Did a shitload more work. To what end? Not much.

This commit is contained in:
Jamie Greunbaum
2023-09-29 15:11:48 -04:00
parent de9865758a
commit cfe285b94d
22 changed files with 1049 additions and 410 deletions
@@ -0,0 +1,11 @@
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
#pragma once
struct FAssetEditorTabs_ComboActionGraph
{
// Tab identifiers
static const FName ComboActionGraphPropertyID;
static const FName ViewportID;
static const FName SearchToolbarID;
};
@@ -0,0 +1,166 @@
// All rights reserved Dominik Pavlicek 2023
#include "Layout/ComboActionForceDirectedSolveLayoutStrategy.h"
#include "ComboActionGraph.h"
#include "Ed/EdComboActionGraph.h"
#include "Ed/EdComboActionGraphNode.h"
#include "Nodes/ComboActionGraphNode.h"
#include "Settings/ComboActionGraphEditorSettings.h"
UComboActionForceDirectedSolveLayoutStrategy::UComboActionForceDirectedSolveLayoutStrategy()
{
this->bRandomInit = false;
this->CoolDownRate = 10;
this->InitTemperature = 10.f;
}
static inline float CoolDown(float Temp, float CoolDownRate)
{
if (Temp < .01) return .01;
return Temp - (Temp / CoolDownRate);
}
static inline float GetAttractForce(float X, float K)
{
return (X * X) / K;
}
static inline float GetRepulseForce(float X, float k)
{
return X != 0 ? k * k / X : TNumericLimits<float>::Max();
}
void UComboActionForceDirectedSolveLayoutStrategy::Layout(UEdGraph *InEdGraph)
{
this->EdGraph = Cast<UEdComboActionGraph>(InEdGraph);
check(this->EdGraph != nullptr);
this->EdGraph->RebuildComboActionGraph();
this->Graph = this->EdGraph->GetComboActionGraph();
check(this->Graph != nullptr);
if (this->Settings != nullptr)
{
this->OptimalDistance = Settings->GetOptimalDistance();
this->MaxIteration = Settings->GetMaxIteration();
this->bRandomInit = Settings->IsRandomInit();
}
FBox2D PreTreeBound(ForceInitToZero);
for (int32 i = 0; i < Graph->RootNodes.Num(); ++i)
{
PreTreeBound = this->LayoutOneTree(Graph->RootNodes[i], PreTreeBound);
}
}
FBox2D UComboActionForceDirectedSolveLayoutStrategy::LayoutOneTree(UComboActionGraphNode *RootNode, const FBox2D &PreTreeBound)
{
float Temp = this->InitTemperature;
FBox2D TreeBound = GetActualBounds(RootNode);
TreeBound.Min.X += PreTreeBound.Max.X + this->OptimalDistance;
TreeBound.Max.X += PreTreeBound.Max.X + this->OptimalDistance;
if (this->bRandomInit)
{
this->RandomLayoutOneTree(RootNode, TreeBound);
}
float RepulseForce, AttractForce, Distance;
FVector2D Diff;
TMap<UEdGraphNode*, FVector2D> NodeToDisplacement;
for (const TObjectPtr<UEdGraphNode> &EdNode : this->EdGraph->Nodes)
{
NodeToDisplacement.Add(EdNode, FVector2D(0.0f, 0.0f));
}
for (int32 IterationNum = 0; IterationNum < this->MaxIteration; IterationNum++)
{
// Calculate the repulsive forces.
for (int32 i = 0; i < this->EdGraph->Nodes.Num(); i++)
{
for (int32 j = 0; j < this->EdGraph->Nodes.Num(); j++)
{
if (i == j)
{
continue;
}
Diff.X = this->EdGraph->Nodes[i]->NodePosX - this->EdGraph->Nodes[j]->NodePosX;
Diff.Y = this->EdGraph->Nodes[i]->NodePosY - this->EdGraph->Nodes[j]->NodePosY;
Distance = Diff.Size();
Diff.Normalize();
RepulseForce = Distance > 2 * this->OptimalDistance ? 0 : GetRepulseForce(Distance, this->OptimalDistance);
NodeToDisplacement[this->EdGraph->Nodes[i]] += Diff * RepulseForce;
}
}
// Calculate the attractive forces.
