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239 lines
9.0 KiB
C++
239 lines
9.0 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node.h"
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#include "Animation/AnimNodeBase.h"
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#include "AnimGraphNode_Base.generated.h"
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// Forward declarations
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struct FEdGraphSchemaAction_K2NewNode;
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struct FPropertyChangedEvent;
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class FCompilerResultsLog;
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class UAnimGraphNode_Base;
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class USkeleton;
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class UAnimBlueprintGeneratedClass;
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class IDetailLayoutBuilder;
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class FAnimBlueprintCompiler;
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class FAnimGraphNodeDetails;
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//
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struct FPoseLinkMappingRecord
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{
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public:
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static FPoseLinkMappingRecord MakeFromArrayEntry(UAnimGraphNode_Base* LinkingNode, UAnimGraphNode_Base* LinkedNode, UArrayProperty* ArrayProperty, int32 ArrayIndex)
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{
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checkSlow(CastChecked<UStructProperty>(ArrayProperty->Inner)->Struct->IsChildOf(FPoseLinkBase::StaticStruct()));
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FPoseLinkMappingRecord Result;
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Result.LinkingNode = LinkingNode;
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Result.LinkedNode = LinkedNode;
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Result.ChildProperty = ArrayProperty;
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Result.ChildPropertyIndex = ArrayIndex;
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return Result;
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}
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static FPoseLinkMappingRecord MakeFromMember(UAnimGraphNode_Base* LinkingNode, UAnimGraphNode_Base* LinkedNode, UStructProperty* MemberProperty)
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{
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checkSlow(MemberProperty->Struct->IsChildOf(FPoseLinkBase::StaticStruct()));
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FPoseLinkMappingRecord Result;
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Result.LinkingNode = LinkingNode;
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Result.LinkedNode = LinkedNode;
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Result.ChildProperty = MemberProperty;
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Result.ChildPropertyIndex = INDEX_NONE;
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return Result;
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}
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static FPoseLinkMappingRecord MakeInvalid()
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{
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FPoseLinkMappingRecord Result;
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return Result;
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}
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bool IsValid() const
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{
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return LinkedNode != nullptr;
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}
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UAnimGraphNode_Base* GetLinkedNode() const
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{
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return LinkedNode;
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}
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UAnimGraphNode_Base* GetLinkingNode() const
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{
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return LinkingNode;
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}
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ANIMGRAPH_API void PatchLinkIndex(uint8* DestinationPtr, int32 LinkID, int32 SourceLinkID) const;
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protected:
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FPoseLinkMappingRecord()
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: LinkedNode(nullptr)
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, LinkingNode(nullptr)
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, ChildProperty(nullptr)
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, ChildPropertyIndex(INDEX_NONE)
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{
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}
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protected:
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// Linked node for this pose link, can be nullptr
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UAnimGraphNode_Base* LinkedNode;
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// Linking node for this pose link, can be nullptr
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UAnimGraphNode_Base* LinkingNode;
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// Will either be an array property containing FPoseLinkBase derived structs, indexed by ChildPropertyIndex, or a FPoseLinkBase derived struct property
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UProperty* ChildProperty;
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// Index when ChildProperty is an array
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int32 ChildPropertyIndex;
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};
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/**
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* This is the base class for any animation graph nodes that generate or consume an animation pose in
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* the animation blend graph.
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*
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* Any concrete implementations will be paired with a runtime graph node derived from FAnimNode_Base
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*/
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UCLASS(Abstract)
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class ANIMGRAPH_API UAnimGraphNode_Base : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=PinOptions, EditFixedSize)
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TArray<FOptionalPinFromProperty> ShowPinForProperties;
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// UObject interface
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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// End of UObject interface
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// UEdGraphNode interface
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virtual void AllocateDefaultPins() override;
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual FString GetDocumentationLink() const override;
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virtual void GetPinHoverText(const UEdGraphPin& Pin, FString& HoverTextOut) const override;
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virtual bool ShowPaletteIconOnNode() const override{ return false; }
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// End of UEdGraphNode interface
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// UK2Node interface
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virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
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virtual bool ShouldShowNodeProperties() const override { return true; }
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virtual bool CanPlaceBreakpoints() const override { return false; }
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
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virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* DesiredSchema) const override;
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virtual void GetNodeAttributes(TArray<TKeyValuePair<FString, FString>>& OutNodeAttributes) const override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual FText GetMenuCategory() const override;
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// By default return any animation assets we have
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virtual UObject* GetJumpTargetForDoubleClick() const override { return GetAnimationAsset(); }
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// End of UK2Node interface
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// UAnimGraphNode_Base interface
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// Gets the menu category this node belongs in
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virtual FString GetNodeCategory() const;
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// Is this node a sink that has no pose outputs?
