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

106 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_Root.h"
#include "GraphEditorSettings.h"
#include "AnimBlueprintCompiler.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.SetName(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->SetName(TrueNode->GetGraph()->GetFName());
}
#undef LOCTEXT_NAMESPACE