219 lines
6.8 KiB
C++
219 lines
6.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_LayeredBoneBlend.h"
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#include "ToolMenus.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "AnimGraphCommands.h"
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#include "ScopedTransaction.h"
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#include "DetailLayoutBuilder.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "UObject/UE5ReleaseStreamObjectVersion.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_LayeredBoneBlend
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_LayeredBoneBlend::UAnimGraphNode_LayeredBoneBlend(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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Node.AddFirstPose();
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}
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FLinearColor UAnimGraphNode_LayeredBoneBlend::GetNodeTitleColor() const
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{
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return FLinearColor(0.2f, 0.8f, 0.2f);
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}
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FText UAnimGraphNode_LayeredBoneBlend::GetTooltipText() const
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{
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return LOCTEXT("AnimGraphNode_LayeredBoneBlend_Tooltip", "Layered blend per bone");
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}
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FText UAnimGraphNode_LayeredBoneBlend::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return LOCTEXT("AnimGraphNode_LayeredBoneBlend_Title", "Layered blend per bone");
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}
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void UAnimGraphNode_LayeredBoneBlend::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
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{
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const FName PropertyName = (PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None);
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// Reconstruct node to show updates to PinFriendlyNames.
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if (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_LayeredBoneBlend, BlendMode))
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{
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// If we change blend modes, we need to resize our containers
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FScopedTransaction Transaction(LOCTEXT("ChangeBlendMode", "Change Blend Mode"));
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Modify();
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Node.SyncBlendMasksAndLayers();
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FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
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}
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Super::PostEditChangeProperty(PropertyChangedEvent);
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}
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FString UAnimGraphNode_LayeredBoneBlend::GetNodeCategory() const
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{
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return TEXT("Animation|Blends");
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}
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void UAnimGraphNode_LayeredBoneBlend::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
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{
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TSharedRef<IPropertyHandle> NodeHandle = DetailBuilder.GetProperty(FName(TEXT("Node")), GetClass());
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if (Node.BlendMode != ELayeredBoneBlendMode::BranchFilter)
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{
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DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_LayeredBoneBlend, LayerSetup)));
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}
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if (Node.BlendMode != ELayeredBoneBlendMode::BlendMask)
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{
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DetailBuilder.HideProperty(NodeHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FAnimNode_LayeredBoneBlend, BlendMasks)));
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}
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Super::CustomizeDetails(DetailBuilder);
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}
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void UAnimGraphNode_LayeredBoneBlend::PreloadRequiredAssets()
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{
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// Preload our blend profiles in case they haven't been loaded by the skeleton yet.
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if (Node.BlendMode == ELayeredBoneBlendMode::BlendMask)
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{
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int32 NumBlendMasks = Node.BlendMasks.Num();
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for (int32 MaskIndex = 0; MaskIndex < NumBlendMasks; ++MaskIndex)
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{
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UBlendProfile* BlendMask = Node.BlendMasks[MaskIndex];
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PreloadObject(BlendMask);
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}
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}
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Super::PreloadRequiredAssets();
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}
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void UAnimGraphNode_LayeredBoneBlend::AddPinToBlendByFilter()
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{
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FScopedTransaction Transaction( LOCTEXT("AddPinToBlend", "AddPinToBlendByFilter") );
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Modify();
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Node.AddPose();
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ReconstructNode();
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FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
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}
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void UAnimGraphNode_LayeredBoneBlend::RemovePinFromBlendByFilter(UEdGraphPin* Pin)
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{
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FScopedTransaction Transaction( LOCTEXT("RemovePinFromBlend", "RemovePinFromBlendByFilter") );
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Modify();
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FProperty* AssociatedProperty;
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int32 ArrayIndex;
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GetPinAssociatedProperty(GetFNodeType(), Pin, /*out*/ AssociatedProperty, /*out*/ ArrayIndex);
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if (ArrayIndex != INDEX_NONE)
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{
