Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphModule.cpp
Thomas Sarkanen b85a3cea8c Animation sync node and anim graph attributes
Refactored tick record sync into utility structure - FAnimSync. This improves the odd API around tick records, better encapsulating functionality and leaving less for the caller to get wrong. This will also eventually allow this to be refactored out into a scriptable pipeline stage.
Added sync node and scoped sync message for new 'graph based sync'. Nodes that subscribe to graph-based-sync determine their sync group based on the scope that they are in.
Removed 4.26-style sync scopes - pushed all syncing up to the main anim instance. Linked anim instances no longer sync their own tick records.
To make graph based sync more useful, surfaced graph attributes and their visualizations as labels on pins and parallel wires to visualize flow.
This involves statically determining the attribute flow of the graph at compile time. Added a new compiler handler to deal with this new debug data.
Updated a lot of nodes to specify their attributes so graph flow can be correctly visualized.
Added tracing of attributes and sync records and visualization of traced records when debugging the anim graph.

#rb Jurre.deBaare, Martin.Wilson

[CL 14998555 by Thomas Sarkanen in ue5-main branch]
2021-01-06 09:11:59 -04:00

209 lines
10 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphModule.h"
#include "Textures/SlateIcon.h"
#include "AnimGraphCommands.h"
#include "Modules/ModuleManager.h"
#include "AnimNodeEditModes.h"
#include "EditorModeRegistry.h"
#include "AnimNodeEditMode.h"
#include "Modules/ModuleManager.h"
#include "PropertyEditorModule.h"
#include "AnimGraphNode_PoseDriver.h"
#include "PoseDriverDetails.h"
#include "EditModes/TwoBoneIKEditMode.h"
#include "EditModes/ObserveBoneEditMode.h"
#include "EditModes/ModifyBoneEditMode.h"
#include "EditModes/FabrikEditMode.h"
#include "EditModes/PoseDriverEditMode.h"
#include "EditModes/SplineIKEditMode.h"
#include "EditModes/LookAtEditMode.h"
#include "EditModes/CCDIKEditMode.h"
#include "AnimBlueprintPinInfoDetails.h"
#include "BlueprintEditorModule.h"
#include "AnimGraphDetails.h"
#include "AnimationGraphSchema.h"
#include "AnimBlueprintCompiler.h"
#include "AnimBlueprintCompilerHandler_Base.h"
#include "AnimBlueprintCompilerHandler_CachedPose.h"
#include "AnimBlueprintCompilerHandler_LinkedAnimGraph.h"
#include "AnimBlueprintCompilerHandler_StateMachine.h"
#include "AnimBlueprintCompilerHandler_Attributes.h"
#include "Animation/AnimAttributes.h"
#include "AnimGraphAttributes.h"
#include "Animation/AnimSync.h"
#include "Animation/AnimNode_Inertialization.h"
IMPLEMENT_MODULE(FAnimGraphModule, AnimGraph);
#define LOCTEXT_NAMESPACE "AnimGraphModule"
void FAnimGraphModule::StartupModule()
{
FAnimGraphCommands::Register();
FKismetCompilerContext::RegisterCompilerForBP(UAnimBlueprint::StaticClass(), [](UBlueprint* InBlueprint, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompileOptions)
{
return MakeShared<FAnimBlueprintCompilerContext>(CastChecked<UAnimBlueprint>(InBlueprint), InMessageLog, InCompileOptions);
});
// Register node compilation handlers
IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_Base", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
{
return MakeUnique<FAnimBlueprintCompilerHandler_Base>(InCreationContext);
});
IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_CachedPose", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
{
return MakeUnique<FAnimBlueprintCompilerHandler_CachedPose>(InCreationContext);
});
IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_LinkedAnimGraph", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
{
return MakeUnique<FAnimBlueprintCompilerHandler_LinkedAnimGraph>(InCreationContext);
});
IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_StateMachine", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
{
return MakeUnique<FAnimBlueprintCompilerHandler_StateMachine>(InCreationContext);
});
IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_Attributes", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
{
return MakeUnique<FAnimBlueprintCompilerHandler_Attributes>(InCreationContext);
});
// Register the editor modes
FEditorModeRegistry::Get().RegisterMode<FAnimNodeEditMode>(AnimNodeEditModes::AnimNode, LOCTEXT("AnimNodeEditMode", "Anim Node"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FTwoBoneIKEditMode>(AnimNodeEditModes::TwoBoneIK, LOCTEXT("TwoBoneIKEditMode", "2-Bone IK"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FObserveBoneEditMode>(AnimNodeEditModes::ObserveBone, LOCTEXT("ObserveBoneEditMode", "Observe Bone"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FModifyBoneEditMode>(AnimNodeEditModes::ModifyBone, LOCTEXT("ModifyBoneEditMode", "Modify Bone"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FFabrikEditMode>(AnimNodeEditModes::Fabrik, LOCTEXT("FabrikEditMode", "Fabrik"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FPoseDriverEditMode>(AnimNodeEditModes::PoseDriver, LOCTEXT("PoseDriverEditMode", "PoseDriver"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FSplineIKEditMode>(AnimNodeEditModes::SplineIK, LOCTEXT("SplineIKEditMode", "Spline IK"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FLookAtEditMode>(AnimNodeEditModes::LookAt, LOCTEXT("LookAtEditMode", "LookAt"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FCCDIKEditMode>(AnimNodeEditModes::CCDIK, LOCTEXT("CCDIKEditMode", "CCD IK"), FSlateIcon(), false);
