Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_AimOffsetLookAt.cpp
Thomas Sarkanen 5419497f90 BlendSpace 2.0: Blendspace Graph Node
Added a new animation graph node that hosts its own UBlendSpaceBase. Modified UBlendSpaceBase to allow for pose links to be evaluated as the sample points.
The new blend space graphs can be spawned from existing UBlendSpace and UBlendSpace1D assets, or they can be created from scratch, or they can be converted from existing blendspace player nodes via the context menu.

Fixed anim node conversion functions so that their transactions work correctly.

Updated FBlueprintEditorUtils::IsGraphNameUnique to allow it to work with any object as the outer, not just UBlueprint. UBlueprint still has a special case for functions and events. This is to support GenerateUniqueGraphName within a scope (e.g. an outer graph).

Formalized the concept of 'node sub-graphs' (as well as the composite node pattern a little). Previously a number of known node types that contained sub-graphs (e.g. UK2Node_Composite) had special case logic for dealing with node/graph deletion etc. Now  any node can opt into this behaviour via the GetSubGraphs() override.

Added status bar readouts for the blendspace grid, so we dont have to stuff the prompts into the tooltip any more.

Moved anim BP related APIs out of FBlueprintEditor. They are always used via FAnimationBlueprintEditor.

Refactored graph title bar widget creation out into a function to allow other document tab factories to create it.

Altered breadcrumb trail click callbacks and SMyBlueprint::ExecuteAction to always JumpToHyperLink rather than calling OpenDocument directly. This allows unknown (to FBlueprintEditor) document types that reference objects to be correctly jumped to using the breadcrumb trail. Derived asset editors (i.e. FAnimationBlueprintEditor) can intercept the JumpToHyperlink call to ensure that the correct document is presented (i.e. the correct tab payload is generated).

Instead of making yet another bunch of duplicated code for handling the various alpha blend options, refactored this into FAnimGraphNodeAlphaOptions (for editor code) and FAnimNodeAlphaOptions (for runtime code).

Added OnCopyTermDefaultsToDefaultObject for per-node copying of default values from editor node to runtime node, rather than another special-case in the compiler.

