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1197 lines
40 KiB
C++
1197 lines
40 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "AnimationEditor.h"
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#include "Misc/MessageDialog.h"
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#include "Modules/ModuleManager.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "EditorStyleSet.h"
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#include "EditorReimportHandler.h"
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#include "Animation/SmartName.h"
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#include "Animation/AnimationAsset.h"
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#include "Animation/DebugSkelMeshComponent.h"
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#include "AssetData.h"
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#include "EdGraph/EdGraphSchema.h"
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#include "Animation/AnimSequence.h"
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#include "Animation/AnimMontage.h"
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#include "Editor/EditorEngine.h"
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#include "Factories/AnimSequenceFactory.h"
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#include "Factories/PoseAssetFactory.h"
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#include "EngineGlobals.h"
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#include "Editor.h"
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#include "IAnimationEditorModule.h"
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#include "IPersonaToolkit.h"
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#include "PersonaModule.h"
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#include "AnimationEditorMode.h"
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#include "IPersonaPreviewScene.h"
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#include "AnimationEditorCommands.h"
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#include "IDetailsView.h"
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#include "ISkeletonTree.h"
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#include "ISkeletonEditorModule.h"
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#include "IDocumentation.h"
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#include "Widgets/Docking/SDockTab.h"
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#include "Animation/PoseAsset.h"
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#include "AnimPreviewInstance.h"
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#include "ScopedTransaction.h"
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#include "IContentBrowserSingleton.h"
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#include "ContentBrowserModule.h"
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#include "AnimationEditorUtils.h"
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#include "AssetRegistryModule.h"
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#include "IAssetFamily.h"
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#include "IAnimationSequenceBrowser.h"
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#include "Framework/Notifications/NotificationManager.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#include "PersonaCommonCommands.h"
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#include "Sound/SoundWave.h"
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#include "Engine/CurveTable.h"
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#include "Developer/AssetTools/Public/IAssetTools.h"
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#include "Developer/AssetTools/Public/AssetToolsModule.h"
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#include "SequenceRecorderUtils.h"
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#include "ISkeletonTreeItem.h"
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#include "Algo/Transform.h"
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const FName AnimationEditorAppIdentifier = FName(TEXT("AnimationEditorApp"));
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const FName AnimationEditorModes::AnimationEditorMode(TEXT("AnimationEditorMode"));
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const FName AnimationEditorTabs::DetailsTab(TEXT("DetailsTab"));
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const FName AnimationEditorTabs::SkeletonTreeTab(TEXT("SkeletonTreeView"));
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const FName AnimationEditorTabs::ViewportTab(TEXT("Viewport"));
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const FName AnimationEditorTabs::AdvancedPreviewTab(TEXT("AdvancedPreviewTab"));
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const FName AnimationEditorTabs::DocumentTab(TEXT("Document"));
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const FName AnimationEditorTabs::AssetBrowserTab(TEXT("SequenceBrowser"));
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const FName AnimationEditorTabs::AssetDetailsTab(TEXT("AnimAssetPropertiesTab"));
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const FName AnimationEditorTabs::CurveNamesTab(TEXT("AnimCurveViewerTab"));
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const FName AnimationEditorTabs::SlotNamesTab(TEXT("SkeletonSlotNames"));
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DEFINE_LOG_CATEGORY(LogAnimationEditor);
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#define LOCTEXT_NAMESPACE "AnimationEditor"
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FAnimationEditor::FAnimationEditor()
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{
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UEditorEngine* Editor = Cast<UEditorEngine>(GEngine);
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if (Editor != nullptr)
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{
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Editor->RegisterForUndo(this);
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}
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}
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FAnimationEditor::~FAnimationEditor()
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{
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UEditorEngine* Editor = Cast<UEditorEngine>(GEngine);
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if (Editor != nullptr)
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{
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Editor->UnregisterForUndo(this);
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}
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FEditorDelegates::OnAssetPostImport.RemoveAll(this);
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FReimportManager::Instance()->OnPostReimport().RemoveAll(this);
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}
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void FAnimationEditor::RegisterTabSpawners(const TSharedRef<class FTabManager>& InTabManager)
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{
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WorkspaceMenuCategory = InTabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_AnimationEditor", "Animation Editor"));
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FAssetEditorToolkit::RegisterTabSpawners( InTabManager );
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}
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void FAnimationEditor::UnregisterTabSpawners(const TSharedRef<class FTabManager>& InTabManager)
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{
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FAssetEditorToolkit::UnregisterTabSpawners(InTabManager);
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}
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void FAnimationEditor::InitAnimationEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, UAnimationAsset* InAnimationAsset)
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{
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AnimationAsset = InAnimationAsset;
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// Register post import callback to catch animation imports when we have the asset open (we need to reinit)
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FReimportManager::Instance()->OnPostReimport().AddRaw(this, &FAnimationEditor::HandlePostReimport);
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FEditorDelegates::OnAssetPostImport.AddRaw(this, &FAnimationEditor::HandlePostImport);
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FPersonaModule& PersonaModule = FModuleManager::LoadModuleChecked<FPersonaModule>("Persona");
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PersonaToolkit = PersonaModule.CreatePersonaToolkit(InAnimationAsset);
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PersonaToolkit->GetPreviewScene()->SetDefaultAnimationMode(EPreviewSceneDefaultAnimationMode::Animation);
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FSkeletonTreeArgs SkeletonTreeArgs;
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SkeletonTreeArgs.OnSelectionChanged = FOnSkeletonTreeSelectionChanged::CreateSP(this, &FAnimationEditor::HandleSelectionChanged);
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SkeletonTreeArgs.PreviewScene = PersonaToolkit->GetPreviewScene();
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SkeletonTreeArgs.ContextName = GetToolkitFName();
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ISkeletonEditorModule& SkeletonEditorModule = FModuleManager::GetModuleChecked<ISkeletonEditorModule>("SkeletonEditor");
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SkeletonTree = SkeletonEditorModule.CreateSkeletonTree(PersonaToolkit->GetSkeleton(), SkeletonTreeArgs);
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const bool bCreateDefaultStandaloneMenu = true;
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const bool bCreateDefaultToolbar = true;
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const TSharedRef<FTabManager::FLayout> DummyLayout = FTabManager::NewLayout("NullLayout")->AddArea(FTabManager::NewPrimaryArea());
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FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, AnimationEditorAppIdentifier, DummyLayout, bCreateDefaultStandaloneMenu, bCreateDefaultToolbar, InAnimationAsset);
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BindCommands();
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AddApplicationMode(
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AnimationEditorModes::AnimationEditorMode,
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MakeShareable(new FAnimationEditorMode(SharedThis(this), SkeletonTree.ToSharedRef())));
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SetCurrentMode(AnimationEditorModes::AnimationEditorMode);
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ExtendMenu();
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ExtendToolbar();
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RegenerateMenusAndToolbars();
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OpenNewAnimationDocumentTab(AnimationAsset);
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}
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FName FAnimationEditor::GetToolkitFName() const
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{
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return FName("AnimationEditor");
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}
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FText FAnimationEditor::GetBaseToolkitName() const
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{
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return LOCTEXT("AppLabel", "AnimationEditor");
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}
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FString FAnimationEditor::GetWorldCentricTabPrefix() const
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{
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return LOCTEXT("WorldCentricTabPrefix", "AnimationEditor ").ToString();
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}
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FLinearColor FAnimationEditor::GetWorldCentricTabColorScale() const
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{
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return FLinearColor(0.3f, 0.2f, 0.5f, 0.5f);
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}