// Register details customization
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.RegisterCustomClassLayout(UAnimGraphNode_PoseDriver::StaticClass()->GetFName(), FOnGetDetailCustomizationInstance::CreateStatic(&FPoseDriverDetails::MakeInstance));
PropertyModule.RegisterCustomPropertyTypeLayout("AnimBlueprintFunctionPinInfo", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FAnimBlueprintFunctionPinInfoDetails::MakeInstance));
// Register built-in graph attributes
UAnimGraphAttributes* AnimGraphAttributes = GetMutableDefault<UAnimGraphAttributes>();
AnimGraphAttributes->LoadConfig();
AnimGraphAttributes->Register(
FAnimGraphAttributeDesc(
UE::Anim::FAttributes::Pose,
EAnimGraphAttributeBlend::Blendable,
FSlateBrush(),
LOCTEXT("Pose", "Pose"),
LOCTEXT("PoseToolTip", "Pose: Transforms for all bones in the current LOD, blendable"),
FEditorStyle::GetSlateColor("AnimGraph.Attribute.Pose.Color"),
EAnimGraphAttributesDisplayMode::HideOnPins)
);
AnimGraphAttributes->Register(
FAnimGraphAttributeDesc(
UE::Anim::FAttributes::Curves,
EAnimGraphAttributeBlend::Blendable,
*FEditorStyle::GetBrush("AnimGraph.Attribute.Curves.Icon"),
LOCTEXT("Curves", "Curves"),
LOCTEXT("CurvesToolTip", "Curves: Floating point curve attributes, blendable"),
FEditorStyle::GetSlateColor("AnimGraph.Attribute.Curves.Color"),
EAnimGraphAttributesDisplayMode::Automatic)
);
AnimGraphAttributes->Register(
FAnimGraphAttributeDesc(
UE::Anim::FAttributes::Attributes,
EAnimGraphAttributeBlend::Blendable,
*FEditorStyle::GetBrush("AnimGraph.Attribute.Attributes.Icon"),
LOCTEXT("Attributes", "Attributes"),
LOCTEXT("AttributesToolTip", "Attributes: Misc. custom attributes, blendable"),
FEditorStyle::GetSlateColor("AnimGraph.Attribute.Attributes.Color"),
EAnimGraphAttributesDisplayMode::Automatic)
);
AnimGraphAttributes->Register(
FAnimGraphAttributeDesc(
UE::Anim::FAnimSync::Attribute,
EAnimGraphAttributeBlend::NonBlendable,
*FEditorStyle::Get().GetBrush("AnimGraph.Attribute.Sync.Icon"),
LOCTEXT("Sync", "Sync"),
LOCTEXT("SyncToolTip", "Sync: Synchronization between the playback of different assets present in the graph, not blendable"),
FEditorStyle::Get().GetSlateColor("AnimGraph.Attribute.Sync.Color"),
EAnimGraphAttributesDisplayMode::Automatic)
);
AnimGraphAttributes->Register(
FAnimGraphAttributeDesc(
UE::Anim::IInertializationRequester::Attribute,
EAnimGraphAttributeBlend::NonBlendable,
*FEditorStyle::Get().GetBrush("AnimGraph.Attribute.InertialBlending.Icon"),
LOCTEXT("InertialBlending", "Inertialize"),
LOCTEXT("InertialBlendingToolTip", "Inertial Blending: Used to blend between poses preserving bone velocities, not blendable"),
FEditorStyle::Get().GetSlateColor("AnimGraph.Attribute.InertialBlending.Color"),
EAnimGraphAttributesDisplayMode::Automatic)
);
// Register BP-editor function customization once the Kismet module is loaded.
if (FModuleManager::Get().IsModuleLoaded("Kismet"))
{
FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::GetModuleChecked<FBlueprintEditorModule>("Kismet");
BlueprintEditorModule.RegisterGraphCustomization(GetDefault<UAnimationGraphSchema>(), FOnGetGraphCustomizationInstance::CreateStatic(&FAnimGraphDetails::MakeInstance));
}
else
{
FModuleManager::Get().OnModulesChanged().AddLambda([](FName InModuleName, EModuleChangeReason InReason)
{
if (InReason == EModuleChangeReason::ModuleLoaded && InModuleName == "Kismet")
{
FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::LoadModuleChecked<FBlueprintEditorModule>("Kismet");
BlueprintEditorModule.RegisterGraphCustomization(GetDefault<UAnimationGraphSchema>(), FOnGetGraphCustomizationInstance::CreateStatic(&FAnimGraphDetails::MakeInstance));
}
});
}
}
void FAnimGraphModule::ShutdownModule()
{
IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_Base");
IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_CachedPose");
IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_LinkedAnimGraph");
IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_StateMachine");
IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_Attributes");
// Unregister the editor modes
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::CCDIK);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::SplineIK);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::PoseDriver);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::Fabrik);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::ModifyBone);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::ObserveBone);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::TwoBoneIK);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::AnimNode);
// Unregister details customization
if (UObjectInitialized() && FModuleManager::Get().IsModuleLoaded(TEXT("PropertyEditor")))
{
// Unregister details customization
FPropertyEditorModule* PropertyModule = FModuleManager::GetModulePtr<FPropertyEditorModule>("PropertyEditor");
if (PropertyModule)
{
PropertyModule->UnregisterCustomClassLayout(UAnimGraphNode_PoseDriver::StaticClass()->GetFName());
PropertyModule->UnregisterCustomPropertyTypeLayout("AnimBlueprintFunctionPinInfo");
}
FBlueprintEditorModule* BlueprintEditorModule = FModuleManager::GetModulePtr<FBlueprintEditorModule>("Kismet");
if(BlueprintEditorModule)
{
BlueprintEditorModule->UnregisterGraphCustomization(GetDefault<UAnimationGraphSchema>());
}
}
}
#undef LOCTEXT_NAMESPACE