#rb Jurre.deBaare,Phillip.Kavan

[CL 15177316 by Thomas Sarkanen in ue5-main branch]
2021-01-25 08:43:19 -04:00

268 lines
9.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_AimOffsetLookAt.h"
#include "GraphEditorActions.h"
#include "Kismet2/CompilerResultsLog.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "Animation/AnimationSettings.h"
#include "Animation/AimOffsetBlendSpace.h"
#include "Animation/AimOffsetBlendSpace1D.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "ToolMenus.h"
#include "AnimGraphCommands.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_RotationOffsetBlendSpace
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_AimOffsetLookAt::UAnimGraphNode_AimOffsetLookAt(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_AimOffsetLookAt::GetTooltipText() const
{
// FText::Format() is slow, so we utilize the cached list title
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_AimOffsetLookAt::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
UBlendSpaceBase* BlendSpaceToCheck = Node.BlendSpace;
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
{
BlendSpaceToCheck = Cast<UBlendSpaceBase>(BlendSpacePin->DefaultObject);
}
if (BlendSpaceToCheck == nullptr)
{
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("AimOffsetLookAt_NONE_ListTitle", "LookAt AimOffset '(None)'");
}
else
{
return LOCTEXT("AimOffsetLookAt_NONE_Title", "(None)\nLookAt AimOffset");
}
}
// @TODO: the bone can be altered in the property editor, so we have to
// choose to mark this dirty when that happens for this to properly work
else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
{
const FText BlendSpaceName = FText::FromString(BlendSpaceToCheck->GetName());
FFormatNamedArguments Args;
Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
// FText::Format() is slow, so we cache this to save on performance
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetLookAtListTitle", "LookAt AimOffset '{BlendSpaceName}'"), Args), this);
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AimOffsetLookAtFullTitle", "{BlendSpaceName}\nLookAt AimOffset"), Args), this);
}
}
return CachedNodeTitles[TitleType];
}
void UAnimGraphNode_AimOffsetLookAt::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
struct GetMenuActions_Utils
{
static void SetNodeBlendSpace(UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UBlendSpaceBase> BlendSpace)
{
UAnimGraphNode_AimOffsetLookAt* BlendSpaceNode = CastChecked<UAnimGraphNode_AimOffsetLookAt>(NewNode);
BlendSpaceNode->Node.BlendSpace = BlendSpace.Get();
}
static UBlueprintNodeSpawner* MakeBlendSpaceAction(TSubclassOf<UEdGraphNode> const NodeClass, const UBlendSpaceBase* BlendSpace)
{
UBlueprintNodeSpawner* NodeSpawner = nullptr;
bool const bIsAimOffset = BlendSpace->IsA(UAimOffsetBlendSpace::StaticClass()) ||
BlendSpace->IsA(UAimOffsetBlendSpace1D::StaticClass());
if (bIsAimOffset)
{
NodeSpawner = UBlueprintNodeSpawner::Create(NodeClass);
check(NodeSpawner != nullptr);
TWeakObjectPtr<UBlendSpaceBase> BlendSpacePtr = MakeWeakObjectPtr(const_cast<UBlendSpaceBase*>(BlendSpace));
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(GetMenuActions_Utils::SetNodeBlendSpace, BlendSpacePtr);
}
return NodeSpawner;
}
};
if (const UObject* RegistrarTarget = ActionRegistrar.GetActionKeyFilter())
{
if (const UBlendSpaceBase* TargetBlendSpace = Cast<UBlendSpaceBase>(RegistrarTarget))
{
if(TargetBlendSpace->IsAsset())
{
if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(GetClass(), TargetBlendSpace))
{
ActionRegistrar.AddBlueprintAction(TargetBlendSpace, NodeSpawner);
}
}
}
// else, the Blueprint database is specifically looking for actions pertaining to something different (not a BlendSpace asset)
}
else
{
UClass* NodeClass = GetClass();
for (TObjectIterator<UBlendSpaceBase> BlendSpaceIt; BlendSpaceIt; ++BlendSpaceIt)
{
UBlendSpaceBase* BlendSpace = *BlendSpaceIt;
if(BlendSpace->IsAsset())
{
if (UBlueprintNodeSpawner* NodeSpawner = GetMenuActions_Utils::MakeBlendSpaceAction(NodeClass, BlendSpace))
{
ActionRegistrar.AddBlueprintAction(BlendSpace, NodeSpawner);
}
}
}
}
}
FBlueprintNodeSignature UAnimGraphNode_AimOffsetLookAt::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
NodeSignature.AddSubObject(Node.BlendSpace);
return NodeSignature;
}
void UAnimGraphNode_AimOffsetLookAt::SetAnimationAsset(UAnimationAsset* Asset)
{
if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(Asset))
{
Node.BlendSpace = BlendSpace;
}
}
void UAnimGraphNode_AimOffsetLookAt::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UBlendSpaceBase* BlendSpaceToCheck = Node.BlendSpace;
UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, BlendSpace));
if (BlendSpacePin != nullptr && BlendSpaceToCheck == nullptr)
{
BlendSpaceToCheck = Cast<UBlendSpaceBase>(BlendSpacePin->DefaultObject);
}
if (!BlendSpaceToCheck)
{
// we may have a connected node
if (BlendSpacePin == nullptr || BlendSpacePin->LinkedTo.Num() == 0)
{
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
}
}
else if (Cast<UAimOffsetBlendSpace>(BlendSpaceToCheck) == nullptr &&
Cast<UAimOffsetBlendSpace1D>(BlendSpaceToCheck) == nullptr)
{
MessageLog.Error(TEXT("@@ references an invalid blend space (one that is not an aim offset)"), this);
}
else
{
const USkeleton* BlendSpaceSkeleton = BlendSpaceToCheck->GetSkeleton();
if (BlendSpaceSkeleton && // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
}
// Make sure that the source socket name is a valid one for the skeleton
UEdGraphPin* SocketNamePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_AimOffsetLookAt, SourceSocketName));
FName SocketNameToCheck = (SocketNamePin != nullptr) ? FName(*SocketNamePin->DefaultValue) : Node.SourceSocketName;
// Temporary fix where skeleton is not fully loaded during AnimBP compilation and thus the socket name check is invalid UE-39499 (NEED FIX)
if (BlendSpaceSkeleton && !BlendSpaceSkeleton->HasAnyFlags(RF_NeedPostLoad))
{
const bool bValidValue = SocketNamePin == nullptr && BlendSpaceSkeleton->FindSocket(Node.SourceSocketName);
const bool bValidPinValue = SocketNamePin != nullptr && BlendSpaceSkeleton->FindSocket(FName(*SocketNamePin->DefaultValue));
const bool bValidConnectedPin = SocketNamePin != nullptr && SocketNamePin->LinkedTo.Num();
if (!bValidValue && !bValidPinValue && !bValidConnectedPin)
{
FFormatNamedArguments Args;
Args.Add(TEXT("SocketName"), FText::FromName(SocketNameToCheck));
const FText Msg = FText::Format(LOCTEXT("SocketNameNotFound", "@@ - Socket {SocketName} not found in Skeleton"), Args);
MessageLog.Error(*Msg.ToString(), this);
}
}
}
if (UAnimationSettings::Get()->bEnablePerformanceLog)
{
if (Node.LODThreshold < 0)
{
MessageLog.Warning(TEXT("@@ contains no LOD Threshold."), this);
}
}
if(FMath::IsNearlyZero(Node.SocketAxis.SizeSquared()))
{
MessageLog.Error(TEXT("Socket axis for node @@ is zero."), this);
}
}
void UAnimGraphNode_AimOffsetLookAt::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
{
if (!Context->bIsDebugging)
{
// add an option to convert to single frame
{
FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToAimOffsetSimple);
}
}
}
void UAnimGraphNode_AimOffsetLookAt::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& AnimationAssets) const
{
if (Node.BlendSpace)
{
HandleAnimReferenceCollection(Node.BlendSpace, AnimationAssets);
}
}
void UAnimGraphNode_AimOffsetLookAt::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& AnimAssetReplacementMap)
{
HandleAnimReferenceReplacement(Node.BlendSpace, AnimAssetReplacementMap);
}
void UAnimGraphNode_AimOffsetLookAt::CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const
{
Super::CustomizePinData(Pin, SourcePropertyName, ArrayIndex);
// Hide input pins that are not relevant for this child class.
UBlendSpaceBase * BlendSpace = GetBlendSpace();
if (BlendSpace != NULL)
{
if ((SourcePropertyName == TEXT("X")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(0).DisplayName)))
{
Pin->bHidden = true;
}
if ((SourcePropertyName == TEXT("Y")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(1).DisplayName)))
{
Pin->bHidden = true;
}
if ((SourcePropertyName == TEXT("Z")) || (SourcePropertyName == FName(*BlendSpace->GetBlendParameter(2).DisplayName)))
{
Pin->bHidden = true;
}
}
}
#undef LOCTEXT_NAMESPACE