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void FAnimationEditor::Tick(float DeltaTime)
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{
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GetPersonaToolkit()->GetPreviewScene()->InvalidateViews();
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}
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TStatId FAnimationEditor::GetStatId() const
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{
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RETURN_QUICK_DECLARE_CYCLE_STAT(FAnimationEditor, STATGROUP_Tickables);
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}
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void FAnimationEditor::AddReferencedObjects(FReferenceCollector& Collector)
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{
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Collector.AddReferencedObject(AnimationAsset);
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}
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void FAnimationEditor::BindCommands()
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{
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FAnimationEditorCommands::Register();
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ToolkitCommands->MapAction(FAnimationEditorCommands::Get().ApplyCompression,
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FExecuteAction::CreateSP(this, &FAnimationEditor::OnApplyCompression),
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FCanExecuteAction::CreateSP(this, &FAnimationEditor::HasValidAnimationSequence));
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ToolkitCommands->MapAction(FAnimationEditorCommands::Get().SetKey,
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FExecuteAction::CreateSP(this, &FAnimationEditor::OnSetKey),
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FCanExecuteAction::CreateSP(this, &FAnimationEditor::CanSetKey));
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ToolkitCommands->MapAction(FAnimationEditorCommands::Get().ReimportAnimation,
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FExecuteAction::CreateSP(this, &FAnimationEditor::OnReimportAnimation),
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FCanExecuteAction::CreateSP(this, &FAnimationEditor::HasValidAnimationSequence));
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ToolkitCommands->MapAction(FAnimationEditorCommands::Get().ApplyAnimation,
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FExecuteAction::CreateSP(this, &FAnimationEditor::OnApplyRawAnimChanges),
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FCanExecuteAction::CreateSP(this, &FAnimationEditor::CanApplyRawAnimChanges));
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ToolkitCommands->MapAction(FAnimationEditorCommands::Get().ExportToFBX_AnimData,
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FExecuteAction::CreateSP(this, &FAnimationEditor::OnExportToFBX, EPoseSourceOption::CurrentAnimation_AnimData),
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FCanExecuteAction::CreateSP(this, &FAnimationEditor::HasValidAnimationSequence));
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ToolkitCommands->MapAction(FAnimationEditorCommands::Get().ExportToFBX_PreviewMesh,
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FExecuteAction::CreateSP(this, &FAnimationEditor::OnExportToFBX, EPoseSourceOption::CurrentAnimation_PreviewMesh),
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FCanExecuteAction::CreateSP(this, &FAnimationEditor::HasValidAnimationSequence));
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ToolkitCommands->MapAction(FAnimationEditorCommands::Get().AddLoopingInterpolation,
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FExecuteAction::CreateSP(this, &FAnimationEditor::OnAddLoopingInterpolation),
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FCanExecuteAction::CreateSP(this, &FAnimationEditor::HasValidAnimationSequence));
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ToolkitCommands->MapAction(FAnimationEditorCommands::Get().RemoveBoneTracks,
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FExecuteAction::CreateSP(this, &FAnimationEditor::OnRemoveBoneTrack),
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FCanExecuteAction::CreateSP(this, &FAnimationEditor::HasValidAnimationSequence));
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ToolkitCommands->MapAction(FPersonaCommonCommands::Get().TogglePlay,
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FExecuteAction::CreateRaw(&GetPersonaToolkit()->GetPreviewScene().Get(), &IPersonaPreviewScene::TogglePlayback));
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}
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void FAnimationEditor::ExtendToolbar()
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{
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// If the ToolbarExtender is valid, remove it before rebuilding it
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if (ToolbarExtender.IsValid())
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{
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RemoveToolbarExtender(ToolbarExtender);
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ToolbarExtender.Reset();
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}
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ToolbarExtender = MakeShareable(new FExtender);
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AddToolbarExtender(ToolbarExtender);
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IAnimationEditorModule& AnimationEditorModule = FModuleManager::GetModuleChecked<IAnimationEditorModule>("AnimationEditor");
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AddToolbarExtender(AnimationEditorModule.GetToolBarExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects()));
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TArray<IAnimationEditorModule::FAnimationEditorToolbarExtender> ToolbarExtenderDelegates = AnimationEditorModule.GetAllAnimationEditorToolbarExtenders();
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for (auto& ToolbarExtenderDelegate : ToolbarExtenderDelegates)
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{
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if (ToolbarExtenderDelegate.IsBound())
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{
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AddToolbarExtender(ToolbarExtenderDelegate.Execute(GetToolkitCommands(), SharedThis(this)));
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}
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}
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// extend extra menu/toolbars
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ToolbarExtender->AddToolBarExtension(
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"Asset",
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EExtensionHook::After,
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GetToolkitCommands(),
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FToolBarExtensionDelegate::CreateLambda([this](FToolBarBuilder& ToolbarBuilder)
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{
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FPersonaModule& PersonaModule = FModuleManager::LoadModuleChecked<FPersonaModule>("Persona");
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FPersonaModule::FCommonToolbarExtensionArgs Args;
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Args.bPreviewAnimation = false;
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Args.bReferencePose = false;
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PersonaModule.AddCommonToolbarExtensions(ToolbarBuilder, PersonaToolkit.ToSharedRef(), Args);
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ToolbarBuilder.BeginSection("Animation");
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{
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// create button
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{
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ToolbarBuilder.AddComboButton(
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FUIAction(),
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FOnGetContent::CreateSP(this, &FAnimationEditor::GenerateCreateAssetMenu),
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LOCTEXT("CreateAsset_Label", "Create Asset"),
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LOCTEXT("CreateAsset_ToolTip", "Create Assets for this skeleton."),
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FSlateIcon(FEditorStyle::GetStyleSetName(), "Persona.CreateAsset")
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);
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}
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ToolbarBuilder.AddToolBarButton(FAnimationEditorCommands::Get().ReimportAnimation);
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ToolbarBuilder.AddToolBarButton(FAnimationEditorCommands::Get().ApplyCompression, NAME_None, LOCTEXT("Toolbar_ApplyCompression", "Compression"));
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{
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ToolbarBuilder.AddComboButton(
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FUIAction(),
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FOnGetContent::CreateSP(this, &FAnimationEditor::GenerateExportAssetMenu),
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LOCTEXT("ExportAsset_Label", "Export Asset"),
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LOCTEXT("ExportAsset_ToolTip", "Export Assets for this skeleton."),
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FSlateIcon(FEditorStyle::GetStyleSetName(), "Persona.ExportToFBX")
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);
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}
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}
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ToolbarBuilder.EndSection();
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ToolbarBuilder.BeginSection("Editing");
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{
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ToolbarBuilder.AddToolBarButton(FAnimationEditorCommands::Get().SetKey, NAME_None, LOCTEXT("Toolbar_SetKey", "Key"));
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ToolbarBuilder.AddToolBarButton(FAnimationEditorCommands::Get().ApplyAnimation, NAME_None, LOCTEXT("Toolbar_ApplyAnimation", "Apply"));
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}
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ToolbarBuilder.EndSection();
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TSharedRef<class IAssetFamily> AssetFamily = PersonaModule.CreatePersonaAssetFamily(AnimationAsset);
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AddToolbarWidget(PersonaModule.CreateAssetFamilyShortcutWidget(SharedThis(this), AssetFamily));
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}
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));
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}
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void FAnimationEditor::ExtendMenu()
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{
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MenuExtender = MakeShareable(new FExtender);
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struct Local
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{
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static void AddAssetMenu(FMenuBuilder& MenuBuilder, FAnimationEditor* InAnimationEditor)
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{
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MenuBuilder.BeginSection("AnimationEditor", LOCTEXT("AnimationEditorAssetMenu_Animation", "Animation"));
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{
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MenuBuilder.AddMenuEntry(FAnimationEditorCommands::Get().ApplyCompression);
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MenuBuilder.AddSubMenu(
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LOCTEXT("ExportToFBX", "Export to FBX"),
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LOCTEXT("ExportToFBX_ToolTip", "Export current animation to FBX"),
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FNewMenuDelegate::CreateSP(InAnimationEditor, &FAnimationEditor::FillExportAssetMenu),
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false,
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FSlateIcon(FEditorStyle::GetStyleSetName(), "ClassIcon.")
