Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

92 lines
3.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimNodes/AnimNode_PoseDriver.h"
#include "AnimGraphNode_PoseHandler.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_PoseDriver.generated.h"
class FCompilerResultsLog;
UCLASS(Experimental, BlueprintType)
class ANIMGRAPH_API UAnimGraphNode_PoseDriver : public UAnimGraphNode_PoseHandler
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
FAnimNode_PoseDriver Node;
/** Length of axis in world units used for debug drawing */
UPROPERTY(EditAnywhere, Category = Debugging, meta = (DefaultValue = "20.0", UIMin = "1.0", UIMax = "100.0"))
float AxisLength;
/** Number of subdivisions / lines used when debug drawing a cone */
UPROPERTY(EditAnywhere, Category = Debugging, meta = (DefaultValue = "32", UIMin = "6", UIMax = "128"))
int32 ConeSubdivision;
/** If checked the cones will be drawn in 3d for debugging */
UPROPERTY(EditAnywhere, Category = Debugging, meta = (DefaultValue = "True"))
bool bDrawDebugCones;
/** Used to indicate selected target to edit mode drawing */
int32 SelectedTargetIndex;
/** Delegate to call when selection changes */
FSimpleMulticastDelegate SelectedTargetChangeDelegate;
public:
/** Get the current preview node instance */
FAnimNode_PoseDriver* GetPreviewPoseDriverNode() const;
/** Util to replace current contents of PoseTargets with info from assigned PoseAsset */
void CopyTargetsFromPoseAsset();
/** Automatically modify TargetScale for each PoseTarget, based on distance to nearest neighbor */
void AutoSetTargetScales(float& OutMaxDistance);
/** Adds a new target, reallocating transforms array appropriately */
void AddNewTarget();
/** Reallocates transforms arrays as necessary to accommodate source bones */
void ReserveTargetTransforms();
/** Return the color for a given weight. Used for Details and EditMode */
FLinearColor GetColorFromWeight(float InWeight);
/** Used to refer back to preview instance in anim tools */
UPROPERTY(Transient)
TObjectPtr<USkeletalMeshComponent> LastPreviewComponent;
// Begin UObject Interface.
virtual void PostLoad() override;
virtual void Serialize(FArchive& Ar) override;
// End UObject Interface.
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FText GetMenuCategory() const override;
virtual FLinearColor GetNodeBodyTintColor() const override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual FEditorModeID GetEditorMode() const override;
virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) override;
// End of UAnimGraphNode_Base interface
protected:
// UAnimGraphNode_PoseHandler interface
virtual bool IsPoseAssetRequired() { return false; }
virtual FAnimNode_PoseHandler* GetPoseHandlerNode() override { return &Node; }
virtual const FAnimNode_PoseHandler* GetPoseHandlerNode() const override { return &Node; }
// End of UAnimGraphNode_PoseHandler interface
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};