Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_Root.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

107 lines
3.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_Root.h"
#include "GraphEditorSettings.h"
#include "AnimBlueprintCompiler.h"
#include "AnimBlueprintCompilerHandler_Base.h"
#include "IAnimBlueprintCompilationContext.h"
#include "IAnimBlueprintCopyTermDefaultsContext.h"
/////////////////////////////////////////////////////
// FPoseLinkMappingRecord
void FPoseLinkMappingRecord::PatchLinkIndex(uint8* DestinationPtr, int32 LinkID, int32 SourceLinkID) const
{
checkSlow(IsValid());
DestinationPtr = ChildProperty->ContainerPtrToValuePtr<uint8>(DestinationPtr);
if (ChildPropertyIndex != INDEX_NONE)
{
FArrayProperty* ArrayProperty = CastFieldChecked<FArrayProperty>(ChildProperty);
FScriptArrayHelper ArrayHelper(ArrayProperty, DestinationPtr);
check(ArrayHelper.IsValidIndex(ChildPropertyIndex));
DestinationPtr = ArrayHelper.GetRawPtr(ChildPropertyIndex);
}
// Check to guard against accidental infinite loops
check((LinkID == INDEX_NONE) || (LinkID != SourceLinkID));
// Patch the pose link
FPoseLinkBase& PoseLink = *((FPoseLinkBase*)DestinationPtr);
PoseLink.LinkID = LinkID;
PoseLink.SourceLinkID = SourceLinkID;
}
/////////////////////////////////////////////////////
// UAnimGraphNode_Root
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_Root::UAnimGraphNode_Root(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FLinearColor UAnimGraphNode_Root::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
}
FText UAnimGraphNode_Root::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FText DefaultTitle = LOCTEXT("AnimGraphNodeRoot_Title", "Output Pose");
if(TitleType != ENodeTitleType::FullTitle)
{
return DefaultTitle;
}
else
{
FFormatNamedArguments Args;
Args.Add(TEXT("NodeTitle"), DefaultTitle);
Args.Add(TEXT("Name"), FText::FromString(GetOuter()->GetName()));
return FText::Format(LOCTEXT("AnimGraphNodeRoot_TitleNamed", "{NodeTitle}\n{Name}"), Args);
}
}
FText UAnimGraphNode_Root::GetTooltipText() const
{
return LOCTEXT("AnimGraphNodeRoot_Tooltip", "Wire the final animation pose for this graph into this node");
}
bool UAnimGraphNode_Root::IsSinkNode() const
{
return true;
}
void UAnimGraphNode_Root::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Intentionally empty. This node is auto-generated when a new graph is created.
}
FString UAnimGraphNode_Root::GetDocumentationLink() const
{
return TEXT("Shared/GraphNodes/AnimationStateMachine");
}
void UAnimGraphNode_Root::OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
UAnimGraphNode_Root* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_Root>(this);
Node.Name = TrueNode->GetGraph()->GetFName();
}
void UAnimGraphNode_Root::OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
{
UAnimGraphNode_Root* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_Root>(this);
FAnimNode_Root* DestinationNode = reinterpret_cast<FAnimNode_Root*>(InPerNodeContext.GetDestinationPtr());
DestinationNode->Name = TrueNode->GetGraph()->GetFName();
}
#undef LOCTEXT_NAMESPACE