Files
FlaxEngine/Source/Engine/Content/Assets/AnimationGraphFunction.h
2022-06-14 20:17:00 +02:00

69 lines
2.0 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#pragma once
#include "../BinaryAsset.h"
#include "Engine/Animations/Graph/AnimGraph.h"
/// <summary>
/// Animation Graph function asset that contains reusable part of the anim graph.
/// </summary>
API_CLASS(NoSpawn) class FLAXENGINE_API AnimationGraphFunction : public BinaryAsset
{
DECLARE_BINARY_ASSET_HEADER(AnimationGraphFunction, 1);
public:
/// <summary>
/// The loaded anim graph function graph data (serialized anim graph).
/// </summary>
BytesContainer GraphData;
struct FunctionParameter
{
int32 InputIndex;
int32 NodeIndex;
#if USE_EDITOR
String Type;
#endif
String Name;
};
/// <summary>
/// The input nodes.
/// </summary>
Array<FunctionParameter, FixedAllocation<16>> Inputs;
/// <summary>
/// The output nodes.
/// </summary>
Array<FunctionParameter, FixedAllocation<16>> Outputs;
/// <summary>
/// Tries to load surface graph from the asset.
/// </summary>
/// <returns>The output surface data, or empty if failed to load.</returns>
API_FUNCTION() BytesContainer LoadSurface() const;
#if USE_EDITOR
// Gets the function signature for Visject Surface editor.
API_FUNCTION() void GetSignature(API_PARAM(Out) Array<StringView, FixedAllocation<32>>& types, API_PARAM(Out) Array<StringView, FixedAllocation<32>>& names);
/// <summary>
/// Updates the anim graph surface (save new one, discards cached data, reloads asset).
/// </summary>
/// <param name="data">The surface graph data.</param>
/// <returns>True if cannot save it, otherwise false.</returns>
API_FUNCTION() bool SaveSurface(const BytesContainer& data);
#endif
private:
void ProcessGraphForSignature(AnimGraphBase* graph, bool canUseOutputs);
protected:
// [BinaryAsset]
LoadResult load() override;
void unload(bool isReloading) override;
AssetChunksFlag getChunksToPreload() const override;
};