Files
UnrealEngine/Engine/Plugins/Animation/ControlRig/Source/ControlRigDeveloper/Private/AnimGraphNode_ControlRig.cpp
2025-05-18 13:04:45 +08:00

550 lines
20 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_ControlRig.h"
#include "Kismet2/CompilerResultsLog.h"
#include "DetailLayoutBuilder.h"
#include "DetailCategoryBuilder.h"
#include "Widgets/Text/STextBlock.h"
#include "Widgets/Input/SCheckBox.h"
#include "DetailWidgetRow.h"
#include "ScopedTransaction.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "AnimationGraphSchema.h"
#include "RigVMBlueprintGeneratedClass.h"
#include "ControlRigBlueprint.h"
#include "ControlRigObjectBinding.h"
#include "Misc/DefaultValueHelper.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimGraphNode_ControlRig)
#define LOCTEXT_NAMESPACE "AnimGraphNode_ControlRig"
UAnimGraphNode_ControlRig::UAnimGraphNode_ControlRig(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, ControlRigIOMapping(MakeShared<FControlRigIOMapping>(Node.InputMapping, Node.OutputMapping, CustomPinProperties))
{
ControlRigIOMapping->GetOnPinCheckStateChangedDelegate().BindUObject(this, &UAnimGraphNode_ControlRig::OnPropertyExposeCheckboxChanged);
ControlRigIOMapping->GetOnVariableMappingChanged().BindUObject(this, &UAnimGraphNode_ControlRig::OnVariableMappingChanged);
ControlRigIOMapping->GetOnGetTargetSkeletonDelegate().BindUObject(this, &UAnimGraphNode_ControlRig::GetTargetSkeleton);
ControlRigIOMapping->GetOnGetTargetClassDelegate().BindUObject(this, &UAnimGraphNode_ControlRig::GetTargetClass);
}
FText UAnimGraphNode_ControlRig::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
// display control rig here
return LOCTEXT("AnimGraphNode_ControlRig_Title", "Control Rig");
}
FText UAnimGraphNode_ControlRig::GetTooltipText() const
{
// display control rig here
return LOCTEXT("AnimGraphNode_ControlRig_Tooltip", "Evaluates a control rig");
}
void UAnimGraphNode_ControlRig::CreateCustomPins(TArray<UEdGraphPin*>* OldPins)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_FUNC()
// we do this to refresh input variables
ControlRigIOMapping->RebuildExposedProperties();
// Grab the SKELETON class here as when we are reconstructed during during BP compilation
// the full generated class is not yet present built.
UClass* TargetClass = GetTargetSkeletonClass();
if (!TargetClass)
{
// Nothing to search for properties
return;
}
// Need the schema to extract pin types
const UEdGraphSchema_K2* Schema = CastChecked<UEdGraphSchema_K2>(GetSchema());
// Default anim schema for util funcions
const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
#if WITH_EDITOR
// sustain the current set of custom pins - we'll refrain from changing the node until post load is complete
if (URigVMBlueprintGeneratedClass* GeneratedClass = Cast<URigVMBlueprintGeneratedClass>(GetTargetClass()))
{
if (UControlRigBlueprint* RigBlueprint = Cast<UControlRigBlueprint>(GeneratedClass->ClassGeneratedBy))
{
if (RigBlueprint->HasAllFlags(RF_NeedPostLoad))
{
if(OldPins)
{
for (UEdGraphPin* OldPin : *OldPins)
{
// do not rebuild sub pins as they will be treated after in UK2Node::RestoreSplitPins
const bool bIsSubPin = OldPin->ParentPin && OldPin->ParentPin->bHidden;
if (bIsSubPin)
{
continue;
}
bool bFound = false;
for (UEdGraphPin* CurrentPin : Pins)
{
if (CurrentPin->GetFName() == OldPin->GetFName())
{
if (CurrentPin->PinType == OldPin->PinType ||
AnimGraphDefaultSchema->ArePinTypesCompatible(CurrentPin->PinType, OldPin->PinType))
{
bFound = true;
break;
}
}
}
if (!bFound)
{
FName PropertyName = OldPin->GetFName();
UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, OldPin->PinType, PropertyName);
NewPin->PinFriendlyName = OldPin->PinFriendlyName;
// Newly created pin does not have an auto generated default value, so we need to generate one here
// Missing the auto-gen default would cause UEdGraphPin::MovePersistentDataFromOldPin to override
// the actual default value with the empty auto-gen default, causing BP compiler to complain
// This is similar to how the following two functions create and initialize new pins, create first
// and then set an auto-gen default
// FOptionalPinManager::CreateVisiblePins()
// FAnimBlueprintNodeOptionalPinManager::PostInitNewPin()
AnimGraphDefaultSchema->SetPinAutogeneratedDefaultValueBasedOnType(NewPin);
AnimGraphDefaultSchema->ResetPinToAutogeneratedDefaultValue(NewPin, false);
