2014-12-07 19:09:38 -05:00
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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2015-07-22 14:37:24 -04:00
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#include "AnimGraphRuntimePrivatePCH.h"
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#include "AnimNodes/AnimNode_RefPose.h"
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2014-03-14 14:13:41 -04:00
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/////////////////////////////////////////////////////
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// FAnimRefPoseNode
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void FAnimNode_RefPose::Evaluate(FPoseContext& Output)
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{
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// I don't have anything to evaluate. Should this be even here?
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// EvaluateGraphExposedInputs.Execute(Context);
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switch (RefPoseType)
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{
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case EIT_LocalSpace:
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Output.ResetToRefPose();
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break;
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case EIT_Additive:
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default:
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Output.ResetToIdentity();
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break;
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}
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}
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void FAnimNode_MeshSpaceRefPose::EvaluateComponentSpace(FComponentSpacePoseContext& Output)
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{
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Output.ResetToRefPose();
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2014-04-23 18:35:21 -04:00
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}
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/** Helper for enum output... */
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#ifndef CASE_ENUM_TO_TEXT
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#define CASE_ENUM_TO_TEXT(txt) case txt: return TEXT(#txt);
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#endif
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const TCHAR* GetRefPostTypeText(ERefPoseType RefPose)
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{
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switch (RefPose)
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{
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FOREACH_ENUM_EREFPOSETYPE(CASE_ENUM_TO_TEXT)
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}
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return TEXT("Unknown Ref Pose Type");
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}
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void FAnimNode_RefPose::GatherDebugData(FNodeDebugData& DebugData)
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{
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FString DebugLine = DebugData.GetNodeName(this);
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DebugLine += FString::Printf(TEXT("(Ref Pose Type: %s)"), GetRefPostTypeText(RefPoseType));
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DebugData.AddDebugItem(DebugLine, true);
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2014-03-14 14:13:41 -04:00
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}
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