Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_AnimDynamics.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

108 lines
3.6 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Input/Reply.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "Animation/AnimPhysicsSolver.h"
#include "BoneControllers/AnimNode_AnimDynamics.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "AnimGraphNode_AnimDynamics.generated.h"
class FCompilerResultsLog;
class FPrimitiveDrawInterface;
class IDetailLayoutBuilder;
class USkeletalMeshComponent;
namespace AnimDynamicsNodeConstants
{
const FLinearColor ShapeDrawColor = FLinearColor::White;
const FLinearColor ActiveBodyDrawColor = FLinearColor::Yellow;
const float ShapeLineWidth = 0.07f;
const float BodyLineWidth = 0.07f;
const float TransformLineWidth = 0.05f;
const float TransformBasisScale = 10.0f;
}
UCLASS()
class UAnimGraphNode_AnimDynamics : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_AnimDynamics Node;
/** Preview the live physics object on the mesh */
UPROPERTY(EditAnywhere, Category = Preview)
bool bPreviewLive;
/** Show linear (prismatic) limits in the viewport */
UPROPERTY(EditAnywhere, Category = Preview)
bool bShowLinearLimits;
/** Show angular limit ranges in the viewport */
UPROPERTY(EditAnywhere, Category = Preview)
bool bShowAngularLimits;
/** Show planar limit info (actual plane, plane normal) in the viewport */
UPROPERTY(EditAnywhere, Category = Preview)
bool bShowPlanarLimit;
/** Show spherical limits in the viewport (preview live only) */
UPROPERTY(EditAnywhere, Category = Preview)
bool bShowSphericalLimit;
/** If planar limits are enabled and the collision mode isn't CoM, draw sphere collision sizes */
UPROPERTY(EditAnywhere, Category = Preview)
bool bShowCollisionSpheres;
UPROPERTY(Transient)
mutable USkeletalMeshComponent* LastPreviewComponent;
public:
virtual void PostLoad() override;
static FReply ResetButtonClicked(IDetailLayoutBuilder* DetailLayoutBuilder);
void ResetSim();
// UObject
virtual void Serialize(FArchive& Ar) override;
// UEdGraphNode_Base
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
// UAnimGraphNode_Base
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
// UAnimGraphNode_SkeletalControlBase
virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* PreviewSkelMeshComp) const override;
virtual void GetOnScreenDebugInfo(TArray<FText>& DebugInfo, FAnimNode_Base* RuntimeAnimNode, USkeletalMeshComponent* PreviewSkelMeshComp) const override;
FAnimNode_AnimDynamics* GetPreviewDynamicsNode() const;
protected:
// Keep a version of the current shape for rendering
FAnimPhysShape EditPreviewShape;
virtual FText GetControllerDescription() const override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
void DrawLinearLimits(FPrimitiveDrawInterface* PDI, FTransform ShapeTransform, const FAnimNode_AnimDynamics& NodeToVisualise) const;
void DrawAngularLimits(FPrimitiveDrawInterface* PDI, FTransform JointTransform, const FAnimNode_AnimDynamics& NodeToVisualize) const;
// UAnimGraphNode_SkeletalControlBase protected interface
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
// End of UAnimGraphNode_SkeletalControlBase protected interface
private:
FNodeTitleTextTable CachedNodeTitles;
};