CustomizePinData(NewPin, PropertyName, INDEX_NONE);
}
}
}
return;
}
}
}
#endif
// We'll track the names we encounter by removing from this list, if anything remains the properties
// have been removed from the target class and we should remove them too
TSet<FName> BeginExposableNames;
TSet<FName> CurrentlyExposedNames;
for(const FOptionalPinFromProperty& OptionalPin : CustomPinProperties)
{
BeginExposableNames.Add(OptionalPin.PropertyName);
if(OptionalPin.bShowPin)
{
CurrentlyExposedNames.Add(OptionalPin.PropertyName);
}
}
for (const TPair<FName, FRigVMExternalVariable>& VariablePair : ControlRigIOMapping->GetInputVariables())
{
FName PropertyName = VariablePair.Key;
BeginExposableNames.Remove(PropertyName);
if (CurrentlyExposedNames.Contains(PropertyName))
{
const FRigVMExternalVariable& Variable = VariablePair.Value;
FEdGraphPinType PinType = RigVMTypeUtils::PinTypeFromExternalVariable(Variable);
if (!PinType.PinCategory.IsValid())
{
continue;
}
UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, PinType, PropertyName);
NewPin->PinFriendlyName = FText::FromName(PropertyName);
// Newly created pin does not have an auto generated default value, so we need to generate one here
// Missing the auto-gen default would cause UEdGraphPin::MovePersistentDataFromOldPin to override
// the actual default value with the empty auto-gen default, causing BP compiler to complain
// This is similar to how the following two functions create and initialize new pins, create first
// and then set an auto-gen default
// FOptionalPinManager::CreateVisiblePins()
// FAnimBlueprintNodeOptionalPinManager::PostInitNewPin()
AnimGraphDefaultSchema->SetPinAutogeneratedDefaultValueBasedOnType(NewPin);
// We cant interrogate CDO here as we may be mid-compile, so we can only really
// reset to the autogenerated default.
AnimGraphDefaultSchema->ResetPinToAutogeneratedDefaultValue(NewPin, false);
// Extract default values from the Target Control Rig if possible
// Memory could be null if Control Rig is compiling, so only do it if Memory is not null
if (Variable.IsValid(false))
{
if (URigVMBlueprintGeneratedClass* GeneratedClass = Cast<URigVMBlueprintGeneratedClass>(GetTargetClass()))
{
for (TFieldIterator<FProperty> PropertyIt(GeneratedClass); PropertyIt; ++PropertyIt)
{
if (PropertyIt->GetFName() == PropertyName)
{
FString DefaultValue;
// The format the graph pins editor use is different of what property exporter produces, so we use BlueprintEditorUtils to generate the default string
// Variable.Memory here points to the corresponding property in the Control Rig BP CDO, it was initialized in UAnimGraphNode_ControlRig::RebuildExposedProperties
FBlueprintEditorUtils::PropertyValueToString_Direct(*PropertyIt, Variable.Memory, DefaultValue, this);
if (!DefaultValue.IsEmpty())
{
AnimGraphDefaultSchema->TrySetDefaultValue(*NewPin, DefaultValue);
}
}
}
}
}
// sustain the current set of custom pins - we'll refrain from changing the node until post load is complete
CustomizePinData(NewPin, PropertyName, INDEX_NONE);
}
}
const TArray<FControlRigIOMapping::FControlsInfo>& Controls = ControlRigIOMapping->GetControls();
for (const FControlRigIOMapping::FControlsInfo& ControlInfo : Controls)
{
const FName ControlName = ControlInfo.Name;
BeginExposableNames.Remove(ControlName);
if (CurrentlyExposedNames.Contains(ControlName))
{
const FEdGraphPinType PinType = ControlInfo.PinType;
if (!PinType.PinCategory.IsValid())
{
continue;
}
UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, PinType, ControlName);
NewPin->PinFriendlyName = FText::FromName(ControlInfo.Name);
// Newly created pin does not have an auto generated default value, so we need to generate one here
// Missing the auto-gen default would cause UEdGraphPin::MovePersistentDataFromOldPin to override
// the actual default value with the empty auto-gen default, causing BP compiler to complain
// This is similar to how the following two functions create and initialize new pins, create first
// and then set an auto-gen default
// FOptionalPinManager::CreateVisiblePins()
// FAnimBlueprintNodeOptionalPinManager::PostInitNewPin()
AnimGraphDefaultSchema->SetPinAutogeneratedDefaultValueBasedOnType(NewPin);
// We cant interrogate CDO here as we may be mid-compile, so we can only really
// reset to the autogenerated default.