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);
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MenuBuilder.AddMenuEntry(FAnimationEditorCommands::Get().AddLoopingInterpolation);
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MenuBuilder.AddMenuEntry(FAnimationEditorCommands::Get().RemoveBoneTracks);
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MenuBuilder.AddSubMenu(
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LOCTEXT("CopyCurvesToSoundWave", "Copy Curves To SoundWave"),
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LOCTEXT("CopyCurvesToSoundWave_ToolTip", "Copy curves from this animation to the selected SoundWave"),
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FNewMenuDelegate::CreateSP(InAnimationEditor, &FAnimationEditor::FillCopyToSoundWaveMenu),
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false,
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FSlateIcon(FEditorStyle::GetStyleSetName(), "ClassIcon.")
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);
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}
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MenuBuilder.EndSection();
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}
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};
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MenuExtender->AddMenuExtension(
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"AssetEditorActions",
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EExtensionHook::After,
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GetToolkitCommands(),
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FMenuExtensionDelegate::CreateStatic(&Local::AddAssetMenu, this)
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);
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AddMenuExtender(MenuExtender);
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IAnimationEditorModule& AnimationEditorModule = FModuleManager::GetModuleChecked<IAnimationEditorModule>("AnimationEditor");
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AddMenuExtender(AnimationEditorModule.GetMenuExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects()));
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}
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void FAnimationEditor::HandleObjectsSelected(const TArray<UObject*>& InObjects)
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{
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if (DetailsView.IsValid())
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{
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DetailsView->SetObjects(InObjects);
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}
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}
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void FAnimationEditor::HandleSelectionChanged(const TArrayView<TSharedPtr<ISkeletonTreeItem>>& InSelectedItems, ESelectInfo::Type InSelectInfo)
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{
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if (DetailsView.IsValid())
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{
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TArray<UObject*> Objects;
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Algo::TransformIf(InSelectedItems, Objects, [](const TSharedPtr<ISkeletonTreeItem>& InItem) { return InItem->GetObject() != nullptr; }, [](const TSharedPtr<ISkeletonTreeItem>& InItem) { return InItem->GetObject(); });
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DetailsView->SetObjects(Objects);
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}
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}
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void FAnimationEditor::HandleObjectSelected(UObject* InObject)
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{
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if (DetailsView.IsValid())
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{
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DetailsView->SetObject(InObject);
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}
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}
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void FAnimationEditor::PostUndo(bool bSuccess)
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{
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OnPostUndo.Broadcast();
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}
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void FAnimationEditor::PostRedo(bool bSuccess)
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{
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OnPostUndo.Broadcast();
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}
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void FAnimationEditor::HandleDetailsCreated(const TSharedRef<IDetailsView>& InDetailsView)
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{
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DetailsView = InDetailsView;
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}
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TSharedPtr<SDockTab> FAnimationEditor::OpenNewAnimationDocumentTab(UAnimationAsset* InAnimAsset)
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{
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TSharedPtr<SDockTab> OpenedTab;
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if (InAnimAsset != nullptr)
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{
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FString DocumentLink;
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FAnimDocumentArgs Args(PersonaToolkit->GetPreviewScene(), GetPersonaToolkit(), GetSkeletonTree()->GetEditableSkeleton(), OnPostUndo, OnSectionsChanged);
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Args.OnDespatchObjectsSelected = FOnObjectsSelected::CreateSP(this, &FAnimationEditor::HandleObjectsSelected);
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Args.OnDespatchInvokeTab = FOnInvokeTab::CreateSP(this, &FAssetEditorToolkit::InvokeTab);
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Args.OnDespatchSectionsChanged = FSimpleDelegate::CreateSP(this, &FAnimationEditor::HandleSectionsChanged);
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FPersonaModule& PersonaModule = FModuleManager::GetModuleChecked<FPersonaModule>("Persona");
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TSharedRef<SWidget> TabContents = PersonaModule.CreateEditorWidgetForAnimDocument(SharedThis(this), InAnimAsset, Args, DocumentLink);
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if (AnimationAsset)
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{
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RemoveEditingObject(AnimationAsset);