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//@TODO: ANIMREFACTOR: Need to handle moving pins below up correctly
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// setting up removed pins info
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RemovedPinArrayIndex = ArrayIndex;
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Node.RemovePose(ArrayIndex);
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ReconstructNode();
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FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
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}
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}
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void UAnimGraphNode_LayeredBoneBlend::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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{
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FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeLayeredBoneblend", LOCTEXT("LayeredBoneBlend", "Layered Bone Blend"));
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if (Context->Pin != NULL)
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{
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// we only do this for normal BlendList/BlendList by enum, BlendList by Bool doesn't support add/remove pins
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if (Context->Pin->Direction == EGPD_Input)
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{
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//@TODO: Only offer this option on arrayed pins
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Section.AddMenuEntry(FAnimGraphCommands::Get().RemoveBlendListPin);
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}
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}
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else
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{
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Section.AddMenuEntry(FAnimGraphCommands::Get().AddBlendListPin);
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}
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}
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}
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}
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void UAnimGraphNode_LayeredBoneBlend::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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UAnimGraphNode_Base::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
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bool bCompilationError = false;
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// Validate blend masks
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if (Node.BlendMode == ELayeredBoneBlendMode::BlendMask)
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{
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int32 NumBlendMasks = Node.BlendMasks.Num();
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for (int32 MaskIndex = 0; MaskIndex < NumBlendMasks; ++MaskIndex)
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{
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const UBlendProfile* BlendMask = Node.BlendMasks[MaskIndex];
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if (BlendMask == nullptr && !GetAnimBlueprint()->bIsTemplate)
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{
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MessageLog.Error(*FText::Format(LOCTEXT("LayeredBlendNullMask", "@@ has null BlendMask for Blend Pose {0}. "), FText::AsNumber(MaskIndex)).ToString(), this, BlendMask);
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bCompilationError = true;
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}
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if (BlendMask && BlendMask->Mode != EBlendProfileMode::BlendMask)
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{
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MessageLog.Error(*FText::Format(LOCTEXT("LayeredBlendProfileModeError", "@@ is using a BlendProfile(@@) without a BlendMask mode for Blend Pose {0}. "), FText::AsNumber(MaskIndex)).ToString(), this, BlendMask);
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bCompilationError = true;
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}
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}
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}
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// Don't rebuild the node's data if compilation failed. We may be attempting to do so with invalid data.
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if (bCompilationError)
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{
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return;
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}
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// ensure to cache the per-bone blend weights
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if (!Node.ArePerBoneBlendWeightsValid(ForSkeleton))
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{
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Node.RebuildPerBoneBlendWeights(ForSkeleton);
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}
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}
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void UAnimGraphNode_LayeredBoneBlend::Serialize(FArchive& Ar)
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{
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Super::Serialize(Ar);
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Ar.UsingCustomVersion(FUE5ReleaseStreamObjectVersion::GUID);
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if (Ar.IsLoading() && Ar.CustomVer(FUE5ReleaseStreamObjectVersion::GUID) < FUE5ReleaseStreamObjectVersion::AnimLayeredBoneBlendMasksFix)
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{
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Node.SyncBlendMasksAndLayers();
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}
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}
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void UAnimGraphNode_LayeredBoneBlend::PostLoad()
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{
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Super::PostLoad();
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// Post-load our blend masks, in case they've been pre-loaded, but haven't had their bone references initialized yet.
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if (Node.BlendMode == ELayeredBoneBlendMode::BlendMask)
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{
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int32 NumBlendMasks = Node.BlendMasks.Num();
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for (int32 MaskIndex = 0; MaskIndex < NumBlendMasks; ++MaskIndex)
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{
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if(UBlendProfile* BlendMask = Node.BlendMasks[MaskIndex])
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{
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BlendMask->ConditionalPostLoad();
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}
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}
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}
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}
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#undef LOCTEXT_NAMESPACE
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