Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_AssetPlayerBase.cpp
danny chapman 9a6d7ca014 Reworks BlendSpace to make UBlendSpace the main runtime class, which is able to handle 1 and 2 dimensions.
#jira UE-108155
#rb thomas.sarkanen

[CL 15406467 by danny chapman in ue5-main branch]
2021-02-15 10:12:58 -04:00

186 lines
6.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_AssetPlayerBase.h"
#include "EdGraphSchema_K2.h"
#include "Animation/AnimComposite.h"
#include "Animation/BlendSpace.h"
#include "Animation/AimOffsetBlendSpace.h"
#include "Animation/AimOffsetBlendSpace1D.h"
#include "AnimGraphNode_SequencePlayer.h"
#include "AnimGraphNode_SequenceEvaluator.h"
#include "AnimGraphNode_RotationOffsetBlendSpace.h"
#include "AnimGraphNode_BlendSpacePlayer.h"
#include "AnimGraphNode_BlendSpaceEvaluator.h"
#include "Animation/PoseAsset.h"
#include "AnimGraphNode_PoseBlendNode.h"
#include "AnimGraphNode_PoseByName.h"
#include "AnimGraphNode_PoseDriver.h"
#include "UObject/UObjectIterator.h"
#include "Animation/AnimLayerInterface.h"
#include "IAnimBlueprintCompilerHandlerCollection.h"
#include "AnimBlueprintCompilerHandler_Base.h"
#include "IAnimBlueprintGeneratedClassCompiledData.h"
#include "IAnimBlueprintCompilationContext.h"
#include "Animation/AnimSync.h"
#include "Animation/AnimAttributes.h"
#include "UObject/UE5MainStreamObjectVersion.h"
#define LOCTEXT_NAMESPACE "UAnimGraphNode_AssetPlayerBase"
void UAnimGraphNode_AssetPlayerBase::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
Ar.UsingCustomVersion(FUE5MainStreamObjectVersion::GUID);
if(Ar.CustomVer(FUE5MainStreamObjectVersion::GUID) < FUE5MainStreamObjectVersion::AnimSyncGroupsExplicitSyncMethod)
{
if(SyncGroup.GroupName != NAME_None)
{
SyncGroup.Method = EAnimSyncMethod::SyncGroup;
}
}
}
void UAnimGraphNode_AssetPlayerBase::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if(PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(FAnimationGroupReference, Method))
{
if(SyncGroup.Method != EAnimSyncMethod::SyncGroup)
{
SyncGroup.GroupName = NAME_None;
SyncGroup.GroupRole = EAnimGroupRole::CanBeLeader;
}
}
}
void UAnimGraphNode_AssetPlayerBase::PinConnectionListChanged(UEdGraphPin* Pin)
{
Super::PinConnectionListChanged(Pin);
if (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Object)
{
// recache visualization now an asset pin's connection is changed
if (const UEdGraphSchema* Schema = GetSchema())
{
Schema->ForceVisualizationCacheClear();
}
}
}
void UAnimGraphNode_AssetPlayerBase::PinDefaultValueChanged(UEdGraphPin* Pin)
{
Super::PinDefaultValueChanged(Pin);
if (Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Object)
{
// recache visualization now an asset pin's default value has changed
if (const UEdGraphSchema* Schema = GetSchema())
{
Schema->ForceVisualizationCacheClear();
}
}
}
void UAnimGraphNode_AssetPlayerBase::OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
UBlueprint* Blueprint = GetBlueprint();
// Process Asset Player nodes to, if necessary cache off their node index for retrieval at runtime (used for evaluating Automatic Rule Transitions when using Layer nodes)
auto ProcessGraph = [this, &OutCompiledData](UEdGraph* Graph)
{
// Make sure we do not process the default AnimGraph
static const FName DefaultAnimGraphName("AnimGraph");
if (Graph->GetFName() != DefaultAnimGraphName)
{
FString GraphName = Graph->GetName();
// Also make sure we do not process any empty stub graphs
if (!GraphName.Contains(ANIM_FUNC_DECORATOR))
{
if (Graph->Nodes.ContainsByPredicate([this, &OutCompiledData](UEdGraphNode* Node) { return Node->NodeGuid == NodeGuid; }))
{
if (int32* IndexPtr = OutCompiledData.GetAnimBlueprintDebugData().NodeGuidToIndexMap.Find(NodeGuid))
{
FGraphAssetPlayerInformation& Info = OutCompiledData.GetGraphAssetPlayerInformation().FindOrAdd(FName(*GraphName));
Info.PlayerNodeIndices.AddUnique(*IndexPtr);
}
}
}
}
};
// Check for any definition of a layer graph
for (UEdGraph* Graph : Blueprint->FunctionGraphs)
{
ProcessGraph(Graph);
}
// Check for any implemented AnimLayer interface graphs
for (FBPInterfaceDescription& InterfaceDesc : Blueprint->ImplementedInterfaces)
{
// Only process Anim Layer interfaces
if (InterfaceDesc.Interface->IsChildOf<UAnimLayerInterface>())
{
for (UEdGraph* Graph : InterfaceDesc.Graphs)
{
ProcessGraph(Graph);
}
}
}
}
void UAnimGraphNode_AssetPlayerBase::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
if(SyncGroup.Method == EAnimSyncMethod::SyncGroup && SyncGroup.GroupName == NAME_None)
{
MessageLog.Error(*LOCTEXT("NoSyncGroupSupplied", "Node @@ is set to use sync groups, but no sync group has been supplied").ToString(), this);
}
}
void UAnimGraphNode_AssetPlayerBase::GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const
{
OutAttributes.Add(UE::Anim::FAttributes::Curves);
OutAttributes.Add(UE::Anim::FAttributes::Attributes);
if(SyncGroup.Method == EAnimSyncMethod::Graph)
{
OutAttributes.Add(UE::Anim::FAnimSync::Attribute);
}
}
UClass* GetNodeClassForAsset(const UClass* AssetClass)
{
UClass* NodeClass = nullptr;
// Iterate over all classes..
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
UClass *Class = *ClassIt;
// Look for AnimGraphNode classes
if (Class->IsChildOf(UAnimGraphNode_Base::StaticClass()))
{
// See if this node is the 'primary handler' for this asset type
const UAnimGraphNode_Base* NodeCDO = Class->GetDefaultObject<UAnimGraphNode_Base>();
if (NodeCDO->SupportsAssetClass(AssetClass) == EAnimAssetHandlerType::PrimaryHandler)
{
NodeClass = Class;
break;
}
}
}
return NodeClass;
}
bool SupportNodeClassForAsset(const UClass* AssetClass, UClass* NodeClass)
{
// Get node CDO
const UAnimGraphNode_Base* NodeCDO = NodeClass->GetDefaultObject<UAnimGraphNode_Base>();
// See if this node supports this asset type (primary or not)
return (NodeCDO->SupportsAssetClass(AssetClass) != EAnimAssetHandlerType::NotSupported);
}
#undef LOCTEXT_NAMESPACE