int Level = 0;
TArray<UComboActionGraphNode*> CurrLevelNodes = { RootNode };
TArray<UComboActionGraphNode*> NextLevelNodes;
while (CurrLevelNodes.Num() != 0)
{
for (int32 i = 0; i < CurrLevelNodes.Num(); i++)
{
UComboActionGraphNode *Node = CurrLevelNodes[i];
check(Node != nullptr);
UEdComboActionGraphNode *EdNode_ParentNode = this->EdGraph->NodeMap[Node];
for (int32 j = 0; j < Node->ChildrenNodes.Num(); j++)
{
NextLevelNodes.Add(Node->ChildrenNodes[j]);
UEdComboActionGraphNode *EdNode_ChildNode = this->EdGraph->NodeMap[Node->ChildrenNodes[j]];
Diff.X = EdNode_ChildNode->NodePosX - EdNode_ParentNode->NodePosY;
Diff.Y = EdNode_ChildNode->NodePosY - EdNode_ParentNode->NodePosY;
Distance = Diff.Size();
Diff.Normalize();
AttractForce = GetAttractForce(Distance, this->OptimalDistance);
NodeToDisplacement[EdNode_ParentNode] += Distance * Diff;
NodeToDisplacement[EdNode_ChildNode] -= Distance * Diff;
}
}
CurrLevelNodes = NextLevelNodes;
NextLevelNodes.Reset();
Level++;
}
for (UEdGraphNode *EdNode : this->EdGraph->Nodes)
{
Distance = NodeToDisplacement[EdNode].Size();
NodeToDisplacement[EdNode].Normalize();
float Minimum = Distance < Temp ? Distance : Temp;
EdNode->NodePosX += NodeToDisplacement[EdNode].X * Minimum;
EdNode->NodePosY += NodeToDisplacement[EdNode].Y * Minimum;
}
Temp = CoolDown(Temp, this->CoolDownRate);
}
FBox2D ActualBound = GetActualBounds(RootNode);
FVector2D Center = ActualBound.GetCenter();
FVector2D TreeCenter = TreeBound.GetCenter();
FVector2D Scale = (TreeBound.Max - TreeBound.Min) / (ActualBound.Max - ActualBound.Min);
for (UEdGraphNode *EdNode : EdGraph->Nodes)
{
EdNode->NodePosX = TreeCenter.X + Scale.X * (EdNode->NodePosX - Center.X);
EdNode->NodePosY = TreeCenter.Y + Scale.Y * (EdNode->NodePosY - Center.Y);
}
return TreeBound;
}
@@ -0,0 +1,30 @@
// All rights reserved Dominik Pavlicek 2023
#pragma once
#include "CoreMinimal.h"
#include "Layout/ComboActionGraphLayoutStrategy.h"
#include "UObject/Object.h"
#include "ComboActionForceDirectedSolveLayoutStrategy.generated.h"
/**
*
*/
UCLASS()
class COMBOINPUTEDITOR_API UComboActionForceDirectedSolveLayoutStrategy : public UComboActionGraphLayoutStrategy
{
GENERATED_BODY()
UComboActionForceDirectedSolveLayoutStrategy();
virtual void Layout(UEdGraph *EdGraph) override;
protected:
virtual FBox2D LayoutOneTree(UComboActionGraphNode* RootNode, const FBox2D &PreTreeBound);
protected:
bool bRandomInit;
float InitTemperature;
float CoolDownRate;
};
@@ -0,0 +1,95 @@
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
#include "ComboActionGraphLayoutStrategy.h"
#include "Ed/EdComboActionGraph.h"
#include "Ed/EdComboActionGraphNode.h"
#include "Ed/SEdComboActionGraphNode.h"
#include "Nodes/ComboActionGraphNode.h"
#include "Kismet/KismetMathLibrary.h"
UComboActionGraphLayoutStrategy::UComboActionGraphLayoutStrategy()
{
Settings = nullptr;
MaxIteration = 50;
OptimalDistance = 150;
}
int32 UComboActionGraphLayoutStrategy::GetNodeWidth(UEdComboActionGraphNode *EdNode)
{
return EdNode->SEdNode->GetCachedGeometry().GetLocalSize().X;
}
int32 UComboActionGraphLayoutStrategy::GetNodeHeight(UEdComboActionGraphNode *EdNode)
{
return EdNode->SEdNode->GetCachedGeometry().GetLocalSize().Y;
}
FBox2D UComboActionGraphLayoutStrategy::GetNodeBound(UEdGraphNode* EdNode)
{
int32 NodeWidth = GetNodeWidth(Cast<UEdComboActionGraphNode>(EdNode));
