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UnrealEngine/Engine/Source/Runtime/MovieSceneTracks/Public/Tracks/MovieSceneMaterialTrack.h
2025-05-18 13:04:45 +08:00

272 lines
10 KiB
C++

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