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virtual bool IsSinkNode() const { return false; }
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// Create any output pins necessary for this node
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virtual void CreateOutputPins();
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// customize pin data based on the input
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virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const {}
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// Gives each visual node a chance to do final validation before it's node is harvested for use at runtime
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) {}
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// Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished
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virtual void ValidateAnimNodePostCompile(FCompilerResultsLog& MessageLog, UAnimBlueprintGeneratedClass* CompiledClass, int32 CompiledNodeIndex) {}
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// Gives each visual node a chance to update the node template before it is inserted in the compiled class
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virtual void BakeDataDuringCompilation(FCompilerResultsLog& MessageLog) {}
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// preload asset required for this node in this function
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virtual void PreloadRequiredAssets() {}
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// Give the node a chance to change the display name of a pin
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virtual void PostProcessPinName(const UEdGraphPin* Pin, FString& DisplayName) const;
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/** Get the animation blueprint to which this node belongs */
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UAnimBlueprint* GetAnimBlueprint() const { return CastChecked<UAnimBlueprint>(GetBlueprint()); }
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// Populate the supplied arrays with the currently reffered to animation assets
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virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const {}
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// Replace references to animations that exist in the supplied maps
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virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap) {};
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// Helper function for GetAllAnimationSequencesReferred
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void HandleAnimReferenceCollection(UAnimationAsset* AnimAsset, TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const;
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// Helper function for ReplaceReferredAnimations
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template<class AssetType>
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void HandleAnimReferenceReplacement(AssetType*& OriginalAsset, const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap);
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// BEGIN Interface to support transition getter
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// if you return true for DoesSupportExposeTimeForTransitionGetter
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// you should implement all below functions
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virtual bool DoesSupportTimeForTransitionGetter() const { return false; }
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virtual UAnimationAsset* GetAnimationAsset() const { return nullptr; }
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virtual const TCHAR* GetTimePropertyName() const { return nullptr; }
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virtual UScriptStruct* GetTimePropertyStruct() const { return nullptr; }
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// END Interface to support transition getter
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// can customize details tab
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder){ }
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protected:
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friend FAnimBlueprintCompiler;
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friend FAnimGraphNodeDetails;
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// Gets the animation FNode type represented by this ed graph node
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UScriptStruct* GetFNodeType() const;
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// Gets the animation FNode property represented by this ed graph node
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UStructProperty* GetFNodeProperty() const;
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// This will be called when a pose link is found, and can be called with PoseProperty being either of:
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// - an array property (ArrayIndex >= 0)
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// - a single pose property (ArrayIndex == INDEX_NONE)
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virtual void CreatePinsForPoseLink(UProperty* PoseProperty, int32 ArrayIndex);
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//
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virtual FPoseLinkMappingRecord GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* InputLinkPin);
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//
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virtual void GetPinAssociatedProperty(const UScriptStruct* NodeType, UEdGraphPin* InputPin, UProperty*& OutProperty, int32& OutIndex);
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// Allocates or reallocates pins
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void InternalPinCreation(TArray<UEdGraphPin*>* OldPins);
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};
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template<class AssetType>
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void UAnimGraphNode_Base::HandleAnimReferenceReplacement(AssetType*& OriginalAsset, const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap)
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{
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AssetType* CacheOriginalAsset = OriginalAsset;
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OriginalAsset = nullptr;
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if (UAnimSequence* AnimSequence = Cast<UAnimSequence>(CacheOriginalAsset))
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{
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if (UAnimSequence* const* ReplacementAsset = AnimSequenceMap.Find(AnimSequence))
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{
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OriginalAsset = Cast<AssetType>(*ReplacementAsset);
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}
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}
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else if (UAnimationAsset* AnimAsset = Cast<UAnimationAsset>(CacheOriginalAsset))
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{
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if (UAnimationAsset* const* ReplacementAsset = ComplexAnimsMap.Find(AnimAsset))
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{
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OriginalAsset = Cast<AssetType>(*ReplacementAsset);
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}
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}
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}
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