272 lines
10 KiB
C++
272 lines
10 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Sections/MovieSceneParameterSection.h"
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#include "MovieSceneNameableTrack.h"
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#include "EntitySystem/IMovieSceneEntityProvider.h"
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#include "Materials/MaterialParameters.h"
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#if WITH_EDITOR
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#include "Styling/SlateColor.h"
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#endif
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#include "MovieSceneMaterialTrack.generated.h"
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UENUM(BlueprintType)
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enum class EComponentMaterialType : uint8
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{
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/* Empty/Uninitialized*/
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Empty,
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/* A material in one of the indexed slots on a primitive component*/
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IndexedMaterial,
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/* An overlay material on a mesh component*/
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OverlayMaterial,
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/* A decal material*/
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DecalMaterial,
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/* Volumetric Cloud Material*/
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VolumetricCloudMaterial
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};
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/**
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* Contains what is necessary to uniquely identify a material on a component, whether that be an indexed material, one with a slot name, or an overlay material.
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*/
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USTRUCT(BlueprintType)
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struct FComponentMaterialInfo
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Sequencer|Material")
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FName MaterialSlotName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sequencer|Material")
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int32 MaterialSlotIndex = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sequencer|Material")
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EComponentMaterialType MaterialType = EComponentMaterialType::Empty;
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friend uint32 GetTypeHash(const FComponentMaterialInfo& In)
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{
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return GetTypeHash(In.MaterialSlotName) ^ ::GetTypeHash(In.MaterialSlotIndex) ^ ::GetTypeHash(In.MaterialType);
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}
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friend bool operator==(const FComponentMaterialInfo& A, const FComponentMaterialInfo& B)
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{
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return A.MaterialSlotIndex == B.MaterialSlotIndex && A.MaterialSlotName == B.MaterialSlotName && A.MaterialType == B.MaterialType;
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}
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FString ToString() const
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{
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switch (MaterialType)
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{
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case EComponentMaterialType::IndexedMaterial:
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if (!MaterialSlotName.IsNone())
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{
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return FString::Printf(TEXT("Material Slot: %s"), *MaterialSlotName.ToString());
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}
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else
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{
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return FString::Printf(TEXT("Material Element %i"), MaterialSlotIndex);
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}
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break;
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case EComponentMaterialType::OverlayMaterial:
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return TEXT("Overlay Material");
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break;
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case EComponentMaterialType::DecalMaterial:
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return TEXT("Decal Material");
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break;
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}
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return FString();
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}
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};
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/**
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* Handles manipulation of material parameters in a movie scene.
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*/
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UCLASS(MinimalAPI)
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class UMovieSceneMaterialTrack
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: public UMovieSceneNameableTrack
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{
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GENERATED_BODY()
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public:
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MOVIESCENETRACKS_API UMovieSceneMaterialTrack(const FObjectInitializer& ObjectInitializer);
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// UMovieSceneTrack interface
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MOVIESCENETRACKS_API virtual bool SupportsType(TSubclassOf<UMovieSceneSection> SectionClass) const override;
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MOVIESCENETRACKS_API virtual UMovieSceneSection* CreateNewSection() override;
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MOVIESCENETRACKS_API virtual void RemoveAllAnimationData() override;
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MOVIESCENETRACKS_API virtual bool HasSection(const UMovieSceneSection& Section) const override;
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MOVIESCENETRACKS_API virtual void AddSection(UMovieSceneSection& Section) override;
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MOVIESCENETRACKS_API virtual void RemoveSection(UMovieSceneSection& Section) override;
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MOVIESCENETRACKS_API virtual void RemoveSectionAt(int32 SectionIndex) override;
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MOVIESCENETRACKS_API virtual bool IsEmpty() const override;
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MOVIESCENETRACKS_API virtual const TArray<UMovieSceneSection*>& GetAllSections() const override;
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MOVIESCENETRACKS_API virtual bool SupportsMultipleRows() const override;
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MOVIESCENETRACKS_API virtual void SetSectionToKey(UMovieSceneSection* Section) override;
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MOVIESCENETRACKS_API virtual UMovieSceneSection* GetSectionToKey() const override;
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public:
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/**
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* Adds a scalar parameter key to the track.
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* @param ParameterName The name of the parameter to add a key for.
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* @param Time The time to add the new key.
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* @param The value for the new key.
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*/
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MOVIESCENETRACKS_API void AddScalarParameterKey(FName ParameterName, FFrameNumber Position, float Value);
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/**
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* Adds a scalar parameter key to the track.
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* @param ParameterName The name of the parameter to add a key for.
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* @param Time The time to add the new key.
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* @param RowIndex The preferred row index on which to look for sections.
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* @param The value for the new key.
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*/
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MOVIESCENETRACKS_API void AddScalarParameterKey(FName ParameterName, FFrameNumber Position, int32 RowIndex, float Value);
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/**
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* Adds a scalar parameter key to the track.
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* @param ParameterInfo The material parameter info for the parameter you want to add a key for.
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* @param Time The time to add the new key.
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* @param The value for the new key.
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* @param InLayerName Optional layer name for use in UI.
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* @param InAssetName Optional asset name for use in UI.
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*/
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MOVIESCENETRACKS_API void AddScalarParameterKey(const FMaterialParameterInfo& ParameterInfo, FFrameNumber Position, float Value, const FString& InLayerName, const FString& InAssetName);
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/**
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* Adds a scalar parameter key to the track.
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* @param ParameterInfo The material parameter info for the parameter you want to add a key for.
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* @param Time The time to add the new key.
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* @param RowIndex The preferred row index on which to look for sections.
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* @param The value for the new key.