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}
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AddEditingObject(InAnimAsset);
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AnimationAsset = InAnimAsset;
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GetPersonaToolkit()->GetPreviewScene()->SetPreviewAnimationAsset(InAnimAsset);
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GetPersonaToolkit()->SetAnimationAsset(InAnimAsset);
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struct Local
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{
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static FText GetObjectName(UObject* Object)
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{
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return FText::FromString(Object->GetName());
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}
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};
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TAttribute<FText> NameAttribute = TAttribute<FText>::Create(TAttribute<FText>::FGetter::CreateStatic(&Local::GetObjectName, (UObject*)InAnimAsset));
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if (SharedAnimDocumentTab.IsValid())
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{
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OpenedTab = SharedAnimDocumentTab.Pin();
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OpenedTab->SetContent(TabContents);
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OpenedTab->ActivateInParent(ETabActivationCause::SetDirectly);
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OpenedTab->SetLabel(NameAttribute);
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OpenedTab->SetLeftContent(IDocumentation::Get()->CreateAnchor(DocumentLink));
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}
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else
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{
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OpenedTab = SNew(SDockTab)
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.Label(NameAttribute)
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.TabRole(ETabRole::DocumentTab)
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.TabColorScale(GetTabColorScale())
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[
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TabContents
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];
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OpenedTab->SetLeftContent(IDocumentation::Get()->CreateAnchor(DocumentLink));
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TabManager->InsertNewDocumentTab(AnimationEditorTabs::DocumentTab, FTabManager::ESearchPreference::RequireClosedTab, OpenedTab.ToSharedRef());
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SharedAnimDocumentTab = OpenedTab;
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}
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if (SequenceBrowser.IsValid())
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{
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SequenceBrowser.Pin()->SelectAsset(InAnimAsset);
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}
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// let the asset family know too
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TSharedRef<IAssetFamily> AssetFamily = PersonaModule.CreatePersonaAssetFamily(InAnimAsset);
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AssetFamily->RecordAssetOpened(FAssetData(InAnimAsset));
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}
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return OpenedTab;
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}
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void FAnimationEditor::HandleSectionsChanged()
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{
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OnSectionsChanged.Broadcast();
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}
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void FAnimationEditor::SetAnimationAsset(UAnimationAsset* AnimAsset)
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{
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HandleOpenNewAsset(AnimAsset);
|
|
}
|
|
|
|
void FAnimationEditor::HandleOpenNewAsset(UObject* InNewAsset)
|
|
{
|
|
if (UAnimationAsset* NewAnimationAsset = Cast<UAnimationAsset>(InNewAsset))
|
|
{
|
|
OpenNewAnimationDocumentTab(NewAnimationAsset);
|
|
}
|
|
}
|
|
|
|
UObject* FAnimationEditor::HandleGetAsset()
|
|
{
|
|
return GetEditingObject();
|
|
}
|
|
|
|
bool FAnimationEditor::HasValidAnimationSequence() const
|
|
{
|
|
UAnimSequence* AnimSequence = Cast<UAnimSequence>(AnimationAsset);
|
|
return (AnimSequence != nullptr);
|
|
}
|
|
|
|
bool FAnimationEditor::CanSetKey() const
|
|
{
|
|
UDebugSkelMeshComponent* PreviewMeshComponent = PersonaToolkit->GetPreviewMeshComponent();
|
|
return (HasValidAnimationSequence() && PreviewMeshComponent->BonesOfInterest.Num() > 0);
|
|
}
|
|
|
|
void FAnimationEditor::OnSetKey()
|
|
{
|
|
if (AnimationAsset)
|
|
{
|
|
UDebugSkelMeshComponent* Component = PersonaToolkit->GetPreviewMeshComponent();
|
|
Component->PreviewInstance->SetKey();
|
|
}
|
|
}
|
|
|
|
bool FAnimationEditor::CanApplyRawAnimChanges() const
|
|
{
|
|
UAnimSequence* AnimSequence = Cast<UAnimSequence>(AnimationAsset);
|
|
|
|
// ideally would be great if we can only show if something changed
|
|
return (AnimSequence && (AnimSequence->DoesNeedRebake() || AnimSequence->DoesNeedRecompress()));
|
|
}
|
|
|
|
void FAnimationEditor::OnApplyRawAnimChanges()
|
|
{
|
|
UAnimSequence* AnimSequence = Cast<UAnimSequence>(AnimationAsset);
|
|
if (AnimSequence)
|
|
{
|
|
if (AnimSequence->DoesNeedRebake() || AnimSequence->DoesNeedRecompress())
|
|
{
|
|
FScopedTransaction ScopedTransaction(LOCTEXT("BakeAnimation", "Bake Animation"));
|
|
if (AnimSequence->DoesNeedRebake())
|
|
{
|
|
AnimSequence->Modify(true);
|
|
AnimSequence->BakeTrackCurvesToRawAnimation();
|
|
}
|
|
|
|
if (AnimSequence->DoesNeedRecompress())
|
|
{
|
|
AnimSequence->Modify(true);
|
|
AnimSequence->RequestSyncAnimRecompression(false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FAnimationEditor::OnReimportAnimation()
|
|
{
|
|
UAnimSequence* AnimSequence = Cast<UAnimSequence>(AnimationAsset);
|
|
if (AnimSequence)
|
|
{
|
|
FReimportManager::Instance()->Reimport(AnimSequence, true);
|
|
}
|
|
}
|
|
|
|
void FAnimationEditor::OnApplyCompression()
|
|
{
|
|
UAnimSequence* AnimSequence = Cast<UAnimSequence>(AnimationAsset);
|
|
if (AnimSequence)
|
|
{
|
|
TArray<TWeakObjectPtr<UAnimSequence>> AnimSequences;
|
|
AnimSequences.Add(AnimSequence);
|
|
