Files
UnrealEngineUWP/Engine/Source/Developer/BlueprintCompilerCppBackend/Private/BlueprintCompilerCppBackendAnim.cpp
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

111 lines
4.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "UObject/Class.h"
#include "UObject/UnrealType.h"
#include "Animation/AnimBlueprintGeneratedClass.h"
#include "BlueprintCompilerCppBackendUtils.h"
#include "Animation/AnimClassData.h"
#include "Animation/AnimNodeBase.h"
void FBackendHelperAnim::AddHeaders(FEmitterLocalContext& Context)
{
if (Cast<UAnimBlueprintGeneratedClass>(Context.GetCurrentlyGeneratedClass()))
{
Context.Header.AddLine(TEXT("#include \"Animation/AnimClassData.h\""));
Context.Body.AddLine(TEXT("#include \"Animation/BlendProfile.h\""));
}
}
void FBackendHelperAnim::CreateAnimClassData(FEmitterLocalContext& Context)
{
if (auto AnimClass = Cast<UAnimBlueprintGeneratedClass>(Context.GetCurrentlyGeneratedClass()))
{
const FString LocalNativeName = Context.GenerateUniqueLocalName();
Context.AddLine(FString::Printf(TEXT("auto %s = NewObject<UAnimClassData>(InDynamicClass, TEXT(\"AnimClassData\"));"), *LocalNativeName));
auto AnimClassData = NewObject<UAnimClassData>(GetTransientPackage(), TEXT("AnimClassData"));
AnimClassData->CopyFrom(AnimClass);
auto ObjectArchetype = AnimClassData->GetArchetype();
for (auto Property : TFieldRange<const UProperty>(UAnimClassData::StaticClass()))
{
FEmitDefaultValueHelper::OuterGenerate(Context, Property, LocalNativeName
, reinterpret_cast<const uint8*>(AnimClassData)
, reinterpret_cast<const uint8*>(ObjectArchetype)
, FEmitDefaultValueHelper::EPropertyAccessOperator::Pointer);
}
Context.AddLine(FString::Printf(TEXT("InDynamicClass->%s = %s;"), GET_MEMBER_NAME_STRING_CHECKED(UDynamicClass, AnimClassImplementation), *LocalNativeName));
}
}
bool FBackendHelperAnim::ShouldAddAnimNodeInitializationFunctionCall(FEmitterLocalContext& Context, const UProperty* InProperty)
{
if(const UStructProperty* StructProperty = Cast<const UStructProperty>(InProperty))
{
if(StructProperty->Struct->IsChildOf(FAnimNode_Base::StaticStruct()))
{
return true;
}
}
return false;
}
void FBackendHelperAnim::AddAnimNodeInitializationFunctionCall(FEmitterLocalContext& Context, const UProperty* InProperty)
{
if(const UStructProperty* StructProperty = Cast<const UStructProperty>(InProperty))
{
if(StructProperty->Struct->IsChildOf(FAnimNode_Base::StaticStruct()))
{
Context.Body.AddLine(FString::Printf(TEXT("__InitAnimNode__%s();"), *StructProperty->GetName()));
}
}
}
void FBackendHelperAnim::AddAnimNodeInitializationFunction(FEmitterLocalContext& Context, const FString& InCppClassName, const UProperty* InProperty, bool bInNewProperty, UObject* InCDO, UObject* InParentCDO)
{
if(const UStructProperty* StructProperty = Cast<const UStructProperty>(InProperty))
{
if(StructProperty->Struct->IsChildOf(FAnimNode_Base::StaticStruct()))
{
Context.Header.AddLine(FString::Printf(TEXT("void __InitAnimNode__%s();"), *StructProperty->GetName()));
Context.Body.AddLine(FString::Printf(TEXT("void %s::__InitAnimNode__%s()"), *InCppClassName, *StructProperty->GetName()));
Context.Body.AddLine(TEXT("{"));
Context.Body.IncreaseIndent();
FEmitDefaultValueHelper::OuterGenerate(Context, InProperty, TEXT(""), reinterpret_cast<const uint8*>(InCDO), bInNewProperty ? nullptr : reinterpret_cast<const uint8*>(InParentCDO), FEmitDefaultValueHelper::EPropertyAccessOperator::None, true);
Context.Body.DecreaseIndent();
Context.Body.AddLine(TEXT("}"));
}
}
}
void FBackendHelperAnim::AddAllAnimNodesInitializationFunction(FEmitterLocalContext& Context, const FString& InCppClassName, const TArray<const UProperty*>& InAnimProperties)
{
Context.Header.AddLine(TEXT("void __InitAllAnimNodes();"));
Context.Body.AddLine(FString::Printf(TEXT("void %s::__InitAllAnimNodes()"), *InCppClassName));
Context.Body.AddLine(TEXT("{"));
Context.Body.IncreaseIndent();
for(const UProperty* Property : InAnimProperties)
{
Context.Body.AddLine(FString::Printf(TEXT("__InitAnimNode__%s();"), *Property->GetName()));
}
Context.Body.DecreaseIndent();
Context.Body.AddLine(TEXT("}"));
}
void FBackendHelperAnim::AddAllAnimNodesInitializationFunctionCall(FEmitterLocalContext& Context)
{
Context.Body.AddLine(TEXT("__InitAllAnimNodes();"));
// anim nodes constructed, finish anim node initialization:
FString Class = FEmitHelper::GetCppName(Context.GetCurrentlyGeneratedClass());
Context.Body.AddLine(FString::Printf(TEXT("CastChecked<UAnimClassData>(CastChecked<UDynamicClass>(%s::StaticClass())->%s)->InitGraphExposedInputs(this);"), *Class, GET_MEMBER_NAME_STRING_CHECKED(UDynamicClass, AnimClassImplementation)));
}