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* @param InLayerName Optional layer name for use in UI.
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* @param InAssetName Optional asset name for use in UI.
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*/
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MOVIESCENETRACKS_API void AddScalarParameterKey(const FMaterialParameterInfo& ParameterInfo, FFrameNumber Position, int32 RowIndex, float Value, const FString& InLayerName, const FString& InAssetName);
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/**
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* Adds a color parameter key to the track.
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* @param ParameterName The name of the parameter to add a key for.
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* @param Time The time to add the new key.
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* @param The value for the new key.
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*/
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MOVIESCENETRACKS_API void AddColorParameterKey(FName ParameterName, FFrameNumber Position, FLinearColor Value);
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/**
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* Adds a color parameter key to the track.
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* @param ParameterInfo The material parameter info for the parameter you want to add a key for.
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* @param Time The time to add the new key.
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* @param RowIndex The preferred row index on which to look for sections.
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* @param The value for the new key.
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*/
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MOVIESCENETRACKS_API void AddColorParameterKey(FName ParameterName, FFrameNumber Position, int32 RowIndex, FLinearColor Value);
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/**
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* Adds a color parameter key to the track.
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* @param ParameterName The name of the parameter to add a key for.
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* @param Time The time to add the new key.
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* @param The value for the new key.
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* @param InLayerName Optional layer name for use in UI.
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* @param InAssetName Optional asset name for use in UI.
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*/
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MOVIESCENETRACKS_API void AddColorParameterKey(const FMaterialParameterInfo& ParameterInfo, FFrameNumber Position, FLinearColor Value, const FString& InLayerName, const FString& InAssetName);
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/**
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* Adds a color parameter key to the track.
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* @param ParameterInfo The material parameter info for the parameter you want to add a key for.
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* @param Time The time to add the new key.
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* @param RowIndex The preferred row index on which to look for sections.
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* @param The value for the new key.
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* @param InLayerName Optional layer name for use in UI.
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* @param InAssetName Optional asset name for use in UI.
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*/
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MOVIESCENETRACKS_API void AddColorParameterKey(const FMaterialParameterInfo& ParameterInfo, FFrameNumber Position, int32 RowIndex, FLinearColor Value, const FString& InLayerName, const FString& InAssetName);
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/**
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* Adds a color parameter key to the track.
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* @param ParameterInfo The material parameter info for the parameter you want to add a key for.
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* @param Time The time to add the new key.
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* @param RowIndex The preferred row index on which to look for sections.
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* @param The value for the new key.
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* @param InLayerName Optional layer name for use in UI.
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* @param InAssetName Optional asset name for use in UI.
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* @param InChannelNames Optional channel names for the 4 vector channels for use in the UI.
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*/
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MOVIESCENETRACKS_API void AddColorParameterKey(const FMaterialParameterInfo& ParameterInfo, FFrameNumber Position, int32 RowIndex, FLinearColor Value, const FString& InLayerName, const FString& InAssetName, const FParameterChannelNames& InChannelNames);
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private:
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/** The sections owned by this track .*/
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UPROPERTY()
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TArray<TObjectPtr<UMovieSceneSection>> Sections;
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/** Section we should Key */
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UPROPERTY()
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TObjectPtr<UMovieSceneSection> SectionToKey;
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};
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/**
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* A material track which is specialized for animation materials which are owned by actor components.
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*/
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UCLASS(MinimalAPI)
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class UMovieSceneComponentMaterialTrack
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: public UMovieSceneMaterialTrack
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, public IMovieSceneEntityProvider
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, public IMovieSceneParameterSectionExtender
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{
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GENERATED_UCLASS_BODY()
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public:
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/*~ IMovieSceneEntityProvider */
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virtual void ImportEntityImpl(UMovieSceneEntitySystemLinker* EntityLinker, const FEntityImportParams& Params, FImportedEntity* OutImportedEntity) override;
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virtual bool PopulateEvaluationFieldImpl(const TRange<FFrameNumber>& EffectiveRange, const FMovieSceneEvaluationFieldEntityMetaData& InMetaData, FMovieSceneEntityComponentFieldBuilder* OutFieldBuilder) override;
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/*~ IMovieSceneParameterSectionExtender */
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virtual void ExtendEntityImpl(UMovieSceneParameterSection* Section, UMovieSceneEntitySystemLinker* EntityLinker, const UE::MovieScene::FEntityImportParams& Params, UE::MovieScene::FImportedEntity* OutImportedEntity) override;
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#if WITH_EDITORONLY_DATA
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virtual FText GetDefaultDisplayName() const override;
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#endif
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public:
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/** Gets the index of the material in the component. */
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const FComponentMaterialInfo& GetMaterialInfo() const { return MaterialInfo; }
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/** Sets the index of the material in the component. */
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void SetMaterialInfo(const FComponentMaterialInfo& InMaterialInfo)
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{
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MaterialInfo = InMaterialInfo;
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}
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#if WITH_EDITOR
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virtual FText GetDisplayNameToolTipText(const FMovieSceneLabelParams& LabelParams) const override;
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// We override label color if material binding is broken/partially broken.
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virtual FSlateColor GetLabelColor(const FMovieSceneLabelParams& LabelParams) const override;
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#endif
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#if WITH_EDITORONLY_DATA
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protected:
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void PostLoad() override;
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private:
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/** The index of this material this track is animating. Has been deprecated in favor of MaterialInfo*/
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UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use MaterialInfo instead."))
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int32 MaterialIndex_DEPRECATED;
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#endif
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private:
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/** The info on the material this track is animating.*/
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UPROPERTY()
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FComponentMaterialInfo MaterialInfo;
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};
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