128 lines
3.9 KiB
C++
128 lines
3.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_Root.h"
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#include "GraphEditorSettings.h"
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#include "AnimBlueprintCompiler.h"
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#include "IAnimBlueprintCompilationContext.h"
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#include "IAnimBlueprintCopyTermDefaultsContext.h"
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#include "UObject/FortniteMainBranchObjectVersion.h"
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/////////////////////////////////////////////////////
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// FPoseLinkMappingRecord
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void FPoseLinkMappingRecord::PatchLinkIndex(uint8* DestinationPtr, int32 LinkID, int32 SourceLinkID) const
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{
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checkSlow(IsValid());
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DestinationPtr = ChildProperty->ContainerPtrToValuePtr<uint8>(DestinationPtr);
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if (ChildPropertyIndex != INDEX_NONE)
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{
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FArrayProperty* ArrayProperty = CastFieldChecked<FArrayProperty>(ChildProperty);
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FScriptArrayHelper ArrayHelper(ArrayProperty, DestinationPtr);
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check(ArrayHelper.IsValidIndex(ChildPropertyIndex));
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DestinationPtr = ArrayHelper.GetRawPtr(ChildPropertyIndex);
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}
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// Check to guard against accidental infinite loops
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check((LinkID == INDEX_NONE) || (LinkID != SourceLinkID));
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// Patch the pose link
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FPoseLinkBase& PoseLink = *((FPoseLinkBase*)DestinationPtr);
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PoseLink.LinkID = LinkID;
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PoseLink.SourceLinkID = SourceLinkID;
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}
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/////////////////////////////////////////////////////
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// UAnimGraphNode_Root
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_Root::UAnimGraphNode_Root(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UAnimGraphNode_Root::Serialize(FArchive& Ar)
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{
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Super::Serialize(Ar);
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Ar.UsingCustomVersion(FFortniteMainBranchObjectVersion::GUID);
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const int32 CustomAnimVersion = Ar.CustomVer(FFortniteMainBranchObjectVersion::GUID);
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if (Ar.IsLoading() && CustomAnimVersion < FFortniteMainBranchObjectVersion::AnimNodeRootDefaultGroupChange)
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{
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#if WITH_EDITORONLY_DATA
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Node.LayerGroup = Node.Group_DEPRECATED;
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#endif
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}
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}
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FLinearColor UAnimGraphNode_Root::GetNodeTitleColor() const
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{
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return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
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}
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FText UAnimGraphNode_Root::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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FText DefaultTitle = LOCTEXT("AnimGraphNodeRoot_Title", "Output Pose");
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if(TitleType != ENodeTitleType::FullTitle)
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{
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return DefaultTitle;
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}
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else
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("NodeTitle"), DefaultTitle);
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Args.Add(TEXT("Name"), FText::FromString(GetOuter()->GetName()));
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return FText::Format(LOCTEXT("AnimGraphNodeRoot_TitleNamed", "{NodeTitle}\n{Name}"), Args);
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}
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}
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FText UAnimGraphNode_Root::GetTooltipText() const
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{
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return LOCTEXT("AnimGraphNodeRoot_Tooltip", "Wire the final animation pose for this graph into this node");
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}
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bool UAnimGraphNode_Root::IsPoseWatchable() const
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{
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return false;
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}
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bool UAnimGraphNode_Root::IsSinkNode() const
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{
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return true;
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}
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void UAnimGraphNode_Root::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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// Intentionally empty. This node is auto-generated when a new graph is created.
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}
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FString UAnimGraphNode_Root::GetDocumentationLink() const
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{
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return TEXT("Shared/GraphNodes/AnimationStateMachine");
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}
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void UAnimGraphNode_Root::OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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UAnimGraphNode_Root* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_Root>(this);
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Node.SetName(TrueNode->GetGraph()->GetFName());
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}
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void UAnimGraphNode_Root::OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData)
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{
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UAnimGraphNode_Root* TrueNode = InCompilationContext.GetMessageLog().FindSourceObjectTypeChecked<UAnimGraphNode_Root>(this);
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FAnimNode_Root* DestinationNode = reinterpret_cast<FAnimNode_Root*>(InPerNodeContext.GetDestinationPtr());
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DestinationNode->SetName(TrueNode->GetGraph()->GetFName());
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}
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#undef LOCTEXT_NAMESPACE
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