AnimGraphDefaultSchema->ResetPinToAutogeneratedDefaultValue(NewPin, false);
// Extract default values from the Target Control Rig if possible
const FString DefaultValue = ControlInfo.DefaultValue;
if(!DefaultValue.IsEmpty())
{
AnimGraphDefaultSchema->TrySetDefaultValue(*NewPin, DefaultValue);
}
// sustain the current set of custom pins - we'll refrain from changing the node until post load is complete
CustomizePinData(NewPin, ControlName, INDEX_NONE);
}
}
// Remove any properties that no longer exist on the target class
for (FName& RemovedPropertyName : BeginExposableNames)
{
CustomPinProperties.RemoveAll([RemovedPropertyName](const FOptionalPinFromProperty& InOptionalPin) { return InOptionalPin.PropertyName == RemovedPropertyName; });
}
}
void UAnimGraphNode_ControlRig::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
if (UClass* TargetClass = GetTargetClass())
{
if (UControlRigBlueprint* Blueprint = Cast<UControlRigBlueprint>(TargetClass->ClassGeneratedBy))
{
URigHierarchy* Hierarchy = Blueprint->Hierarchy;
if (ForSkeleton)
{
const FReferenceSkeleton& ReferenceSkeleton = ForSkeleton->GetReferenceSkeleton();
const TArray<FMeshBoneInfo>& BoneInfos = ReferenceSkeleton.GetRefBoneInfo();
for (const FMeshBoneInfo& BoneInfo : BoneInfos)
{
const FRigElementKey BoneKey(BoneInfo.Name, ERigElementType::Bone);
if (Hierarchy->Contains(BoneKey))
{
const FRigElementKey ParentKey = Hierarchy->GetFirstParent(BoneKey);
FName DesiredParentName = NAME_None;
if (BoneInfo.ParentIndex != INDEX_NONE)
{
DesiredParentName = BoneInfos[BoneInfo.ParentIndex].Name;
}
if (DesiredParentName != ParentKey.Name)
{
FString Message = FString::Printf(TEXT("@@ - Hierarchy discrepancy for bone '%s' - different parents on Control Rig vs SkeletalMesh."), *BoneInfo.Name.ToString());
MessageLog.Warning(*Message, this);
}
}
}
}
}
}
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
}
void UAnimGraphNode_ControlRig::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_FUNC()
Super::CustomizeDetails(DetailBuilder);
if (!ControlRigIOMapping->CreateVariableMappingWidget(DetailBuilder))
{
return;
}
TSharedRef<IPropertyHandle> ClassHandle = DetailBuilder.GetProperty(TEXT("Node.ControlRigClass"), GetClass());
if (ClassHandle->IsValidHandle())
{
ClassHandle->SetOnPropertyValueChanged(FSimpleDelegate::CreateUObject(this, &UAnimGraphNode_ControlRig::OnInstanceClassChanged, &DetailBuilder));
}
// input/output exposure feature END
// alpha property blending support START
TSharedRef<IPropertyHandle> NodeHandle = DetailBuilder.GetProperty(FName(TEXT("Node")), GetClass());
if (Node.AlphaInputType != EAnimAlphaInputType::Bool)
{
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, bAlphaBoolEnabled)));
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, AlphaBoolBlend)));
}
if (Node.AlphaInputType != EAnimAlphaInputType::Float)
{
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, Alpha)));
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, AlphaScaleBias)));
}
if (Node.AlphaInputType != EAnimAlphaInputType::Curve)
{
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, AlphaCurveName)));
}
if ((Node.AlphaInputType != EAnimAlphaInputType::Float)
&& (Node.AlphaInputType != EAnimAlphaInputType::Curve))
{
DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, AlphaScaleBiasClamp)));
