetFName()));
}
else
{
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(UnloadedAssetSetup, Asset);
NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(Asset.AssetName));
}
ActionRegistrar.AddBlueprintAction(Asset, NodeSpawner);
}
}
else if (const UPoseAsset* PoseAsset = Cast<UPoseAsset>(QueryObject))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
TWeakObjectPtr<UPoseAsset> PoseAssetPtr = MakeWeakObjectPtr(const_cast<UPoseAsset*>(PoseAsset));
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(LoadedAssetSetup, PoseAssetPtr);
NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(PoseAsset->GetFName()));
ActionRegistrar.AddBlueprintAction(QueryObject, NodeSpawner);
}
else if (QueryObject == GetClass())
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
// define a filter to help in pulling UPoseAsset asset data from the registry
FARFilter Filter;
Filter.ClassNames.Add(UPoseAsset::StaticClass()->GetFName());
Filter.bRecursiveClasses = true;
// Find matching assets and add an entry for each one
TArray<FAssetData> PoseAssetList;
AssetRegistryModule.Get().GetAssets(Filter, /*out*/PoseAssetList);
for (auto AssetIt = PoseAssetList.CreateConstIterator(); AssetIt; ++AssetIt)
{
const FAssetData& Asset = *AssetIt;
if (Asset.IsAssetLoaded())
{
continue;
}
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(UnloadedAssetSetup, Asset);
NodeSpawner->DefaultMenuSignature.MenuName = GetTitleGivenAssetInfo(FText::FromName(Asset.AssetName));
ActionRegistrar.AddBlueprintAction(Asset, NodeSpawner);
}
}
}
FText UAnimGraphNode_PoseBlendNode::GetTitleGivenAssetInfo(const FText& AssetName)
{
FFormatNamedArguments Args;
Args.Add(TEXT("AssetName"), AssetName);
return FText::Format(LOCTEXT("PoseAssetNodeTitle", "Evaluate Pose {AssetName}"), Args);
}
bool UAnimGraphNode_PoseBlendNode::IsActionFilteredOut(class FBlueprintActionFilter const& Filter)
{
bool bIsFilteredOut = false;
FBlueprintActionContext const& FilterContext = Filter.Context;
for (UBlueprint* Blueprint : FilterContext.Blueprints)
{
if (UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Blueprint))
{
if (Node.PoseAsset)
{
if (Node.PoseAsset->GetSkeleton() != AnimBlueprint->TargetSkeleton)
{
// PoseAsset does not use the same skeleton as the Blueprint, cannot use
bIsFilteredOut = true;
break;
}
}
else
{
FAssetData SkeletonData(AnimBlueprint->TargetSkeleton);
if (UnloadedSkeletonName != SkeletonData.GetExportTextName())
{
bIsFilteredOut = true;
break;
}
}
}
else
{
// Not an animation Blueprint, cannot use
bIsFilteredOut = true;
break;
}
}
return bIsFilteredOut;
}
FText UAnimGraphNode_PoseBlendNode::GetMenuCategory() const
{
return LOCTEXT("PoseAssetCategory_Label", "Poses");
}
bool UAnimGraphNode_PoseBlendNode::DoesSupportTimeForTransitionGetter() const
{
return false;
}
void UAnimGraphNode_PoseBlendNode::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (!Context.bIsDebugging)
{
// add an option to convert to single frame
Context.MenuBuilder->BeginSection("AnimGraphNodePoseBlender", LOCTEXT("PoseBlenderHeading", "Pose Blender"));
{
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToPoseByName);
}
Context.MenuBuilder->EndSection();
}
}
EAnimAssetHandlerType UAnimGraphNode_PoseBlendNode::SupportsAssetClass(const UClass* AssetClass) const
{
if (AssetClass->IsChildOf(UPoseAsset::StaticClass()))
{
return EAnimAssetHandlerType::PrimaryHandler;
}
else
{
return EAnimAssetHandlerType::NotSupported;
}
}
#undef LOCTEXT_NAMESPACE