int32 NodeHeight = GetNodeHeight(Cast<UEdComboActionGraphNode>(EdNode));
FVector2D Min(EdNode->NodePosX, EdNode->NodePosY);
FVector2D Max(EdNode->NodePosX + NodeWidth, EdNode->NodePosY + NodeHeight);
return FBox2D(Min, Max);
}
FBox2D UComboActionGraphLayoutStrategy::GetActualBounds(UComboActionGraphNode *RootNode)
{
int Level = 0;
TArray<UComboActionGraphNode*> CurrLevelNodes = { RootNode };
TArray<UComboActionGraphNode*> NextLevelNodes;
FBox2D Rtn = GetNodeBound(this->EdGraph->NodeMap[RootNode]);
while (CurrLevelNodes.Num() != 0)
{
for (const UComboActionGraphNode *Node : CurrLevelNodes)
{
check(Node != nullptr);
Rtn += GetNodeBound(this->EdGraph->NodeMap[Node]);
for (UComboActionGraphNode *ChildNode : Node->ChildrenNodes)
{
NextLevelNodes.Add(ChildNode);
}
}
CurrLevelNodes = NextLevelNodes;
NextLevelNodes.Reset();
++Level;
}
return Rtn;
}
void UComboActionGraphLayoutStrategy::RandomLayoutOneTree(UComboActionGraphNode *RootNode, const FBox2D &Bound)
{
int Level = 0;
TArray<UComboActionGraphNode*> CurrLevelNodes = { RootNode };
TArray<UComboActionGraphNode*> NextLevelNodes;
while (CurrLevelNodes.Num() != 0)
{
for (const UComboActionGraphNode *Node : CurrLevelNodes)
{
check(Node != nullptr);
UEdComboActionGraphNode *EdNode_Node = this->EdGraph->NodeMap[Node];
EdNode_Node->NodePosX = UKismetMathLibrary::RandomFloatInRange(Bound.Min.X, Bound.Max.X);
EdNode_Node->NodePosY = UKismetMathLibrary::RandomFloatInRange(Bound.Min.Y, Bound.Max.Y);
for (UComboActionGraphNode *ChildNode : Node->ChildrenNodes)
{
NextLevelNodes.Add(ChildNode);
}
}
CurrLevelNodes = NextLevelNodes;
NextLevelNodes.Reset();
++Level;
}
}
@@ -0,0 +1,42 @@
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "ComboActionGraphLayoutStrategy.generated.h"
/**
*
*/
UCLASS(Abstract)
class COMBOINPUTEDITOR_API UComboActionGraphLayoutStrategy : public UObject
{
GENERATED_BODY()
public:
UComboActionGraphLayoutStrategy();
virtual void Layout(UEdGraph *G) {};
UComboActionGraphEditorSettings *Settings;
protected:
int32 GetNodeWidth(UEdComboActionGraphNode *EdNode);
int32 GetNodeHeight(UEdComboActionGraphNode *EdNode);
FBox2D GetNodeBound(UEdGraphNode *EdNode);
FBox2D GetActualBounds(UComboActionGraphNode *RootNode);
virtual void RandomLayoutOneTree(UComboActionGraphNode *RootNode, const FBox2D &Bound);
protected:
UComboActionGraph *Graph;
UEdComboActionGraph *EdGraph;
int32 MaxIteration;
int32 OptimalDistance;
};
@@ -0,0 +1,241 @@
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
#include "ComboActionTreeSolveLayoutStrategy.h"
#include "ComboActionGraph.h"
#include "Ed/EdComboActionGraph.h"
#include "Ed/EdComboActionGraphNode.h"
#include "Nodes/ComboActionGraphNode.h"
#include "Settings/ComboActionGraphEditorSettings.h"
void UComboActionTreeSolveLayoutStrategy::Layout(UEdGraph *InEdGraph)
{
this->EdGraph = Cast<UEdComboActionGraph>(InEdGraph);
check(this->EdGraph != nullptr);
this->EdGraph->RebuildComboActionGraph();
this->Graph = this->EdGraph->GetComboActionGraph();
check(this->Graph != nullptr);
bool bFirstPassOnly = false;
if (this->Settings == nullptr)
{
this->Settings = GetMutableDefault<UComboActionGraphEditorSettings>();
}
if (this->Settings != nullptr)
{
this->OptimalDistance = this->Settings->GetOptimalDistance();
this->MaxIteration = this->Settings->GetMaxIteration();