}
// alpha property blending support END
}
void UAnimGraphNode_ControlRig::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_FUNC()
Super::PostEditChangeProperty(PropertyChangedEvent);
bool bRequiresNodeReconstruct = false;
FProperty* ChangedProperty = PropertyChangedEvent.Property;
if (ChangedProperty)
{
if (ChangedProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FAnimNode_ControlRig, ControlRigClass))
{
bRequiresNodeReconstruct = true;
ControlRigIOMapping->RebuildExposedProperties();
}
if (ChangedProperty->GetFName() == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, AlphaInputType))
{
FScopedTransaction Transaction(LOCTEXT("ChangeAlphaInputType", "Change Alpha Input Type"));
Modify();
// Break links to pins going away
for (int32 PinIndex = 0; PinIndex < Pins.Num(); ++PinIndex)
{
UEdGraphPin* Pin = Pins[PinIndex];
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, Alpha))
{
if (Node.AlphaInputType != EAnimAlphaInputType::Float)
{
Pin->BreakAllPinLinks();
RemoveBindings(Pin->PinName);
}
}
else if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, bAlphaBoolEnabled))
{
if (Node.AlphaInputType != EAnimAlphaInputType::Bool)
{
Pin->BreakAllPinLinks();
RemoveBindings(Pin->PinName);
}
}
else if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, AlphaCurveName))
{
if (Node.AlphaInputType != EAnimAlphaInputType::Curve)
{
Pin->BreakAllPinLinks();
RemoveBindings(Pin->PinName);
}
}
}
bRequiresNodeReconstruct = true;
}
}
if (bRequiresNodeReconstruct)
{
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
}
void UAnimGraphNode_ControlRig::PostReconstructNode()
{
// Fix default values that were serialized directly with property exported strings (not valid for pin editors)
#if WITH_EDITOR
if (!IsTemplate())
{
static UScriptStruct* VectorStruct = TBaseStructure<FVector>::Get();
static UScriptStruct* TransformStruct = TBaseStructure<FTransform>::Get();
// fix up any pin data if it needs to
for (UEdGraphPin* CurrentPin : Pins)
{
const FName& PinCategory = CurrentPin->PinType.PinCategory;
// Target only struct types vector and transform
// For rotator, if it was created with incorect format, it was serialized with DefaultValue = L"0, 0, 0", so it can not be corrected without risking changing users value
if (PinCategory == UEdGraphSchema_K2::PC_Struct)
{
const UAnimationGraphSchema* AnimGraphDefaultSchema = GetDefault<UAnimationGraphSchema>();
const FName& PinName = CurrentPin->GetFName();
if (CurrentPin->PinType.PinSubCategoryObject == VectorStruct)
{
// If InitFromString succeeds, it has bad format, re-encode
FVector FixVector = FVector::ZeroVector;
if (FixVector.InitFromString(CurrentPin->DefaultValue))
{
const FString DefaultValue = FString::Printf(TEXT("%f,%f,%f"), FixVector.X, FixVector.Y, FixVector.Z);
AnimGraphDefaultSchema->TrySetDefaultValue(*CurrentPin, DefaultValue);
}
}
else if (CurrentPin->PinType.PinSubCategoryObject == TransformStruct)
{
// If pin was serialized with bad format, transforms would stay empty, so try to get the value from ControlRig or set to Identity as last resort
if (CurrentPin->DefaultValue.IsEmpty())
{
FTransform FixTransform = FTransform::Identity;
FString DefaultValue = FixTransform.ToString();
const FRigVMExternalVariable* RigVMExternalVariable = (CurrentPin->Direction == EGPD_Input) ?