FPersonaModule& PersonaModule = FModuleManager::GetModuleChecked<FPersonaModule>("Persona");
|
|
PersonaModule.ApplyCompression(AnimSequences);
|
|
}
|
|
}
|
|
|
|
void FAnimationEditor::OnExportToFBX(const EPoseSourceOption Option)
|
|
{
|
|
UAnimSequence* AnimSequenceToRecord = nullptr;
|
|
if (Option == EPoseSourceOption::CurrentAnimation_AnimData)
|
|
{
|
|
TArray<UObject*> AssetsToExport;
|
|
AssetsToExport.Add(AnimationAsset);
|
|
ExportToFBX(AssetsToExport, false);
|
|
}
|
|
else if (Option == EPoseSourceOption::CurrentAnimation_PreviewMesh)
|
|
{
|
|
TArray<TWeakObjectPtr<UObject>> Skeletons;
|
|
Skeletons.Add(PersonaToolkit->GetSkeleton());
|
|
AnimationEditorUtils::CreateAnimationAssets(Skeletons, UAnimSequence::StaticClass(), FString("_PreviewMesh"), FAnimAssetCreated::CreateSP(this, &FAnimationEditor::ExportToFBX, true), AnimationAsset, true);
|
|
}
|
|
else
|
|
{
|
|
ensure(false);
|
|
}
|
|
}
|
|
|
|
bool FAnimationEditor::ExportToFBX(const TArray<UObject*> AssetsToExport, bool bRecordAnimation)
|
|
{
|
|
bool AnimSequenceExportResult = false;
|
|
TArray<TWeakObjectPtr<UAnimSequence>> AnimSequences;
|
|
if (AssetsToExport.Num() > 0)
|
|
{
|
|
UAnimSequence* AnimationToRecord = Cast<UAnimSequence>(AssetsToExport[0]);
|
|
if (AnimationToRecord)
|
|
{
|
|
if (bRecordAnimation)
|
|
{
|
|
USkeletalMeshComponent* MeshComponent = PersonaToolkit->GetPreviewMeshComponent();
|
|
RecordMeshToAnimation(MeshComponent, AnimationToRecord);
|
|
}
|
|
|
|
AnimSequences.Add(AnimationToRecord);
|
|
}
|
|
}
|
|
|
|
if (AnimSequences.Num() > 0)
|
|
{
|
|
FPersonaModule& PersonaModule = FModuleManager::GetModuleChecked<FPersonaModule>("Persona");
|
|
|
|
|
|
AnimSequenceExportResult = PersonaModule.ExportToFBX(AnimSequences, GetPersonaToolkit()->GetPreviewScene()->GetPreviewMeshComponent()->SkeletalMesh);
|
|
}
|
|
return AnimSequenceExportResult;
|
|
}
|
|
|
|
void FAnimationEditor::OnAddLoopingInterpolation()
|
|
{
|
|
UAnimSequence* AnimSequence = Cast<UAnimSequence>(AnimationAsset);
|
|
if (AnimSequence)
|
|
{
|
|
TArray<TWeakObjectPtr<UAnimSequence>> AnimSequences;
|
|
AnimSequences.Add(AnimSequence);
|
|
FPersonaModule& PersonaModule = FModuleManager::GetModuleChecked<FPersonaModule>("Persona");
|
|
PersonaModule.AddLoopingInterpolation(AnimSequences);
|
|
}
|
|
}
|
|
|
|
void FAnimationEditor::OnRemoveBoneTrack()
|
|
{
|
|
if ( FMessageDialog::Open(EAppMsgType::YesNo, LOCTEXT("WarningOnRemovingBoneTracks", "This will clear all bone transform of the animation, source data, and edited layer information. This doesn't remove notifies, and curves. Do you want to continue?")) == EAppReturnType::Yes)
|
|
{
|
|
FScopedTransaction ScopedTransaction(LOCTEXT("RemoveAnimation", "Remove Track"));
|
|
|
|
UAnimSequence* AnimSequence = Cast<UAnimSequence>(AnimationAsset);
|
|
if (AnimSequence)
|
|
{
|
|
AnimSequence->Modify();
|
|
AnimSequence->RemoveAllTracks();
|
|
}
|
|
}
|
|
}
|
|
|
|
TSharedRef< SWidget > FAnimationEditor::GenerateExportAssetMenu() const
|
|
{
|
|
const bool bShouldCloseWindowAfterMenuSelection = true;
|
|
FMenuBuilder MenuBuilder(bShouldCloseWindowAfterMenuSelection, GetToolkitCommands());
|
|
FillExportAssetMenu(MenuBuilder);
|
|
return MenuBuilder.MakeWidget();
|
|
}
|
|
|
|
TSharedRef< SWidget > FAnimationEditor::GenerateCreateAssetMenu() const
|
|
{
|
|
const bool bShouldCloseWindowAfterMenuSelection = true;
|
|
FMenuBuilder MenuBuilder(bShouldCloseWindowAfterMenuSelection, NULL);
|
|
|
|
// Create Animation menu
|
|
MenuBuilder.BeginSection("CreateAnimation", LOCTEXT("CreateAnimationMenuHeading", "Animation"));
|
|
{
|
|
// create menu
|
|
MenuBuilder.AddSubMenu(
|
|
LOCTEXT("CreateAnimationSubmenu", "Create Animation"),
|
|
LOCTEXT("CreateAnimationSubmenu_ToolTip", "Create Animation for this skeleton"),
|
|
FNewMenuDelegate::CreateSP(this, &FAnimationEditor::FillCreateAnimationMenu),
|
|
false,
|
|
FSlateIcon(FEditorStyle::GetStyleSetName(), "Persona.AssetActions.CreateAnimAsset")
|
|
);
|
|
|
|
MenuBuilder.AddSubMenu(
|
|
LOCTEXT("CreatePoseAssetSubmenu", "Create PoseAsset"),
|
|
LOCTEXT("CreatePoseAsssetSubmenu_ToolTip", "Create PoseAsset for this skeleton"),
|
|
FNewMenuDelegate::CreateSP(this, &FAnimationEditor::FillCreatePoseAssetMenu),
|
|
false,
|
|
FSlateIcon(FEditorStyle::GetStyleSetName(), "ClassIcon.PoseAsset")
|
|
);
|
|
}
|
|
MenuBuilder.EndSection();
|
|
|
|
TArray<TWeakObjectPtr<UObject>> Objects;
|
|
|
|
if (PersonaToolkit->GetPreviewMesh())
|
|
{
|
|
Objects.Add(PersonaToolkit->GetPreviewMesh());
|
|
}
|
|
else
|
|
{
|
|
Objects.Add(PersonaToolkit->GetSkeleton());
|
|
}
|
|
|
|
AnimationEditorUtils::FillCreateAssetMenu(MenuBuilder, Objects, FAnimAssetCreated::CreateSP(this, &FAnimationEditor::HandleAssetCreated), false);
|
|
|
|
return MenuBuilder.MakeWidget();
|
|
}
|
|
|
|
void FAnimationEditor::FillCreateAnimationMenu(FMenuBuilder& MenuBuilder) const
|
|
{
|
|
TArray<TWeakObjectPtr<UObject>> Objects;
|
|
|
|
if (PersonaToolkit->GetPreviewMesh())
|
|
{
|
|
Objects.Add(PersonaToolkit->GetPreviewMesh());
|
|
}
|
|
else
|
|
{
|
|
Objects.Add(PersonaToolkit->GetSkeleton());
|
|
}
|
|
|
|
// create rig
|
|
MenuBuilder.BeginSection("CreateAnimationSubMenu", LOCTEXT("CreateAnimationSubMenuHeading", "Create Animation"));
|
|
{
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("CreateAnimation_RefPose", "Reference Pose"),
|
|
LOCTEXT("CreateAnimation_RefPose_Tooltip", "Create Animation from reference pose."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateStatic(&AnimationEditorUtils::ExecuteNewAnimAsset<UAnimSequenceFactory, UAnimSequence>, Objects, FString("_Sequence"), FAnimAssetCreated::CreateSP(this, &FAnimationEditor::CreateAnimation, EPoseSourceOption::ReferencePose), false),
|
|
FCanExecuteAction()
|
|
)
|
|
);
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("CreateAnimation_CurrentPose", "Current Pose"),
|
|
LOCTEXT("CreateAnimation_CurrentPose_Tooltip", "Create Animation from current pose."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateStatic(&AnimationEditorUtils::ExecuteNewAnimAsset<UAnimSequenceFactory, UAnimSequence>, Objects, FString("_Sequence"), FAnimAssetCreated::CreateSP(this, &FAnimationEditor::CreateAnimation, EPoseSourceOption::CurrentPose), false),
|
|
FCanExecuteAction()
|
|
)
|
|
);
|
|
|
|
MenuBuilder.AddSubMenu(
|
|
LOCTEXT("CreateAnimation_CurrenAnimationSubMenu", "Current Animation"),
|
|
LOCTEXT("CreateAnimation_CurrenAnimationSubMenu_ToolTip", "Create Animation from current animation"),
|
|
FNewMenuDelegate::CreateSP(this, &FAnimationEditor::FillCreateAnimationFromCurrentAnimationMenu),
|
|
false,
|
|
FSlateIcon(FEditorStyle::GetStyleSetName(), "Persona.AssetActions.CreateAnimAsset")
|
|
);
|
|
}
|
|
MenuBuilder.EndSection();
|
|
}
|
|
|
|
void FAnimationEditor::FillCreateAnimationFromCurrentAnimationMenu(FMenuBuilder& MenuBuilder) const