bFirstPassOnly = this->Settings->IsFirstPassOnly();
}
FVector2D Anchor(0.f, 0.f);
for (UComboActionGraphNode *RootNode : this->Graph->RootNodes)
{
this->InitPass(RootNode, Anchor);
if (!bFirstPassOnly)
{
for (int32 j = 0; j < this->MaxIteration; ++j)
{
bool HasConflict = this->ResolveConflictPass(RootNode);
if (!HasConflict)
{
break;
}
}
}
}
for (int32 i = 0; i < Graph->RootNodes.Num(); i++)
{
for (int32 j = 0; j < i; j++)
{
this->ResolveConflict(Graph->RootNodes[j], Graph->RootNodes[i]);
}
}
}
void UComboActionTreeSolveLayoutStrategy::InitPass(UComboActionGraphNode *RootNode, const FVector2D &Anchor)
{
UEdComboActionGraphNode *EdNode_RootNode = this->EdGraph->NodeMap[RootNode];
FVector2D ChildAnchor(FVector2D(0.0f, this->GetNodeHeight(EdNode_RootNode) + this->OptimalDistance + Anchor.Y));
for (int32 i = 0; i < RootNode->ChildrenNodes.Num(); i++)
{
UComboActionGraphNode *Child = RootNode->ChildrenNodes[i];
UEdComboActionGraphNode *EdNode_ChildNode = this->EdGraph->NodeMap[Child];
if (i > 0)
{
UComboActionGraphNode *PreChild = RootNode->ChildrenNodes[i - 1];
UEdComboActionGraphNode *EdNode_PreChildNode = this->EdGraph->NodeMap[PreChild];
ChildAnchor.X += this->OptimalDistance + this->GetNodeWidth(EdNode_PreChildNode) / 2;
}
ChildAnchor.X += this->GetNodeWidth(EdNode_ChildNode) / 2;
this->InitPass(Child, ChildAnchor);
}
float NodeWidth = this->GetNodeWidth(EdNode_RootNode);
EdNode_RootNode->NodePosY = Anchor.Y;
if (RootNode->ChildrenNodes.Num() == 0)
{
EdNode_RootNode->NodePosX = Anchor.X - NodeWidth / 2;
}
else
{
this->UpdateParentNodePosition(RootNode);
}
}
bool UComboActionTreeSolveLayoutStrategy::ResolveConflictPass(UComboActionGraphNode *Node)
{
bool HasConflict = false;
for (int32 i = 0; i < Node->ChildrenNodes.Num(); ++i)
{
UComboActionGraphNode *Child = Node->ChildrenNodes[i];
if (this->ResolveConflictPass(Child))
{
HasConflict = true;
}
}
for (const UComboActionGraphNode *ParentNode : Node->ParentNodes)
{
for (UComboActionGraphNode *LeftSibling : ParentNode->ChildrenNodes)
{
if (LeftSibling == Node)
{
break;
}
if (this->ResolveConflict(LeftSibling, Node))
{
HasConflict = true;
}
}
}
return HasConflict;
}
bool UComboActionTreeSolveLayoutStrategy::ResolveConflict(UComboActionGraphNode *LRoot, UComboActionGraphNode *RRoot)
{
TArray<UEdComboActionGraphNode*> RightContour, LeftContour;
this->GetRightContour(LRoot, 0, RightContour);
this->GetLeftContour(RRoot, 0, LeftContour);
int32 MaxOverlapDistance = 0;
int32 Num = FMath::Min(LeftContour.Num(), RightContour.Num());
for (int32 i = 0; i < Num; ++i)
{
if (RightContour.Contains(LeftContour[i]) || LeftContour.Contains(RightContour[i]))
break;
int32 RightBound = RightContour[i]->NodePosX + this->GetNodeWidth(RightContour[i]);
int32 LeftBound = LeftContour[i]->NodePosX;
int32 Distance = RightBound + OptimalDistance - LeftBound;
if (Distance > MaxOverlapDistance)
{
MaxOverlapDistance = Distance;
}
}
if (MaxOverlapDistance > 0)
{
this->ShiftSubTree(RRoot, FVector2D(MaxOverlapDistance, 0.f));
TArray<UComboActionGraphNode*> ParentNodes = RRoot->ParentNodes;
TArray<UComboActionGraphNode*> NextParentNodes;
while (ParentNodes.Num() != 0)
{
for (int32 i = 0; i < ParentNodes.Num(); ++i)
{
UpdateParentNodePosition(ParentNodes[i]);
NextParentNodes.Append(ParentNodes[i]->ParentNodes);
}
ParentNodes = NextParentNodes;
NextParentNodes.Reset();