ControlRigIOMapping->GetInputVariables().Find(CurrentPin->GetFName()) : (CurrentPin->Direction == EGPD_Output) ?
ControlRigIOMapping->GetOutputVariables().Find(CurrentPin->GetFName()) : nullptr;
if (RigVMExternalVariable != nullptr && RigVMExternalVariable->IsValid())
{
if (URigVMBlueprintGeneratedClass* GeneratedClass = Cast<URigVMBlueprintGeneratedClass>(GetTargetClass()))
{
const FName& PropertyName = CurrentPin->GetFName();
for (TFieldIterator<FProperty> PropertyIt(GeneratedClass); PropertyIt; ++PropertyIt)
{
if (PropertyIt->GetFName() == PropertyName)
{
// The format the graph pins editor use is different of what property exporter produces, so we use BlueprintEditorUtils to generate the default string
// Variable.Memory here points to the corresponding property in the Control Rig BP CDO, it was initialized in UAnimGraphNode_ControlRig::RebuildExposedProperties
FBlueprintEditorUtils::PropertyValueToString_Direct(*PropertyIt, RigVMExternalVariable->Memory, DefaultValue, this);
break;
}
}
}
}
AnimGraphDefaultSchema->SetPinAutogeneratedDefaultValue(CurrentPin, DefaultValue);
AnimGraphDefaultSchema->TrySetDefaultValue(*CurrentPin, DefaultValue);
}
}
}
}
}
#endif // WITH_EDITOR
Super::PostReconstructNode();
}
void UAnimGraphNode_ControlRig::CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const
{
Super::CustomizePinData(Pin, SourcePropertyName, ArrayIndex);
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, Alpha))
{
Pin->bHidden = (Node.AlphaInputType != EAnimAlphaInputType::Float);
if (!Pin->bHidden)
{
Pin->PinFriendlyName = Node.AlphaScaleBias.GetFriendlyName(Node.AlphaScaleBiasClamp.GetFriendlyName(Pin->PinFriendlyName));
}
}
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, bAlphaBoolEnabled))
{
Pin->bHidden = (Node.AlphaInputType != EAnimAlphaInputType::Bool);
}
if (Pin->PinName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_ControlRig, AlphaCurveName))
{
Pin->bHidden = (Node.AlphaInputType != EAnimAlphaInputType::Curve);
if (!Pin->bHidden)
{
Pin->PinFriendlyName = Node.AlphaScaleBiasClamp.GetFriendlyName(Pin->PinFriendlyName);
}
}
}
void UAnimGraphNode_ControlRig::OnPropertyExposeCheckboxChanged(ECheckBoxState NewState, FName PropertyName)
{
DECLARE_SCOPE_HIERARCHICAL_COUNTER_FUNC()
FGuardValue_Bitfield(bDisableOrphanPinSaving, true);
ReconstructNode();
// see if any of my child has the mapping, and clear them
if (NewState == ECheckBoxState::Checked)
{
FScopedTransaction Transaction(LOCTEXT("PropertyExposedChanged", "Expose Property to Pin"));
Modify();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
bool bInput = ControlRigIOMapping->IsInputProperty(PropertyName);
// if checked, we clear mapping
// and unclear all children
ControlRigIOMapping->SetIOMapping(bInput, PropertyName, NAME_None);
}
}
void UAnimGraphNode_ControlRig::OnVariableMappingChanged(const FName& PathName, const FName& Curve, bool bInput)
{
FScopedTransaction Transaction(LOCTEXT("VariableMappingChanged", "Change Variable Mapping"));
Modify();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
// @todo: this is not enough when we start breaking down struct
ControlRigIOMapping->SetIOMapping(bInput, PathName, Curve);
}
USkeleton* UAnimGraphNode_ControlRig::GetTargetSkeleton() const
{
USkeleton* TargetSkeleton = nullptr;
if (UAnimBlueprint* AnimBP = CastChecked<UAnimBlueprint>(GetBlueprint()))
{
TargetSkeleton = AnimBP->TargetSkeleton;
}
return TargetSkeleton;
}
#undef LOCTEXT_NAMESPACE