|
|
{
|
|
{
|
|
TArray<TWeakObjectPtr<UObject>> Objects;
|
|
|
|
if (PersonaToolkit->GetPreviewMesh())
|
|
{
|
|
Objects.Add(PersonaToolkit->GetPreviewMesh());
|
|
}
|
|
else
|
|
{
|
|
Objects.Add(PersonaToolkit->GetSkeleton());
|
|
}
|
|
|
|
// create rig
|
|
MenuBuilder.BeginSection("CreateAnimationSubMenu", LOCTEXT("CreateAnimationFromCurrentAnimationSubmenuHeading", "Create Animation"));
|
|
{
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("CreateAnimation_CurrentAnimation_AnimData", "Animation Data"),
|
|
LOCTEXT("CreateAnimation_CurrentAnimation_AnimData_Tooltip", "Create Animation from Animation Source Data."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateStatic(&AnimationEditorUtils::ExecuteNewAnimAsset<UAnimSequenceFactory, UAnimSequence>, Objects, FString("_Sequence"), FAnimAssetCreated::CreateSP(this, &FAnimationEditor::CreateAnimation, EPoseSourceOption::CurrentAnimation_AnimData), false),
|
|
FCanExecuteAction::CreateSP(this, &FAnimationEditor::HasValidAnimationSequence)
|
|
)
|
|
);
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("CreateAnimation_CurrentAnimation_PreviewMesh", "Preview Mesh"),
|
|
LOCTEXT("CreateAnimation_CurrentAnimation_PreviewMesh_Tooltip", "Create Animation by playing on the Current Preview Mesh, including Retargeting, Post Process Graph, or anything you see on the preview mesh."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateStatic(&AnimationEditorUtils::ExecuteNewAnimAsset<UAnimSequenceFactory, UAnimSequence>, Objects, FString("_Sequence"), FAnimAssetCreated::CreateSP(this, &FAnimationEditor::CreateAnimation, EPoseSourceOption::CurrentAnimation_PreviewMesh), false),
|
|
FCanExecuteAction::CreateSP(this, &FAnimationEditor::HasValidAnimationSequence)
|
|
)
|
|
);
|
|
}
|
|
MenuBuilder.EndSection();
|
|
}
|
|
|
|
}
|
|
void FAnimationEditor::FillCreatePoseAssetMenu(FMenuBuilder& MenuBuilder) const
|
|
{
|
|
TArray<TWeakObjectPtr<UObject>> Objects;
|
|
|
|
if (PersonaToolkit->GetPreviewMesh())
|
|
{
|
|
Objects.Add(PersonaToolkit->GetPreviewMesh());
|
|
}
|
|
else
|
|
{
|
|
Objects.Add(PersonaToolkit->GetSkeleton());
|
|
}
|
|
|
|
// create rig
|
|
MenuBuilder.BeginSection("CreatePoseAssetSubMenu", LOCTEXT("CreatePoseAssetSubMenuHeading", "Create PoseAsset"));
|
|
{
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("CreatePoseAsset_CurrentPose", "Current Pose"),
|
|
LOCTEXT("CreatePoseAsset_CurrentPose_Tooltip", "Create PoseAsset from current pose."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateStatic(&AnimationEditorUtils::ExecuteNewAnimAsset<UPoseAssetFactory, UPoseAsset>, Objects, FString("_PoseAsset"), FAnimAssetCreated::CreateSP(this, &FAnimationEditor::CreatePoseAsset, EPoseSourceOption::CurrentPose), false),
|
|
FCanExecuteAction()
|
|
)
|
|
);
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT("CreatePoseAsset_CurrentAnimation", "Current Animation"),
|
|
LOCTEXT("CreatePoseAsset_CurrentAnimation_Tooltip", "Create Animation from current animation."),
|
|
FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateStatic(&AnimationEditorUtils::ExecuteNewAnimAsset<UPoseAssetFactory, UPoseAsset>, Objects, FString("_PoseAsset"), FAnimAssetCreated::CreateSP(this, &FAnimationEditor::CreatePoseAsset, EPoseSourceOption::CurrentAnimation_AnimData), false),
|
|
FCanExecuteAction()
|
|
)
|
|
);
|
|
}
|
|
MenuBuilder.EndSection();
|
|
|
|
// create pose asset
|
|
MenuBuilder.BeginSection("InsertPoseSubMenuSection", LOCTEXT("InsertPoseSubMenuSubMenuHeading", "Insert Pose"));
|
|
{
|
|
MenuBuilder.AddSubMenu(
|
|
LOCTEXT("InsertPoseSubmenu", "Insert Pose"),
|
|
LOCTEXT("InsertPoseSubmenu_ToolTip", "Insert current pose to selected PoseAsset"),
|
|
FNewMenuDelegate::CreateSP(this, &FAnimationEditor::FillInsertPoseMenu),
|
|
false,
|
|
FSlateIcon(FEditorStyle::GetStyleSetName(), "ClassIcon.PoseAsset")
|
|
);
|
|
}
|
|
MenuBuilder.EndSection();
|
|
}
|
|
|
|
void FAnimationEditor::FillInsertPoseMenu(FMenuBuilder& MenuBuilder) const
|
|
{
|
|
FAssetPickerConfig AssetPickerConfig;
|
|
|
|
USkeleton* Skeleton = GetPersonaToolkit()->GetSkeleton();
|
|
|
|
/** The asset picker will only show skeletons */
|
|
AssetPickerConfig.Filter.ClassNames.Add(*UPoseAsset::StaticClass()->GetName());
|
|
AssetPickerConfig.Filter.bRecursiveClasses = false;
|
|
AssetPickerConfig.bAllowNullSelection = false;
|
|
AssetPickerConfig.Filter.TagsAndValues.Add(TEXT("Skeleton"), FAssetData(Skeleton).GetExportTextName());
|
|
|
|
/** The delegate that fires when an asset was selected */
|
|
AssetPickerConfig.OnAssetSelected = FOnAssetSelected::CreateRaw(this, &FAnimationEditor::InsertCurrentPoseToAsset);
|
|
|
|
/** The default view mode should be a list view */
|
|
AssetPickerConfig.InitialAssetViewType = EAssetViewType::List;
|
|
|
|
FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>(TEXT("ContentBrowser"));
|
|
|
|
MenuBuilder.AddWidget(
|
|
ContentBrowserModule.Get().CreateAssetPicker(AssetPickerConfig),
|
|
FText::GetEmpty()
|
|
);
|
|
}
|
|
|
|
void FAnimationEditor::InsertCurrentPoseToAsset(const FAssetData& NewPoseAssetData)
|
|
{
|
|
UPoseAsset* PoseAsset = Cast<UPoseAsset>(NewPoseAssetData.GetAsset());
|
|
FScopedTransaction ScopedTransaction(LOCTEXT("InsertPose", "Insert Pose"));
|
|
|
|
if (PoseAsset)
|
|
{
|
|
PoseAsset->Modify();
|
|
|
|
UDebugSkelMeshComponent* PreviewMeshComponent = PersonaToolkit->GetPreviewMeshComponent();
|
|
if (PreviewMeshComponent)
|
|
{
|
|
FSmartName NewPoseName;
|
|
|
|
bool bSuccess = PoseAsset->AddOrUpdatePoseWithUniqueName(PreviewMeshComponent, &NewPoseName);
|
|
|
|
if (bSuccess)
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add(TEXT("PoseAsset"), FText::FromString(PoseAsset->GetName()));
|
|
Args.Add(TEXT("PoseName"), FText::FromName(NewPoseName.DisplayName));
|
|
FNotificationInfo Info(FText::Format(LOCTEXT("InsertPoseSucceeded", "The current pose has inserted to {PoseAsset} with {PoseName}"), Args));
|
|
Info.ExpireDuration = 7.0f;
|
|
Info.bUseLargeFont = false;
|
|
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
|
|
if (Notification.IsValid())
|
|
{
|
|
Notification->SetCompletionState(SNotificationItem::CS_Success);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add(TEXT("PoseAsset"), FText::FromString(PoseAsset->GetName()));
|
|
FNotificationInfo Info(FText::Format(LOCTEXT("InsertPoseFailed", "Inserting pose to asset {PoseAsset} has failed"), Args));
|
|
Info.ExpireDuration = 7.0f;
|
|
Info.bUseLargeFont = false;
|
|
TSharedPtr<SNotificationItem> Notification = FSlateNotificationManager::Get().AddNotification(Info);
|
|
if (Notification.IsValid())
|
|
{
|
|
Notification->SetCompletionState(SNotificationItem::CS_Fail);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// it doesn't work well if I leave the window open. The delegate goes weired or it stop showing the popups.
