188 lines
5.2 KiB
C++
188 lines
5.2 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "AnimationGraphFunction.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Types/DataContainer.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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#include "Engine/Threading/Threading.h"
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REGISTER_BINARY_ASSET(AnimationGraphFunction, "FlaxEngine.AnimationGraphFunction", false);
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AnimationGraphFunction::AnimationGraphFunction(const SpawnParams& params, const AssetInfo* info)
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: BinaryAsset(params, info)
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{
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}
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Asset::LoadResult AnimationGraphFunction::load()
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{
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// Get graph data from chunk
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const auto surfaceChunk = GetChunk(0);
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if (!surfaceChunk || !surfaceChunk->IsLoaded())
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return LoadResult::MissingDataChunk;
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GraphData.Swap(surfaceChunk->Data);
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// Load graph
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MemoryReadStream stream(GraphData.Get(), GraphData.Length());
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AnimGraph graph(this, true);
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if (graph.Load(&stream, false))
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return LoadResult::Failed;
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// Load function signature
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// Note: search also the nested state machines graphs (state output and transition rule)
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ProcessGraphForSignature(&graph, true);
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if (Inputs.Count() >= 16 || Outputs.Count() >= 16)
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{
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LOG(Error, "Too many function inputs/outputs in '{0}'. The limit is max 16 inputs and max 16 outputs.", ToString());
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}
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return LoadResult::Ok;
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}
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void AnimationGraphFunction::unload(bool isReloading)
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{
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GraphData.Release();
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Inputs.Clear();
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Outputs.Clear();
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}
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AssetChunksFlag AnimationGraphFunction::getChunksToPreload() const
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{
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return GET_CHUNK_FLAG(0);
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}
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BytesContainer AnimationGraphFunction::LoadSurface() const
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{
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BytesContainer result;
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if (WaitForLoaded())
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return result;
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ScopeLock lock(Locker);
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result.Link(GraphData);
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return result;
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}
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#if USE_EDITOR
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void AnimationGraphFunction::GetSignature(Array<StringView, FixedAllocation<32>>& types, Array<StringView, FixedAllocation<32>>& names)
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{
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types.Resize(32);
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names.Resize(32);
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for (int32 i = 0, j = 0; i < Inputs.Count(); i++)
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{
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auto& input = Inputs[i];
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if (input.InputIndex != i)
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continue;
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types[j] = input.Type;
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names[j] = input.Name;
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j++;
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}
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for (int32 i = 0; i < Outputs.Count(); i++)
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{
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auto& output = Outputs[i];
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types[i + 16] = output.Type;
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names[i + 16] = output.Name;
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}
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}
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bool AnimationGraphFunction::SaveSurface(const BytesContainer& data)
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{
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// Wait for asset to be loaded or don't if last load failed
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if (LastLoadFailed())
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{
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LOG(Warning, "Saving asset that failed to load.");
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}
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else if (WaitForLoaded())
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{
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LOG(Error, "Asset loading failed. Cannot save it.");
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return true;
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}
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ScopeLock lock(Locker);
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// Set Visject Surface data
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auto surfaceChunk = GetOrCreateChunk(0);
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ASSERT(surfaceChunk != nullptr);
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surfaceChunk->Data.Copy(data);
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// Save asset
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AssetInitData initData;
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initData.SerializedVersion = 1;
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if (SaveAsset(initData))
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{
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LOG(Error, "Cannot save \'{0}\'", ToString());
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return true;
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}
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return false;
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}
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#endif
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void AnimationGraphFunction::ProcessGraphForSignature(AnimGraphBase* graph, bool canUseOutputs)
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{
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for (int32 i = 0; i < graph->Nodes.Count(); i++)
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{
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auto& node = graph->Nodes[i];
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if (node.Type == GRAPH_NODE_MAKE_TYPE(16, 1)) // Function Input
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{
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if (Inputs.Count() < 16)
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{
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// If there already is an input with that name just batch them together
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int32 inputIndex = Inputs.Count();
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auto name = (StringView)node.Values[1];
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for (auto& e : Inputs)
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{
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if (e.Name == name)
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{
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inputIndex = e.InputIndex;
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break;
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}
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}
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auto& p = Inputs.AddOne();
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p.InputIndex = inputIndex;
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p.NodeIndex = i;
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#if USE_EDITOR
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p.Type = GetGraphFunctionTypeName_Deprecated(node.Values[0]);
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#endif
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p.Name = name;
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}
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}
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else if (node.Type == GRAPH_NODE_MAKE_TYPE(16, 2)) // Function Output
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{
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if (Outputs.Count() < 16 && canUseOutputs)
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{
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auto& p = Outputs.AddOne();
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p.InputIndex = i;
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p.NodeIndex = i;
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#if USE_EDITOR
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p.Type = GetGraphFunctionTypeName_Deprecated(node.Values[0]);
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#endif
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p.Name = (StringView)node.Values[1];
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}
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}
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else if (node.Type == GRAPH_NODE_MAKE_TYPE(9, 18)) // State Machine
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{
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if (node.Data.StateMachine.Graph)
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{
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ProcessGraphForSignature(node.Data.StateMachine.Graph, false);
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}
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}
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else if (node.Type == GRAPH_NODE_MAKE_TYPE(9, 20)) // State
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{
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if (node.Data.State.Graph)
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{
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ProcessGraphForSignature(node.Data.State.Graph, false);
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}
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}
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}
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for (auto& stateTransition : graph->StateTransitions)
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{
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if (stateTransition.RuleGraph)
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{
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ProcessGraphForSignature(stateTransition.RuleGraph, false);
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}
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}
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}
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