}
return true;
}
return false;
}
void UComboActionTreeSolveLayoutStrategy::GetLeftContour(UComboActionGraphNode *RootNode, int32 Level, TArray<UEdComboActionGraphNode*> &Contour)
{
UEdComboActionGraphNode *EdNode_Node = this->EdGraph->NodeMap[RootNode];
if (Level >= Contour.Num())
{
Contour.Add(EdNode_Node);
}
else if (EdNode_Node->NodePosX < Contour[Level]->NodePosX)
{
Contour[Level] = EdNode_Node;
}
for (UComboActionGraphNode *Child : RootNode->ChildrenNodes)
{
this->GetLeftContour(Child, Level + 1, Contour);
}
}
void UComboActionTreeSolveLayoutStrategy::GetRightContour(UComboActionGraphNode *RootNode, int32 Level, TArray<UEdComboActionGraphNode*> &Contour)
{
UEdComboActionGraphNode *EdNode_Node = this->EdGraph->NodeMap[RootNode];
if (Level >= Contour.Num())
{
Contour.Add(EdNode_Node);
}
else if (EdNode_Node->NodePosX + this->GetNodeWidth(EdNode_Node) > Contour[Level]->NodePosX + this->GetNodeWidth(Contour[Level]))
{
Contour[Level] = EdNode_Node;
}
for (UComboActionGraphNode *Child : RootNode->ChildrenNodes)
{
this->GetRightContour(Child, Level + 1, Contour);
}
}
void UComboActionTreeSolveLayoutStrategy::ShiftSubTree(UComboActionGraphNode *RootNode, const FVector2D &Offset)
{
UEdComboActionGraphNode *EdNode_Node = this->EdGraph->NodeMap[RootNode];
EdNode_Node->NodePosX += Offset.X;
EdNode_Node->NodePosY += Offset.Y;
for (UComboActionGraphNode *Child : RootNode->ChildrenNodes)
{
if (Child->ParentNodes[0] == RootNode)
{
this->ShiftSubTree(Child, Offset);
}
}
}
void UComboActionTreeSolveLayoutStrategy::UpdateParentNodePosition(UComboActionGraphNode *RootNode)
{
UEdComboActionGraphNode *EdNode_ParentNode = this->EdGraph->NodeMap[RootNode];
if (RootNode->ChildrenNodes.Num() % 2 == 0)
{
UEdComboActionGraphNode *FirstChild = this->EdGraph->NodeMap[RootNode->ChildrenNodes[0]];
UEdComboActionGraphNode *LastChild = this->EdGraph->NodeMap[RootNode->ChildrenNodes.Last()];
float LeftBound = FirstChild->NodePosX;
float RightBound = LastChild->NodePosX + this->GetNodeWidth(LastChild);
EdNode_ParentNode->NodePosX = (LeftBound + RightBound) / 2 - this->GetNodeWidth(EdNode_ParentNode) / 2;
}
else
{
UEdComboActionGraphNode *MidChild = this->EdGraph->NodeMap[RootNode->ChildrenNodes[RootNode->ChildrenNodes.Num() / 2]];
EdNode_ParentNode->NodePosX = MidChild->NodePosX + this->GetNodeWidth(MidChild) / 2 - this->GetNodeWidth(EdNode_ParentNode) / 2;
}
}
@@ -0,0 +1,33 @@
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Layout/ComboActionGraphLayoutStrategy.h"
#include "ComboActionTreeSolveLayoutStrategy.generated.h"
/**
*
*/
UCLASS()
class COMBOINPUTEDITOR_API UComboActionTreeSolveLayoutStrategy : public UComboActionGraphLayoutStrategy
{
GENERATED_BODY()
virtual void Layout(UEdGraph *InEdGraph) override;
protected:
void InitPass(UComboActionGraphNode *RootNode, const FVector2D &Anchor);
bool ResolveConflictPass(UComboActionGraphNode *Node);
bool ResolveConflict(UComboActionGraphNode *LRoot, UComboActionGraphNode *RRoot);
void GetLeftContour(UComboActionGraphNode *RootNode, int32 Level, TArray<UEdComboActionGraphNode*>& Contour);
void GetRightContour(UComboActionGraphNode *RootNode, int32 Level, TArray<UEdComboActionGraphNode*>& Contour);
void ShiftSubTree(UComboActionGraphNode* RootNode, const FVector2D& Offset);
void UpdateParentNodePosition(UComboActionGraphNode* RootNode);
};