// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "AnimGraphPrivatePCH.h" #include "AnimGraphNode_SkeletalControlBase.h" #include "AnimationGraphSchema.h" ///////////////////////////////////////////////////// // UAnimGraphNode_SkeletalControlBase #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_SkeletalControlBase::UAnimGraphNode_SkeletalControlBase(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } // returns int32 instead of EWidgetMode because of compiling issue on Mac int32 UAnimGraphNode_SkeletalControlBase::GetWidgetMode(const USkeletalMeshComponent* SkelComp) { return (int32)FWidget::EWidgetMode::WM_None; } int32 UAnimGraphNode_SkeletalControlBase::ChangeToNextWidgetMode(const USkeletalMeshComponent* SkelComp, int32 CurWidgetMode) { return GetWidgetMode(SkelComp); } // FName UAnimGraphNode_SkeletalControlBase::FindSelectedBone() { return NAME_None; } FLinearColor UAnimGraphNode_SkeletalControlBase::GetNodeTitleColor() const { return FLinearColor(0.75f, 0.75f, 0.10f); } FString UAnimGraphNode_SkeletalControlBase::GetNodeCategory() const { return TEXT("Skeletal Controls"); } FText UAnimGraphNode_SkeletalControlBase::GetControllerDescription() const { return LOCTEXT("ImplementMe", "Implement me"); } FText UAnimGraphNode_SkeletalControlBase::GetTooltipText() const { return GetControllerDescription(); } void UAnimGraphNode_SkeletalControlBase::CreateOutputPins() { const UAnimationGraphSchema* Schema = GetDefault(); CreatePin(EGPD_Output, Schema->PC_Struct, TEXT(""), FComponentSpacePoseLink::StaticStruct(), /*bIsArray=*/ false, /*bIsReference=*/ false, TEXT("Pose")); } void UAnimGraphNode_SkeletalControlBase::ConvertToComponentSpaceTransform(const USkeletalMeshComponent* SkelComp, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, EBoneControlSpace Space) const { USkeleton * Skeleton = SkelComp->SkeletalMesh->Skeleton; switch (Space) { case BCS_WorldSpace: { OutCSTransform = InTransform; OutCSTransform.SetToRelativeTransform(SkelComp->ComponentToWorld); } break; case BCS_ComponentSpace: { // Component Space, no change. OutCSTransform = InTransform; } break; case BCS_ParentBoneSpace: if (BoneIndex != INDEX_NONE) { const int32 ParentIndex = Skeleton->GetReferenceSkeleton().GetParentIndex(BoneIndex); if (ParentIndex != INDEX_NONE) { const int32 MeshParentIndex = Skeleton->GetMeshBoneIndexFromSkeletonBoneIndex(SkelComp->SkeletalMesh, ParentIndex); if (MeshParentIndex != INDEX_NONE) { const FTransform ParentTM = SkelComp->GetBoneTransform(MeshParentIndex); OutCSTransform = InTransform * ParentTM; } else { OutCSTransform = InTransform; } } } break; case BCS_BoneSpace: if (BoneIndex != INDEX_NONE) { const int32 MeshBoneIndex = Skeleton->GetMeshBoneIndexFromSkeletonBoneIndex(SkelComp->SkeletalMesh, BoneIndex); if (MeshBoneIndex != INDEX_NONE) { const FTransform BoneTM = SkelComp->GetBoneTransform(MeshBoneIndex); OutCSTransform = InTransform * BoneTM; } else { OutCSTransform = InTransform; } } break; default: if (SkelComp->SkeletalMesh) { UE_LOG(LogAnimation, Warning, TEXT("ConvertToComponentSpaceTransform: Unknown BoneSpace %d for Mesh: %s"), (uint8)Space, *SkelComp->SkeletalMesh->GetFName().ToString()); } else { UE_LOG(LogAnimation, Warning, TEXT("ConvertToComponentSpaceTransform: Unknown BoneSpace %d for Skeleton: %s"), (uint8)Space, *Skeleton->GetFName().ToString()); } break; } } FVector UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace(const USkeletalMeshComponent* SkelComp, FVector& InCSVector, FA2CSPose& MeshBases, const FName& BoneName, const EBoneControlSpace Space) { FVector OutVector = InCSVector; if (MeshBases.IsValid()) { int32 MeshBoneIndex = SkelComp->GetBoneIndex(BoneName); switch (Space) { // World Space, no change in preview window case BCS_WorldSpace: case BCS_ComponentSpace: // Component Space, no change. break; case BCS_ParentBoneSpace: { const int32 ParentIndex = MeshBases.GetParentBoneIndex(MeshBoneIndex); if (ParentIndex != INDEX_NONE) { FTransform ParentTM = MeshBases.GetComponentSpaceTransform(ParentIndex); OutVector = ParentTM.InverseTransformVector(InCSVector); } } break; case BCS_BoneSpace: { FTransform BoneTM = MeshBases.GetComponentSpaceTransform(MeshBoneIndex); OutVector = BoneTM.InverseTransformVector(InCSVector); } break; } } return OutVector; } FQuat UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace(const USkeletalMeshComponent* SkelComp, FRotator& InCSRotator, FA2CSPose& MeshBases, const FName& BoneName, const EBoneControlSpace Space) { FQuat OutQuat = FQuat::Identity; if (MeshBases.IsValid()) { int32 MeshBoneIndex = SkelComp->GetBoneIndex(BoneName); FVector RotAxis; float RotAngle; InCSRotator.Quaternion().ToAxisAndAngle(RotAxis, RotAngle); switch (Space) { // World Space, no change in preview window case BCS_WorldSpace: case BCS_ComponentSpace: // Component Space, no change. OutQuat = InCSRotator.Quaternion(); break; case BCS_ParentBoneSpace: { const int32 ParentIndex = MeshBases.GetParentBoneIndex(MeshBoneIndex); if (ParentIndex != INDEX_NONE) { FTransform ParentTM = MeshBases.GetComponentSpaceTransform(ParentIndex); ParentTM = ParentTM.Inverse(); //Calculate the new delta rotation FVector4 BoneSpaceAxis = ParentTM.TransformVector(RotAxis); FQuat DeltaQuat(BoneSpaceAxis, RotAngle); DeltaQuat.Normalize(); OutQuat = DeltaQuat; } } break; case BCS_BoneSpace: { FTransform BoneTM = MeshBases.GetComponentSpaceTransform(MeshBoneIndex); BoneTM = BoneTM.Inverse(); FVector4 BoneSpaceAxis = BoneTM.TransformVector(RotAxis); //Calculate the new delta rotation FQuat DeltaQuat(BoneSpaceAxis, RotAngle); DeltaQuat.Normalize(); OutQuat = DeltaQuat; } break; } } return OutQuat; } FVector UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation(const USkeletalMeshComponent* SkelComp, FA2CSPose& MeshBases, const FName& BoneName, const FVector& Location, const EBoneControlSpace Space) { FVector WidgetLoc = FVector::ZeroVector; if (MeshBases.IsValid()) { USkeleton * Skeleton = SkelComp->SkeletalMesh->Skeleton; int32 MeshBoneIndex = SkelComp->GetBoneIndex(BoneName); switch (Space) { // ComponentToWorld must be Identity in preview window so same as ComponentSpace case BCS_WorldSpace: case BCS_ComponentSpace: { // Component Space, no change. WidgetLoc = Location; } break; case BCS_ParentBoneSpace: if (MeshBoneIndex != INDEX_NONE) { const int32 MeshParentIndex = MeshBases.GetParentBoneIndex(MeshBoneIndex); if (MeshParentIndex != INDEX_NONE) { const FTransform ParentTM = MeshBases.GetComponentSpaceTransform(MeshParentIndex); WidgetLoc = ParentTM.TransformPosition(Location); } } break; case BCS_BoneSpace: if (MeshBoneIndex != INDEX_NONE) { FTransform BoneTM = MeshBases.GetComponentSpaceTransform(MeshBoneIndex); WidgetLoc = BoneTM.TransformPosition(Location); } } } return WidgetLoc; } void UAnimGraphNode_SkeletalControlBase::GetDefaultValue(const FString& UpdateDefaultValueName, FVector& OutVec) { for (UEdGraphPin* Pin : Pins) { if (Pin->PinName == UpdateDefaultValueName) { if (GetSchema()->IsCurrentPinDefaultValid(Pin).IsEmpty()) { FString DefaultString = Pin->GetDefaultAsString(); // Existing nodes (from older versions) might have an empty default value string; in that case we just fall through and return the zero vector below (which is the default value in that case). if(!DefaultString.IsEmpty()) { TArray ResultString; //Parse string to split its contents separated by ',' DefaultString.Trim(); DefaultString.TrimTrailing(); DefaultString.ParseIntoArray(ResultString, TEXT(","), true); check(ResultString.Num() == 3); OutVec.Set( FCString::Atof(*ResultString[0]), FCString::Atof(*ResultString[1]), FCString::Atof(*ResultString[2]) ); return; } } } } OutVec = FVector::ZeroVector; } void UAnimGraphNode_SkeletalControlBase::SetDefaultValue(const FString& UpdateDefaultValueName, const FVector& Value) { for (UEdGraphPin* Pin : Pins) { if (Pin->PinName == UpdateDefaultValueName) { if (GetSchema()->IsCurrentPinDefaultValid(Pin).IsEmpty()) { FString Str = FString::Printf(TEXT("%.3f,%.3f,%.3f"), Value.X, Value.Y, Value.Z); if (Pin->DefaultValue != Str) { PreEditChange(NULL); GetSchema()->TrySetDefaultValue(*Pin, Str); PostEditChange(); break; } } } } } bool UAnimGraphNode_SkeletalControlBase::IsPinShown(const FString& PinName) const { for (const FOptionalPinFromProperty& Pin : ShowPinForProperties) { if (Pin.PropertyName.ToString() == PinName) { return Pin.bShowPin; } } return false; } #undef LOCTEXT_NAMESPACE