Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_UseCachedPose.cpp
Marc Audy 6fb39af50b Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 6662737
#rb
#rnx

[CL 6664141 by Marc Audy in Dev-Framework branch]
2019-05-29 11:33:11 -04:00

180 lines
5.6 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_UseCachedPose.h"
#include "AnimGraphNode_SaveCachedPose.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Kismet2/CompilerResultsLog.h"
#include "BlueprintActionFilter.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_UseCachedPose
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_UseCachedPose::UAnimGraphNode_UseCachedPose(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UAnimGraphNode_UseCachedPose::EarlyValidation(class FCompilerResultsLog& MessageLog) const
{
Super::EarlyValidation(MessageLog);
bool bRefreshSavCachedPoseNode = true;
// Check to see the current cached node is still valid (and not deleted, by checking pin connections)
if(SaveCachedPoseNode.IsValid())
{
// The node has a single pin, make sure it's there
check(SaveCachedPoseNode->Pins.Num());
// Deleted nodes have no links, otherwise we will be doing some wasted work on unlinked nodes
if(SaveCachedPoseNode->Pins[0]->LinkedTo.Num())
{
// The node has links, it's valid, continue to use it
bRefreshSavCachedPoseNode = false;
}
}
// We need to refresh the cached pose node this node is linked to
if(bRefreshSavCachedPoseNode && !NameOfCache.IsEmpty())
{
UBlueprint* GraphBlueprint = FBlueprintEditorUtils::FindBlueprintForGraph(GetGraph());
check(GraphBlueprint);
TArray<UEdGraph*> AllGraphs;
GraphBlueprint->GetAllGraphs(AllGraphs);
for(UEdGraph* Graph : AllGraphs)
{
// Get a list of all save cached pose nodes
TArray<UAnimGraphNode_SaveCachedPose*> CachedPoseNodes;
Graph->GetNodesOfClass(CachedPoseNodes);
// Go through all the nodes and find one with a title that matches ours
for (auto NodeIt = CachedPoseNodes.CreateIterator(); NodeIt; ++NodeIt)
{
if((*NodeIt)->CacheName == NameOfCache)
{
// Fix the original Blueprint node as well as the compiled version
MessageLog.FindSourceObjectTypeChecked<UAnimGraphNode_UseCachedPose>(this)->SaveCachedPoseNode = *NodeIt;
SaveCachedPoseNode = *NodeIt;
break;
}
}
}
}
}
FText UAnimGraphNode_UseCachedPose::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_UseCachedPose_Tooltip", "References an animation tree elsewhere in the blueprint, which will be evaluated at most once per frame.\nCannot reference poses in other layers.");
}
FText UAnimGraphNode_UseCachedPose::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FFormatNamedArguments Args;
if(SaveCachedPoseNode.IsValid())
{
NameOfCache = SaveCachedPoseNode->CacheName;
}
Args.Add(TEXT("CachePoseName"), FText::FromString(NameOfCache));
return FText::Format(LOCTEXT("AnimGraphNode_UseCachedPose_Title", "Use cached pose '{CachePoseName}'"), Args);
}
FString UAnimGraphNode_UseCachedPose::GetNodeCategory() const
{
return TEXT("Cached Poses");
}
void UAnimGraphNode_UseCachedPose::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FString CacheNodeName, UAnimGraphNode_SaveCachedPose* SaveCachePoseNode)
{
UAnimGraphNode_UseCachedPose* UseCachedPose = CastChecked<UAnimGraphNode_UseCachedPose>(NewNode);
// we use an empty CacheName in GetNodeTitle() to relay the proper menu title
UseCachedPose->SaveCachedPoseNode = SaveCachePoseNode;
};
UObject const* ActionKey = ActionRegistrar.GetActionKeyFilter();
if(UBlueprint const* Blueprint = Cast<UBlueprint>(ActionKey))
{
// Get a list of all save cached pose nodes
TArray<UAnimGraphNode_SaveCachedPose*> CachedPoseNodes;
FBlueprintEditorUtils::GetAllNodesOfClass<UAnimGraphNode_SaveCachedPose>(Blueprint, /*out*/ CachedPoseNodes);
// Offer a use node for each of them with our layer in its outer chain
for (UAnimGraphNode_SaveCachedPose* CachedPoseNode : CachedPoseNodes)
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda, CachedPoseNode->CacheName, CachedPoseNode);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
}
bool UAnimGraphNode_UseCachedPose::IsActionFilteredOut(class FBlueprintActionFilter const& Filter)
{
bool bIsFilteredOut = false;
if(SaveCachedPoseNode.IsValid())
{
FBlueprintActionContext const& FilterContext = Filter.Context;
for(UBlueprint* Blueprint : FilterContext.Blueprints)
{
if(SaveCachedPoseNode->GetBlueprint() != Blueprint)
{
bIsFilteredOut = true;
break;
}
}
for(UEdGraph* Graph : FilterContext.Graphs)
{
// Get layer we are in (i.e. the last outer that is a graph)
UEdGraph* OuterLayer = Graph;
UObject* TestGraphOuter = OuterLayer->GetOuter();
while (TestGraphOuter)
{
if (UEdGraph* EdGraph = Cast<UEdGraph>(TestGraphOuter))
{
OuterLayer = EdGraph;
}
TestGraphOuter = TestGraphOuter->GetOuter();
}
// Check if the save cached pose node has the layer in its outer chain
auto HasOuterLayerInOuterChain = [OuterLayer](UAnimGraphNode_SaveCachedPose* InCachedPoseNode)
{
UObject* OuterObject = InCachedPoseNode;
while(UObject* TestOuterObject = OuterObject->GetOuter())
{
OuterObject = TestOuterObject;
if(OuterObject == OuterLayer)
{
return true;
}
}
return false;
};
if(!HasOuterLayerInOuterChain(SaveCachedPoseNode.Get()))
{
bIsFilteredOut = true;
break;
}
}
}
return bIsFilteredOut;
}
#undef LOCTEXT_NAMESPACE