// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #pragma once #include "AnimGraphNode_Base.h" #include "AnimGraphNode_SkeletalControlBase.generated.h" struct HActor; UCLASS(Abstract, MinimalAPI) class UAnimGraphNode_SkeletalControlBase : public UAnimGraphNode_Base { GENERATED_UCLASS_BODY() public: // UEdGraphNode interface ANIMGRAPH_API virtual FLinearColor GetNodeTitleColor() const override; ANIMGRAPH_API virtual FText GetTooltipText() const override; // End of UEdGraphNode interface // UAnimGraphNode_Base interface ANIMGRAPH_API virtual FString GetNodeCategory() const override; ANIMGRAPH_API virtual void CreateOutputPins() override; // End of UAnimGraphNode_Base interface // Draw function for supporting visualization ANIMGRAPH_API virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent * PreviewSkelMeshComp) const {}; /** * methods related to widget control */ ANIMGRAPH_API virtual FVector GetWidgetLocation(const USkeletalMeshComponent* SkelComp, struct FAnimNode_SkeletalControlBase* AnimNode) { return FVector::ZeroVector; } // to keep data consistency between anim nodes ANIMGRAPH_API virtual void CopyNodeDataTo(FAnimNode_Base* OutAnimNode){} ANIMGRAPH_API virtual void CopyNodeDataFrom(const FAnimNode_Base* NewAnimNode){} /** Are we currently showing this pin */ ANIMGRAPH_API bool IsPinShown(const FString& PinName) const; // return current widget mode this anim graph node supports ANIMGRAPH_API virtual int32 GetWidgetMode(const USkeletalMeshComponent* SkelComp); // called when the user changed widget mode by pressing "Space" key ANIMGRAPH_API virtual int32 ChangeToNextWidgetMode(const USkeletalMeshComponent* SkelComp, int32 CurWidgetMode); // called when the user set widget mode directly, returns true if InWidgetMode is available ANIMGRAPH_API virtual bool SetWidgetMode(const USkeletalMeshComponent* SkelComp, int32 InWidgetMode){ return false; } // ANIMGRAPH_API virtual FName FindSelectedBone(); // if anim graph node needs other actors to select other bones, move actor's positions when this is called ANIMGRAPH_API virtual void MoveSelectActorLocation(const USkeletalMeshComponent* SkelComp, FAnimNode_SkeletalControlBase* InAnimNode){} ANIMGRAPH_API virtual bool IsActorClicked(HActor* ActorHitProxy){ return false; } ANIMGRAPH_API virtual void ProcessActorClick(HActor* ActorHitProxy){} // if it has select-actors, should hide all actors when de-select is called ANIMGRAPH_API virtual void DeselectActor(USkeletalMeshComponent* SkelComp){} // called when the widget is dragged in translation mode ANIMGRAPH_API virtual void DoTranslation(const USkeletalMeshComponent* SkelComp, FVector& Drag, FAnimNode_Base* InOutAnimNode){} // called when the widget is dragged in rotation mode ANIMGRAPH_API virtual void DoRotation(const USkeletalMeshComponent* SkelComp, FRotator& Rotation, FAnimNode_Base* InOutAnimNode){} // called when the widget is dragged in scale mode ANIMGRAPH_API virtual void DoScale(const USkeletalMeshComponent* SkelComp, FVector& Scale, FAnimNode_Base* InOutAnimNode){} protected: // Returns the short descriptive name of the controller ANIMGRAPH_API virtual FText GetControllerDescription() const; /** * helper functions for bone control preview */ // local conversion function for drawing void ConvertToComponentSpaceTransform(const USkeletalMeshComponent* SkelComp, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, EBoneControlSpace Space) const; // convert drag vector in component space to bone space FVector ConvertCSVectorToBoneSpace(const USkeletalMeshComponent* SkelComp, FVector& InCSVector, FA2CSPose& MeshBases, const FName& BoneName, const EBoneControlSpace Space); // convert rotator in component space to bone space FQuat ConvertCSRotationToBoneSpace(const USkeletalMeshComponent* SkelComp, FRotator& InCSRotator, FA2CSPose& MeshBases, const FName& BoneName, const EBoneControlSpace Space); // convert widget location according to bone control space FVector ConvertWidgetLocation(const USkeletalMeshComponent* InSkelComp, FA2CSPose& InMeshBases, const FName& BoneName, const FVector& InLocation, const EBoneControlSpace Space); // set literal value for FVector void SetDefaultValue(const FString& InDefaultValueName, const FVector& InValue); // get literal value for vector void GetDefaultValue(const FString& UpdateDefaultValueName, FVector& OutVec); void GetDefaultValue(const FString& PropName, FRotator& OutValue) { FVector Value; GetDefaultValue(PropName, Value); OutValue.Pitch = Value.X; OutValue.Yaw = Value.Y; OutValue.Roll = Value.Z; } template ValueType GetNodeValue(const FString& PropName, const ValueType& CompileNodeValue) { if (IsPinShown(PropName)) { ValueType Val; GetDefaultValue(PropName, Val); return Val; } return CompileNodeValue; } void SetDefaultValue(const FString& PropName, const FRotator& InValue) { FVector VecValue(InValue.Pitch, InValue.Yaw, InValue.Roll); SetDefaultValue(PropName, VecValue); } template void SetNodeValue(const FString& PropName, ValueType& CompileNodeValue, const ValueType& InValue) { if (IsPinShown(PropName)) { SetDefaultValue(PropName, InValue); } CompileNodeValue = InValue; } };