Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Private/AnimGraphModule.cpp
2025-05-18 13:04:45 +08:00

210 lines
10 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Textures/SlateIcon.h"
#include "AnimGraphCommands.h"
#include "Modules/ModuleManager.h"
#include "AnimNodeEditModes.h"
#include "EditorModeRegistry.h"
#include "AnimNodeEditMode.h"
#include "Modules/ModuleManager.h"
#include "PropertyEditorModule.h"
#include "AnimGraphNode_PoseDriver.h"
#include "PoseDriverDetails.h"
#include "EditModes/AnimDynamicsEditMode.h"
#include "EditModes/TwoBoneIKEditMode.h"
#include "EditModes/ObserveBoneEditMode.h"
#include "EditModes/ModifyBoneEditMode.h"
#include "EditModes/FabrikEditMode.h"
#include "EditModes/PoseDriverEditMode.h"
#include "EditModes/SplineIKEditMode.h"
#include "EditModes/LookAtEditMode.h"
#include "EditModes/CCDIKEditMode.h"
#include "AnimBlueprintPinInfoDetails.h"
#include "BlueprintEditorModule.h"
#include "AnimGraphDetails.h"
#include "AnimationGraphSchema.h"
#include "AnimBlueprintCompiler.h"
#include "Animation/AnimAttributes.h"
#include "AnimGraphAttributes.h"
#include "Animation/AnimInstance.h"
#include "Animation/AnimSync.h"
#include "Animation/AnimNode_Inertialization.h"
#include "Animation/AnimRootMotionProvider.h"
#include "Features/IModularFeatures.h"
#include "PropertyAccessAnimBlueprintBinding.h"
#include "AnimBlueprintDetails.h"
class FAnimGraphModule : public IModuleInterface
{
public:
/** IModuleInterface interface */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
FPropertyAccessAnimBlueprintBinding PropertyAccessAnimBlueprintBinding;
};
IMPLEMENT_MODULE(FAnimGraphModule, AnimGraph);
#define LOCTEXT_NAMESPACE "AnimGraphModule"
void FAnimGraphModule::StartupModule()
{
FAnimGraphCommands::Register();
FKismetCompilerContext::RegisterCompilerForBP(UAnimBlueprint::StaticClass(), [](UBlueprint* InBlueprint, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompileOptions)
{
return MakeShared<FAnimBlueprintCompilerContext>(CastChecked<UAnimBlueprint>(InBlueprint), InMessageLog, InCompileOptions);
});
IKismetCompilerInterface& KismetCompilerModule = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>("KismetCompiler");
KismetCompilerModule.OverrideBPTypeForClass(UAnimInstance::StaticClass(), UAnimBlueprint::StaticClass());
IModularFeatures::Get().RegisterModularFeature("PropertyAccessBlueprintBinding", &PropertyAccessAnimBlueprintBinding);
// Register the editor modes
FEditorModeRegistry::Get().RegisterMode<FAnimDynamicsEditMode>(AnimNodeEditModes::AnimDynamics, LOCTEXT("AnimDynamicsEditMode", "Anim Dynamics"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FAnimNodeEditMode>(AnimNodeEditModes::AnimNode, LOCTEXT("AnimNodeEditMode", "Anim Node"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FTwoBoneIKEditMode>(AnimNodeEditModes::TwoBoneIK, LOCTEXT("TwoBoneIKEditMode", "2-Bone IK"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FObserveBoneEditMode>(AnimNodeEditModes::ObserveBone, LOCTEXT("ObserveBoneEditMode", "Observe Bone"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FModifyBoneEditMode>(AnimNodeEditModes::ModifyBone, LOCTEXT("ModifyBoneEditMode", "Modify Bone"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FFabrikEditMode>(AnimNodeEditModes::Fabrik, LOCTEXT("FabrikEditMode", "Fabrik"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FPoseDriverEditMode>(AnimNodeEditModes::PoseDriver, LOCTEXT("PoseDriverEditMode", "PoseDriver"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FSplineIKEditMode>(AnimNodeEditModes::SplineIK, LOCTEXT("SplineIKEditMode", "Spline IK"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FLookAtEditMode>(AnimNodeEditModes::LookAt, LOCTEXT("LookAtEditMode", "LookAt"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FCCDIKEditMode>(AnimNodeEditModes::CCDIK, LOCTEXT("CCDIKEditMode", "CCD IK"), FSlateIcon(), false);
// Register details customization
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.RegisterCustomClassLayout(UAnimBlueprint::StaticClass()->GetFName(), FOnGetDetailCustomizationInstance::CreateStatic(&FAnimBlueprintDetails::MakeInstance));
PropertyModule.RegisterCustomClassLayout(UAnimGraphNode_PoseDriver::StaticClass()->GetFName(), FOnGetDetailCustomizationInstance::CreateStatic(&FPoseDriverDetails::MakeInstance));
PropertyModule.RegisterCustomPropertyTypeLayout("AnimBlueprintFunctionPinInfo", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FAnimBlueprintFunctionPinInfoDetails::MakeInstance));
if(GIsEditor)
{
// Register built-in graph attributes
UAnimGraphAttributes* AnimGraphAttributes = GetMutableDefault<UAnimGraphAttributes>();
AnimGraphAttributes->LoadConfig();
AnimGraphAttributes->Register(
FAnimGraphAttributeDesc(
UE::Anim::FAttributes::Pose,
EAnimGraphAttributeBlend::Blendable,
FSlateBrush(),
LOCTEXT("Pose", "Pose"),
