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#proj core
#branch UE4
#summary Removed header groups, removed some redundant includes and replaced with forward declarations. Fixed compilation errors.
[CL 2055361 by Mikolaj Sieluzycki in Main branch]
137 lines
4.4 KiB
C++
137 lines
4.4 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "CompilerResultsLog.h"
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#include "GraphEditorActions.h"
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#include "AnimGraphNode_SequenceEvaluator.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_SequenceEvaluator
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_SequenceEvaluator::UAnimGraphNode_SequenceEvaluator(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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void UAnimGraphNode_SequenceEvaluator::PreloadRequiredAssets()
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{
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PreloadObject(Node.Sequence);
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Super::PreloadRequiredAssets();
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}
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void UAnimGraphNode_SequenceEvaluator::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const
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{
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if(Node.Sequence)
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{
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HandleAnimReferenceCollection(Node.Sequence, ComplexAnims, AnimationSequences);
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}
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}
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void UAnimGraphNode_SequenceEvaluator::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap)
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{
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HandleAnimReferenceReplacement(Node.Sequence, ComplexAnimsMap, AnimSequenceMap);
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}
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FString UAnimGraphNode_SequenceEvaluator::GetTooltip() const
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{
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if ((Node.Sequence != NULL) && Node.Sequence->IsValidAdditive())
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{
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return FString::Printf(TEXT("Evaluate %s (additive)"), *(Node.Sequence->GetPathName()));
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}
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else
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{
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return FString::Printf(TEXT("Evaluate %s"), *(Node.Sequence->GetPathName()));
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}
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}
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FText UAnimGraphNode_SequenceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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const FText SequenceName((Node.Sequence != NULL) ? FText::FromString(Node.Sequence->GetName()) : LOCTEXT("None", "(None)"));
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FFormatNamedArguments Args;
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Args.Add(TEXT("SequenceName"), SequenceName);
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if (Node.Sequence && Node.Sequence->IsValidAdditive())
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{
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return FText::Format(LOCTEXT("EvaluateSequence_Additive", "Evaluate {SequenceName} (additive)"), Args);
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}
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else
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{
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return FText::Format(LOCTEXT("EvaluateSequence", "Evaluate {SequenceName}"), Args);
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}
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}
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FString UAnimGraphNode_SequenceEvaluator::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
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{
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// Do not setup this function for localization, intentionally left unlocalized!
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if (Node.Sequence && Node.Sequence->IsValidAdditive())
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{
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return FString::Printf(TEXT("Evaluate %s (additive)"), (Node.Sequence != NULL) ? *(Node.Sequence->GetName()) : TEXT("(None)"));
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}
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else
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{
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return FString::Printf(TEXT("Evaluate %s"), (Node.Sequence != NULL) ? *(Node.Sequence->GetName()) : TEXT("(None)"));
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}
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}
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void UAnimGraphNode_SequenceEvaluator::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
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{
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// Intentionally empty; you can drop down a regular sequence player and convert into a sequence evaluator in the right-click menu.
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}
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void UAnimGraphNode_SequenceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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if (Node.Sequence == NULL)
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{
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MessageLog.Error(TEXT("@@ references an unknown sequence"), this);
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}
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else
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{
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USkeleton * SeqSkeleton = Node.Sequence->GetSkeleton();
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if (SeqSkeleton&& // if anim sequence doesn't have skeleton, it might be due to anim sequence not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
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!SeqSkeleton->IsCompatible(ForSkeleton))
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{
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MessageLog.Error(TEXT("@@ references sequence that uses different skeleton @@"), this, SeqSkeleton);
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}
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}
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}
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void UAnimGraphNode_SequenceEvaluator::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
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{
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if (!Context.bIsDebugging)
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{
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// add an option to convert to a regular sequence player
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Context.MenuBuilder->BeginSection("AnimGraphNodeSequenceEvaluator", NSLOCTEXT("A3Nodes", "SequenceEvaluatorHeading", "Sequence Evaluator"));
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{
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToSeqPlayer);
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}
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Context.MenuBuilder->EndSection();
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}
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}
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bool UAnimGraphNode_SequenceEvaluator::DoesSupportTimeForTransitionGetter() const
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{
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return true;
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}
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UAnimationAsset* UAnimGraphNode_SequenceEvaluator::GetAnimationAsset() const
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{
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return Node.Sequence;
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}
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const TCHAR* UAnimGraphNode_SequenceEvaluator::GetTimePropertyName() const
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{
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return TEXT("ExplicitTime");
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}
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UScriptStruct* UAnimGraphNode_SequenceEvaluator::GetTimePropertyStruct() const
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{
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return FAnimNode_SequenceEvaluator::StaticStruct();
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}
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#undef LOCTEXT_NAMESPACE |