|
|
FSlateApplication::Get().DismissAllMenus();
|
|
}
|
|
|
|
|
|
void FAnimationEditor::FillCopyToSoundWaveMenu(FMenuBuilder& MenuBuilder) const
|
|
{
|
|
FAssetPickerConfig AssetPickerConfig;
|
|
AssetPickerConfig.Filter.ClassNames.Add(*USoundWave::StaticClass()->GetName());
|
|
AssetPickerConfig.bAllowNullSelection = false;
|
|
AssetPickerConfig.OnAssetSelected = FOnAssetSelected::CreateRaw(this, &FAnimationEditor::CopyCurveToSoundWave);
|
|
AssetPickerConfig.InitialAssetViewType = EAssetViewType::List;
|
|
|
|
FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>(TEXT("ContentBrowser"));
|
|
|
|
MenuBuilder.AddWidget(
|
|
SNew(SBox)
|
|
.WidthOverride(300.0f)
|
|
.HeightOverride(300.0f)
|
|
[
|
|
ContentBrowserModule.Get().CreateAssetPicker(AssetPickerConfig)
|
|
],
|
|
FText::GetEmpty()
|
|
);
|
|
|
|
}
|
|
|
|
void FAnimationEditor::FillExportAssetMenu(FMenuBuilder& MenuBuilder) const
|
|
{
|
|
MenuBuilder.BeginSection("AnimationExport", LOCTEXT("ExportAssetMenuHeading", "Export"));
|
|
{
|
|
MenuBuilder.AddMenuEntry(FAnimationEditorCommands::Get().ExportToFBX_AnimData);
|
|
MenuBuilder.AddMenuEntry(FAnimationEditorCommands::Get().ExportToFBX_PreviewMesh);
|
|
}
|
|
MenuBuilder.EndSection();
|
|
}
|
|
|
|
FRichCurve* FindOrAddCurve(UCurveTable* CurveTable, FName CurveName)
|
|
{
|
|
FRichCurve* Curve = nullptr;
|
|
|
|
// Grab existing curve (if present)
|
|
FRichCurve** ExistingCurvePtr = CurveTable->RowMap.Find(CurveName);
|
|
if (ExistingCurvePtr)
|
|
{
|
|
check(*ExistingCurvePtr);
|
|
Curve = *ExistingCurvePtr;
|
|
}
|
|
// Or allocate new curve
|
|
else
|
|
{
|
|
Curve = new FRichCurve();
|
|
CurveTable->RowMap.Add(CurveName, Curve);
|
|
}
|
|
|
|
return Curve;
|
|
}
|
|
|
|
void FAnimationEditor::CopyCurveToSoundWave(const FAssetData& SoundWaveAssetData) const
|
|
{
|
|
USoundWave* SoundWave = Cast<USoundWave>(SoundWaveAssetData.GetAsset());
|
|
UAnimSequence* Sequence = Cast<UAnimSequence>(AnimationAsset);
|
|
|
|
if (!SoundWave || !Sequence)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If no internal table, create one now
|
|
if (!SoundWave->GetInternalCurveData())
|
|
{
|
|
static const FName InternalCurveTableName("InternalCurveTable");
|
|
UCurveTable* NewCurves = NewObject<UCurveTable>(SoundWave, InternalCurveTableName);
|
|
NewCurves->ClearFlags(RF_Public);
|
|
NewCurves->SetFlags(NewCurves->GetFlags() | RF_Standalone | RF_Transactional);
|
|
SoundWave->SetCurveData(NewCurves);
|
|
SoundWave->SetInternalCurveData(NewCurves);
|
|
}
|
|
|
|
UCurveTable* CurveTable = SoundWave->GetInternalCurveData();
|
|
|
|
// iterate over curves in anim data
|
|
const int32 NumCurves = Sequence->RawCurveData.FloatCurves.Num();
|
|
for (int32 CurveIdx = 0; CurveIdx < NumCurves; CurveIdx++)
|
|
{
|
|
FFloatCurve& AnimCurve = Sequence->RawCurveData.FloatCurves[CurveIdx];
|
|
|
|
FRichCurve* Curve = FindOrAddCurve(CurveTable, AnimCurve.Name.DisplayName);
|
|
*Curve = AnimCurve.FloatCurve; // copy data
|
|
}
|
|
|
|
// we will need to add a curve to tell us the time we want to start playing audio
|
|
float PreRollTime = 0.f;
|
|
static const FName AudioCurveName("Audio");
|
|
FRichCurve* AudioCurve = FindOrAddCurve(CurveTable, AudioCurveName);
|
|
AudioCurve->Reset();
|
|
AudioCurve->AddKey(PreRollTime, 1.0f);
|
|
|
|
// Mark dirty after
|
|
SoundWave->MarkPackageDirty();
|
|
|
|
FNotificationInfo Notification(FText::Format(LOCTEXT("AddedClassSuccessNotification", "Copied curves to {0}"), FText::FromString(SoundWave->GetName())));
|
|
FSlateNotificationManager::Get().AddNotification(Notification);
|
|
|
|
// Close menu after picking sound
|
|
FSlateApplication::Get().DismissAllMenus();
|
|
}
|
|
|
|
bool FAnimationEditor::CreateAnimation(const TArray<UObject*> NewAssets, const EPoseSourceOption Option)
|
|
{
|
|
bool bResult = true;
|
|
if (NewAssets.Num() > 0)
|
|
{
|
|
USkeletalMeshComponent* MeshComponent = PersonaToolkit->GetPreviewMeshComponent();
|
|
UAnimSequence* Sequence = Cast<UAnimSequence>(AnimationAsset);
|
|
|
|
for (auto NewAsset : NewAssets)
|
|
{
|
|
UAnimSequence* NewAnimSequence = Cast<UAnimSequence>(NewAsset);
|
|
if (NewAnimSequence)
|
|
{
|
|
switch (Option)
|
|
{
|
|
case EPoseSourceOption::ReferencePose:
|
|
bResult &= NewAnimSequence->CreateAnimation(MeshComponent->SkeletalMesh);
|
|
break;
|
|
case EPoseSourceOption::CurrentPose:
|
|
bResult &= NewAnimSequence->CreateAnimation(MeshComponent);
|
|
break;
|
|
case EPoseSourceOption::CurrentAnimation_AnimData:
|
|
bResult &= NewAnimSequence->CreateAnimation(Sequence);