LOCTEXT("PoseToolTip", "Pose: Transforms for all bones in the current LOD, blendable"),
FAppStyle::GetSlateColor("AnimGraph.Attribute.Pose.Color"),
EAnimGraphAttributesDisplayMode::HideOnPins)
);
AnimGraphAttributes->Register(
FAnimGraphAttributeDesc(
UE::Anim::FAttributes::Curves,
EAnimGraphAttributeBlend::Blendable,
*FAppStyle::GetBrush("AnimGraph.Attribute.Curves.Icon"),
LOCTEXT("Curves", "Curves"),
LOCTEXT("CurvesToolTip", "Curves: Floating point curve attributes, blendable"),
FAppStyle::GetSlateColor("AnimGraph.Attribute.Curves.Color"),
EAnimGraphAttributesDisplayMode::Automatic)
);
AnimGraphAttributes->Register(
FAnimGraphAttributeDesc(
UE::Anim::FAttributes::Attributes,
EAnimGraphAttributeBlend::Blendable,
*FAppStyle::GetBrush("AnimGraph.Attribute.Attributes.Icon"),
LOCTEXT("Attributes", "Attributes"),
LOCTEXT("AttributesToolTip", "Attributes: Misc. custom attributes, blendable"),
FAppStyle::GetSlateColor("AnimGraph.Attribute.Attributes.Color"),
EAnimGraphAttributesDisplayMode::Automatic)
);
AnimGraphAttributes->Register(
FAnimGraphAttributeDesc(
UE::Anim::FAnimSync::Attribute,
EAnimGraphAttributeBlend::NonBlendable,
*FAppStyle::Get().GetBrush("AnimGraph.Attribute.Sync.Icon"),
LOCTEXT("Sync", "Sync"),
LOCTEXT("SyncToolTip", "Sync: Synchronization between the playback of different assets present in the graph, not blendable"),
FAppStyle::Get().GetSlateColor("AnimGraph.Attribute.Sync.Color"),
EAnimGraphAttributesDisplayMode::Automatic)
);
AnimGraphAttributes->Register(
FAnimGraphAttributeDesc(
UE::Anim::IAnimRootMotionProvider::AttributeName,
EAnimGraphAttributeBlend::Blendable,
*FAppStyle::Get().GetBrush("AnimGraph.Attribute.RootMotionDelta.Icon"),
LOCTEXT("RootMotionDelta", "Root Motion Delta"),
LOCTEXT("RootMotionDeltaToolTip", "Root Motion Delta: Per-frame root motion delta transform, blendable"),
FAppStyle::Get().GetSlateColor("AnimGraph.Attribute.RootMotionDelta.Color"),
EAnimGraphAttributesDisplayMode::Automatic)
);
AnimGraphAttributes->Register(
FAnimGraphAttributeDesc(
UE::Anim::IInertializationRequester::Attribute,
EAnimGraphAttributeBlend::NonBlendable,
*FAppStyle::Get().GetBrush("AnimGraph.Attribute.InertialBlending.Icon"),
LOCTEXT("InertialBlending", "Inertialize"),
LOCTEXT("InertialBlendingToolTip", "Inertial Blending: Used to blend between poses preserving bone velocities, not blendable"),
FAppStyle::Get().GetSlateColor("AnimGraph.Attribute.InertialBlending.Color"),
EAnimGraphAttributesDisplayMode::Automatic)
);
}
// Register BP-editor function customization once the Kismet module is loaded.
if (FModuleManager::Get().IsModuleLoaded("Kismet"))
{
FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::GetModuleChecked<FBlueprintEditorModule>("Kismet");
BlueprintEditorModule.RegisterGraphCustomization(GetDefault<UAnimationGraphSchema>(), FOnGetGraphCustomizationInstance::CreateStatic(&FAnimGraphDetails::MakeInstance));
}
else
{
FModuleManager::Get().OnModulesChanged().AddLambda([](FName InModuleName, EModuleChangeReason InReason)
{
if (InReason == EModuleChangeReason::ModuleLoaded && InModuleName == "Kismet")
{
FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::LoadModuleChecked<FBlueprintEditorModule>("Kismet");
BlueprintEditorModule.RegisterGraphCustomization(GetDefault<UAnimationGraphSchema>(), FOnGetGraphCustomizationInstance::CreateStatic(&FAnimGraphDetails::MakeInstance));
}
});
}
}
void FAnimGraphModule::ShutdownModule()
{
// Unregister the editor modes
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::CCDIK);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::SplineIK);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::PoseDriver);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::Fabrik);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::ModifyBone);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::ObserveBone);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::TwoBoneIK);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::AnimNode);
IModularFeatures::Get().UnregisterModularFeature("PropertyAccessBlueprintBinding", &PropertyAccessAnimBlueprintBinding);
// Unregister details customization
if (UObjectInitialized() && FModuleManager::Get().IsModuleLoaded(TEXT("PropertyEditor")))
{
// Unregister details customization
FPropertyEditorModule* PropertyModule = FModuleManager::GetModulePtr<FPropertyEditorModule>("PropertyEditor");
if (PropertyModule)
{
PropertyModule->UnregisterCustomClassLayout(UAnimGraphNode_PoseDriver::StaticClass()->GetFName());
PropertyModule->UnregisterCustomPropertyTypeLayout("AnimBlueprintFunctionPinInfo");
}
FBlueprintEditorModule* BlueprintEditorModule = FModuleManager::GetModulePtr<FBlueprintEditorModule>("Kismet");
if(BlueprintEditorModule)
{
BlueprintEditorModule->UnregisterGraphCustomization(GetDefault<UAnimationGraphSchema>());
}
}
}
#undef LOCTEXT_NAMESPACE