Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_MultiWayBlend.cpp
Thomas Sarkanen 16eee0289d Anim node data/compiler refactor
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.

The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.

Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.

Moved property access into Engine module & removed event support from it - this was never used.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.

Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.

Patched the following nodes to use the new data approach:

- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots

#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex

[CL 16090510 by Thomas Sarkanen in ue5-main branch]
2021-04-22 04:57:09 -04:00

177 lines
5.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_MultiWayBlend.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "AnimGraphCommands.h"
#include "ScopedTransaction.h"
#include "ToolMenus.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_MultiWayBlend
#define LOCTEXT_NAMESPACE "AnimGraphNode_MultiWayBlend"
UAnimGraphNode_MultiWayBlend::UAnimGraphNode_MultiWayBlend(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FString UAnimGraphNode_MultiWayBlend::GetNodeCategory() const
{
return TEXT("Blends");
}
FLinearColor UAnimGraphNode_MultiWayBlend::GetNodeTitleColor() const
{
return FLinearColor(0.75f, 0.75f, 0.75f);
}
FText UAnimGraphNode_MultiWayBlend::GetTooltipText() const
{
return LOCTEXT("MultiWayBlendTooltip", "Blend multiple poses together by Alpha");
}
FText UAnimGraphNode_MultiWayBlend::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("Blend", "Blend Multi");
}
void UAnimGraphNode_MultiWayBlend::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
{
if (!Context->bIsDebugging)
{
{
FToolMenuSection& Section = Menu->AddSection("AnimGraphBlendMulti", LOCTEXT("BlendMultiHeader", "BlendMulti"));
if (Context->Pin != NULL)
{
// we only do this for normal BlendMulti/BlendMulti by enum, BlendMulti by Bool doesn't support add/remove pins
if (Context->Pin->Direction == EGPD_Input)
{
Section.AddMenuEntry(FAnimGraphCommands::Get().RemoveBlendListPin);
}
}
else
{
Section.AddMenuEntry(FAnimGraphCommands::Get().AddBlendListPin);
}
}
}
}
void UAnimGraphNode_MultiWayBlend::AddPinToBlendNode()
{
FScopedTransaction Transaction(LOCTEXT("AddBlendMultiPin", "AddBlendMultiPin"));
Modify();
Node.AddPose();
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
void UAnimGraphNode_MultiWayBlend::RemovePinFromBlendNode(UEdGraphPin* Pin)
{
FScopedTransaction Transaction(LOCTEXT("RemoveBlendMultiPin", "RemoveBlendMultiPin"));
Modify();
FProperty* AssociatedProperty;
int32 ArrayIndex;
GetPinAssociatedProperty(GetFNodeType(), Pin, /*out*/ AssociatedProperty, /*out*/ ArrayIndex);
if (ArrayIndex != INDEX_NONE)
{
//@TODO: ANIMREFACTOR: Need to handle moving pins below up correctly
// setting up removed pins info
RemovedPinArrayIndex = ArrayIndex;
Node.RemovePose(ArrayIndex);
// removes the selected pin and related properties in reconstructNode()
// @TODO: Considering passing "RemovedPinArrayIndex" to ReconstructNode as the argument
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
}
void UAnimGraphNode_MultiWayBlend::PostPlacedNewNode()
{
Super::PostPlacedNewNode();
// Make sure we start out with two inputs
Node.AddPose();
Node.AddPose();
ReconstructNode();
}
void UAnimGraphNode_MultiWayBlend::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
Super::ReallocatePinsDuringReconstruction(OldPins);
// Delete Pins by removed pin info
if (RemovedPinArrayIndex != INDEX_NONE)
{
RemovePinsFromOldPins(OldPins, RemovedPinArrayIndex);
// Clears removed pin info to avoid to remove multiple times
// @TODO : Considering receiving RemovedPinArrayIndex as an argument of ReconstructNode()
RemovedPinArrayIndex = INDEX_NONE;
}
}
void UAnimGraphNode_MultiWayBlend::RemovePinsFromOldPins(TArray<UEdGraphPin*>& OldPins, int32 RemovedArrayIndex)
{
TArray<FString> RemovedPropertyNames;
TArray<FName> NewPinNames;
// Store new pin names to compare with old pin names
for (int32 NewPinIndx = 0; NewPinIndx < Pins.Num(); NewPinIndx++)
{
NewPinNames.Add(Pins[NewPinIndx]->PinName);
}
// don't know which pins are removed yet so find removed pins comparing NewPins and OldPins
for (int32 OldPinIdx = 0; OldPinIdx < OldPins.Num(); OldPinIdx++)
{
const FName OldPinName = OldPins[OldPinIdx]->PinName;
if (!NewPinNames.Contains(OldPinName))
{
const FString OldPinNameStr = OldPinName.ToString();
const int32 UnderscoreIndex = OldPinNameStr.Find(TEXT("_"), ESearchCase::CaseSensitive);
if (UnderscoreIndex != INDEX_NONE)
{
FString PropertyName = OldPinNameStr.Left(UnderscoreIndex);
RemovedPropertyNames.Add(MoveTemp(PropertyName));
}
}
}
for (int32 PinIdx = 0; PinIdx < OldPins.Num(); PinIdx++)
{
// Separate the pin name into property name and index
const FString OldPinNameStr = OldPins[PinIdx]->PinName.ToString();
const int32 UnderscoreIndex = OldPinNameStr.Find(TEXT("_"), ESearchCase::CaseSensitive);
if (UnderscoreIndex != INDEX_NONE)
{
const FString PropertyName = OldPinNameStr.Left(UnderscoreIndex);
if (RemovedPropertyNames.Contains(PropertyName))
{
const int32 ArrayIndex = FCString::Atoi(*(OldPinNameStr.Mid(UnderscoreIndex + 1)));
// if array index is matched, removes pins
// and if array index is greater than removed index, decrease index
if (ArrayIndex == RemovedArrayIndex)
{
OldPins[PinIdx]->MarkPendingKill();
OldPins.RemoveAt(PinIdx);
--PinIdx;
}
else if (ArrayIndex > RemovedArrayIndex)
{
OldPins[PinIdx]->PinName = *FString::Printf(TEXT("%s_%d"), *PropertyName, ArrayIndex - 1);
}
}
}
}
}
#undef LOCTEXT_NAMESPACE