|
|
break;
|
|
case EPoseSourceOption::CurrentAnimation_PreviewMesh:
|
|
bResult &= RecordMeshToAnimation(MeshComponent, NewAnimSequence);
|
|
break;
|
|
default:
|
|
ensure(false);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bResult)
|
|
{
|
|
HandleAssetCreated(NewAssets);
|
|
|
|
// if it created based on current mesh component,
|
|
if (Option == EPoseSourceOption::CurrentPose)
|
|
{
|
|
UDebugSkelMeshComponent* PreviewMeshComponent = PersonaToolkit->GetPreviewMeshComponent();
|
|
if (PreviewMeshComponent && PreviewMeshComponent->PreviewInstance)
|
|
{
|
|
PreviewMeshComponent->PreviewInstance->ResetModifiedBone();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool FAnimationEditor::CreatePoseAsset(const TArray<UObject*> NewAssets, const EPoseSourceOption Option)
|
|
{
|
|
bool bResult = false;
|
|
if (NewAssets.Num() > 0)
|
|
{
|
|
UDebugSkelMeshComponent* PreviewComponent = PersonaToolkit->GetPreviewMeshComponent();
|
|
UAnimSequence* Sequence = Cast<UAnimSequence>(AnimationAsset);
|
|
|
|
for (auto NewAsset : NewAssets)
|
|
{
|
|
UPoseAsset* NewPoseAsset = Cast<UPoseAsset>(NewAsset);
|
|
if (NewPoseAsset)
|
|
{
|
|
switch (Option)
|
|
{
|
|
case EPoseSourceOption::CurrentPose:
|
|
NewPoseAsset->AddOrUpdatePoseWithUniqueName(PreviewComponent);
|
|
bResult = true;
|
|
break;
|
|
case EPoseSourceOption::CurrentAnimation_AnimData:
|
|
NewPoseAsset->CreatePoseFromAnimation(Sequence);
|
|
bResult = true;
|
|
break;
|
|
default:
|
|
ensure(false);
|
|
bResult = false;
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// if it contains error, warn them
|
|
if (bResult)
|
|
{
|
|
HandleAssetCreated(NewAssets);
|
|
|
|
// if it created based on current mesh component,
|
|
if (Option == EPoseSourceOption::CurrentPose)
|
|
{
|
|
PreviewComponent->PreviewInstance->ResetModifiedBone();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("FailedToCreateAsset", "Failed to create asset"));
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool FAnimationEditor::HandleAssetCreated(const TArray<UObject*> NewAssets)
|
|
{
|
|
if (NewAssets.Num() > 0)
|
|
{
|
|
FAssetRegistryModule::AssetCreated(NewAssets[0]);
|
|
|
|
if (UAnimationAsset* NewAnimAsset = Cast<UAnimationAsset>(NewAssets[0]))
|
|
{
|
|
OpenNewAnimationDocumentTab(NewAnimAsset);
|
|
}
|
|
else
|
|
{
|
|
// if not, we forward to asset manager to open the asset for us
|
|
// this is path for animation blueprint
|
|
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools"));
|
|
TWeakPtr<IAssetTypeActions> AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(NewAssets[0]->GetClass());
|
|
if (AssetTypeActions.IsValid())
|
|
{
|
|
AssetTypeActions.Pin()->OpenAssetEditor(NewAssets);
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void FAnimationEditor::ConditionalRefreshEditor(UObject* InObject)
|
|
{
|
|
bool bInterestingAsset = true;
|
|
|
|
if (InObject != GetPersonaToolkit()->GetSkeleton() && InObject != GetPersonaToolkit()->GetSkeleton()->GetPreviewMesh() && Cast<UAnimationAsset>(InObject) != AnimationAsset)
|
|
{
|
|
bInterestingAsset = false;
|
|
}
|
|
|
|
// Check that we aren't a montage that uses an incoming animation
|
|
if (UAnimMontage* Montage = Cast<UAnimMontage>(AnimationAsset))
|
|
{
|
|
for (FSlotAnimationTrack& Slot : Montage->SlotAnimTracks)
|
|
{
|
|
if (bInterestingAsset)
|
|
{
|
|
break;
|
|
}
|
|
|
|
for (FAnimSegment& Segment : Slot.AnimTrack.AnimSegments)
|
|
{
|
|
if (Segment.AnimReference == InObject)
|
|
{
|
|
bInterestingAsset = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bInterestingAsset)
|
|
{
|
|
GetPersonaToolkit()->GetPreviewScene()->InvalidateViews();
|
|
OpenNewAnimationDocumentTab(Cast<UAnimationAsset>(InObject));
|
|
}
|
|
}
|
|
|
|
void FAnimationEditor::HandlePostReimport(UObject* InObject, bool bSuccess)
|
|
{
|
|
if (bSuccess)
|
|
{
|
|
ConditionalRefreshEditor(InObject);
|
|
}
|
|
}
|
|
|
|
void FAnimationEditor::HandlePostImport(UFactory* InFactory, UObject* InObject)
|
|
{
|
|
ConditionalRefreshEditor(InObject);
|
|
}
|
|
|
|
void FAnimationEditor::HandleAnimationSequenceBrowserCreated(const TSharedRef<IAnimationSequenceBrowser>& InSequenceBrowser)
|
|
{
|
|
SequenceBrowser = InSequenceBrowser;
|
|
}
|
|
|
|
bool FAnimationEditor::RecordMeshToAnimation(USkeletalMeshComponent* PreviewComponent, UAnimSequence* NewAsset) const
|
|
{
|
|
return SequenceRecorderUtils::RecordSingleNodeInstanceToAnimation(PreviewComponent, NewAsset);
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|