169 lines
5.6 KiB
C++
169 lines
5.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_BlendSpaceEvaluator.h"
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#include "ToolMenus.h"
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#include "AnimGraphCommands.h"
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#include "BlueprintNodeSpawner.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "IAnimBlueprintNodeOverrideAssetsContext.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintNodeTemplateCache.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_BlendSpaceEvaluator
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#define LOCTEXT_NAMESPACE "UAnimGraphNode_BlendSpaceEvaluator"
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UAnimGraphNode_BlendSpaceEvaluator::UAnimGraphNode_BlendSpaceEvaluator(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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FText UAnimGraphNode_BlendSpaceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
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return GetNodeTitleHelper(TitleType, BlendSpacePin, LOCTEXT("PlayerDesc", "Blendspace Evaluator"));
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}
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FText UAnimGraphNode_BlendSpaceEvaluator::GetTooltipText() const
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{
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return LOCTEXT("BlendSpaceEvaluatorTooltip",
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"Evaluates a BlendSpace at a specific using a specific time input rather than advancing time "
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"internally. Typically the playback position of the animation for this node will represent "
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"something other than time, like jump height. Note that events output from the sequences playing "
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"and being blended together should not be used. In addition, synchronisation of animations "
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"will potentially be discontinuous if the blend weights are updated, as the leader/follower changes.");
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}
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void UAnimGraphNode_BlendSpaceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& InActionRegistrar) const
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{
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GetMenuActionsHelper(
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InActionRegistrar,
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GetClass(),
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{ UBlendSpace::StaticClass() },
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{ },
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[](const FAssetData& InAssetData, UClass* InClass)
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{
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if(InAssetData.IsValid())
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{
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return FText::Format(LOCTEXT("MenuDescFormat", "Blendspace Evaluator '{0}'"), FText::FromName(InAssetData.AssetName));
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}
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else
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{
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return LOCTEXT("MenuDesc", "Blendspace Evaluator");
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}
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},
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[](const FAssetData& InAssetData, UClass* InClass)
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{
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if(InAssetData.IsValid())
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{
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return FText::Format(LOCTEXT("MenuDescTooltipFormat", "Blendspace Evaluator\n'{0}'"), FText::FromString(InAssetData.GetObjectPathString()));
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}
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else
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{
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return LOCTEXT("MenuDescTooltip", "Blendspace Evaluator");
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}
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},
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[](UEdGraphNode* InNewNode, bool bInIsTemplateNode, const FAssetData InAssetData)
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{
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UAnimGraphNode_AssetPlayerBase::SetupNewNode(InNewNode, bInIsTemplateNode, InAssetData);
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});
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}
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void UAnimGraphNode_BlendSpaceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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ValidateAnimNodeDuringCompilationHelper(ForSkeleton, MessageLog, Node.GetBlendSpace(), UBlendSpace::StaticClass(), FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace)), GET_MEMBER_NAME_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
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}
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void UAnimGraphNode_BlendSpaceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
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{
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UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
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AnimBlueprint->FindOrAddGroup(Node.GetGroupName());
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}
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void UAnimGraphNode_BlendSpaceEvaluator::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
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{
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if (!Context->bIsDebugging)
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{
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// add an option to convert to single frame
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{
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FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeBlendSpacePlayer", LOCTEXT("BlendSpaceHeading", "Blend Space"));
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Section.AddMenuEntry(FAnimGraphCommands::Get().OpenRelatedAsset);
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Section.AddMenuEntry(FAnimGraphCommands::Get().ConvertToBSPlayer);
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}
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}
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}
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void UAnimGraphNode_BlendSpaceEvaluator::SetAnimationAsset(UAnimationAsset* Asset)
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{
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if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(Asset))
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{
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Node.SetBlendSpace(BlendSpace);
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}
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}
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void UAnimGraphNode_BlendSpaceEvaluator::CopySettingsFromAnimationAsset(UAnimationAsset* Asset)
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{
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if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(Asset))
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{
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Node.SetLoop(BlendSpace->bLoop);
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}
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}
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void UAnimGraphNode_BlendSpaceEvaluator::OnOverrideAssets(IAnimBlueprintNodeOverrideAssetsContext& InContext) const
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{
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if(InContext.GetAssets().Num() > 0)
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{
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if (UBlendSpace* BlendSpace = Cast<UBlendSpace>(InContext.GetAssets()[0]))
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{
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FAnimNode_BlendSpaceEvaluator& AnimNode = InContext.GetAnimNode<FAnimNode_BlendSpaceEvaluator>();
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AnimNode.SetBlendSpace(BlendSpace);
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}
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}
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}
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bool UAnimGraphNode_BlendSpaceEvaluator::DoesSupportTimeForTransitionGetter() const
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{
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return true;
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}
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UAnimationAsset* UAnimGraphNode_BlendSpaceEvaluator::GetAnimationAsset() const
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{
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UBlendSpace* BlendSpace = Node.GetBlendSpace();
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UEdGraphPin* BlendSpacePin = FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceEvaluator, BlendSpace));
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if (BlendSpacePin != nullptr && BlendSpace == nullptr)
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{
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BlendSpace = Cast<UBlendSpace>(BlendSpacePin->DefaultObject);
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}
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return BlendSpace;
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}
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const TCHAR* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyName() const
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{
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return TEXT("InternalTimeAccumulator");
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}
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UScriptStruct* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyStruct() const
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{
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return FAnimNode_BlendSpaceEvaluator::StaticStruct();
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}
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EAnimAssetHandlerType UAnimGraphNode_BlendSpaceEvaluator::SupportsAssetClass(const UClass* AssetClass) const
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{
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if (AssetClass->IsChildOf(UBlendSpace::StaticClass()) && !IsAimOffsetBlendSpace(AssetClass))
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{
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return EAnimAssetHandlerType::Supported;
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}
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else
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{
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return EAnimAssetHandlerType::NotSupported;
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}
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}
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#undef LOCTEXT_NAMESPACE
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