Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_ModifyBone.cpp
Hyojong Shin 22f2c45997 support WER keys to change gizmo mode for Bone Controller Preview in Anim blueprint
#code_review : Lina.Halper

[CL 2373321 by Hyojong Shin in Main branch]
2014-12-01 21:27:36 -05:00

328 lines
9.8 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimGraphNode_ModifyBone.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_ModifyBone
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_ModifyBone::UAnimGraphNode_ModifyBone(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
CurWidgetMode = (int32)FWidget::WM_Rotate;
}
FText UAnimGraphNode_ModifyBone::GetControllerDescription() const
{
return LOCTEXT("TransformModifyBone", "Transform (Modify) Bone");
}
FString UAnimGraphNode_ModifyBone::GetKeywords() const
{
return TEXT("Modify, Transform");
}
FText UAnimGraphNode_ModifyBone::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_ModifyBone_Tooltip", "The Transform Bone node alters the transform - i.e. Translation, Rotation, or Scale - of the bone");
}
FText UAnimGraphNode_ModifyBone::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.BoneToModify.BoneName == NAME_None))
{
return GetControllerDescription();
}
// @TODO: the bone can be altered in the property editor, so we have to
// choose to mark this dirty when that happens for this to properly work
else //if (!CachedNodeTitles.IsTitleCached(TitleType))
{
FFormatNamedArguments Args;
Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
Args.Add(TEXT("BoneName"), FText::FromName(Node.BoneToModify.BoneName));
// FText::Format() is slow, so we cache this to save on performance
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_ModifyBone_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args));
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_ModifyBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args));
}
}
return CachedNodeTitles[TitleType];
}
FVector UAnimGraphNode_ModifyBone::GetWidgetLocation(const USkeletalMeshComponent* SkelComp, FAnimNode_SkeletalControlBase* AnimNode)
{
USkeleton * Skeleton = SkelComp->SkeletalMesh->Skeleton;
FVector WidgetLoc = FVector::ZeroVector;
// if the current widget mode is translate, then shows the widget according to translation space
if (CurWidgetMode == FWidget::WM_Translate)
{
FA2CSPose& MeshBases = AnimNode->ForwardedPose;
WidgetLoc = ConvertWidgetLocation(SkelComp, MeshBases, Node.BoneToModify.BoneName, Node.Translation, Node.TranslationSpace);
if(Node.TranslationMode == BMM_Additive)
{
if(Node.TranslationSpace == EBoneControlSpace::BCS_WorldSpace ||
Node.TranslationSpace == EBoneControlSpace::BCS_ComponentSpace)
{
int32 MeshBoneIndex = SkelComp->GetBoneIndex(Node.BoneToModify.BoneName);
if(MeshBoneIndex != INDEX_NONE)
{
FTransform BoneTM = MeshBases.GetComponentSpaceTransform(MeshBoneIndex);
WidgetLoc += BoneTM.GetLocation();
}
}
}
}
else // if the current widget mode is not translate mode, then show the widget on the bone to modify
{
int32 MeshBoneIndex = SkelComp->GetBoneIndex(Node.BoneToModify.BoneName);
if (MeshBoneIndex != INDEX_NONE)
{
const FTransform BoneTM = SkelComp->GetBoneTransform(MeshBoneIndex);
WidgetLoc = BoneTM.GetLocation();
}
}
return WidgetLoc;
}
EBoneModificationMode UAnimGraphNode_ModifyBone::GetBoneModificationMode(int32 InWidgetMode)
{
FWidget::EWidgetMode InMode = (FWidget::EWidgetMode)InWidgetMode;
switch (InMode)
{
case FWidget::WM_Translate:
return Node.TranslationMode;
break;
case FWidget::WM_Rotate:
return Node.RotationMode;
break;
case FWidget::WM_Scale:
return Node.ScaleMode;
break;
}
return EBoneModificationMode::BMM_Ignore;
}
int32 UAnimGraphNode_ModifyBone::GetNextWidgetMode(int32 InWidgetMode)
{
FWidget::EWidgetMode InMode = (FWidget::EWidgetMode)InWidgetMode;
switch (InMode)
{
case FWidget::WM_Translate:
return FWidget::WM_Rotate;
case FWidget::WM_Rotate:
return FWidget::WM_Scale;
case FWidget::WM_Scale:
return FWidget::WM_Translate;
}
return (int32)FWidget::WM_None;
}
int32 UAnimGraphNode_ModifyBone::FindValidWidgetMode(int32 InWidgetMode)
{
FWidget::EWidgetMode InMode = (FWidget::EWidgetMode)InWidgetMode;
FWidget::EWidgetMode ValidMode = InMode;
if (InMode == FWidget::WM_None)
{ // starts from Rotate mode
ValidMode = FWidget::WM_Rotate;
}
// find from current widget mode and loop 1 cycle until finding a valid mode
for (int32 Index = 0; Index < 3; Index++)
{
if (GetBoneModificationMode(ValidMode) != BMM_Ignore)
{
return ValidMode;
}
ValidMode = (FWidget::EWidgetMode)GetNextWidgetMode(ValidMode);
}
// if couldn't find a valid mode, returns None
ValidMode = FWidget::WM_None;
return (int32)ValidMode;
}
int32 UAnimGraphNode_ModifyBone::GetWidgetMode(const USkeletalMeshComponent* SkelComp)
{
int32 BoneIndex = SkelComp->GetBoneIndex(Node.BoneToModify.BoneName);
if (BoneIndex != INDEX_NONE)
{
CurWidgetMode = FindValidWidgetMode(CurWidgetMode);
return CurWidgetMode;
}
return (int32)FWidget::WM_None;
}
int32 UAnimGraphNode_ModifyBone::ChangeToNextWidgetMode(const USkeletalMeshComponent* SkelComp, int32 InCurWidgetMode)
{
int32 NextWidgetMode = GetNextWidgetMode(InCurWidgetMode);
CurWidgetMode = FindValidWidgetMode(NextWidgetMode);
return CurWidgetMode;
}
bool UAnimGraphNode_ModifyBone::SetWidgetMode(const USkeletalMeshComponent* SkelComp, int32 InWidgetMode)
{
// if InWidgetMode is available
if (FindValidWidgetMode(InWidgetMode) == InWidgetMode)
{
CurWidgetMode = InWidgetMode;
return true;
}
return false;
}
FName UAnimGraphNode_ModifyBone::FindSelectedBone()
{
return Node.BoneToModify.BoneName;
}
void UAnimGraphNode_ModifyBone::UpdateDefaultValues(const FAnimNode_Base* AnimNode)
{
FString UpdateDefaultValueName;
FVector UpdateValue;
const FAnimNode_ModifyBone* ModifyBone = static_cast<const FAnimNode_ModifyBone*>(AnimNode);
if (!ModifyBone)
{
return;
}
switch (CurWidgetMode)
{
case FWidget::WM_Translate:
UpdateDefaultValueName = FString("Translation");
UpdateValue = ModifyBone->Translation;
break;
case FWidget::WM_Rotate:
UpdateDefaultValueName = FString("Rotation");
UpdateValue.X = ModifyBone->Rotation.Pitch;
UpdateValue.Y = ModifyBone->Rotation.Yaw;
UpdateValue.Z = ModifyBone->Rotation.Roll;
break;
case FWidget::WM_Scale:
UpdateDefaultValueName = FString("Scale");
UpdateValue = ModifyBone->Scale;
break;
}
SetDefaultValue(UpdateDefaultValueName, UpdateValue);
}
void UAnimGraphNode_ModifyBone::UpdateAllDefaultValues(const FAnimNode_Base* AnimNode)
{
FString UpdateDefaultValueName;
FVector UpdateValue;
const FAnimNode_ModifyBone* ModifyBone = static_cast<const FAnimNode_ModifyBone*>(AnimNode);
if (!ModifyBone)
{
return;
}
UpdateDefaultValueName = FString("Translation");
UpdateValue = ModifyBone->Translation;
SetDefaultValue(UpdateDefaultValueName, UpdateValue);
UpdateDefaultValueName = FString("Rotation");
UpdateValue.X = ModifyBone->Rotation.Pitch;
UpdateValue.Y = ModifyBone->Rotation.Yaw;
UpdateValue.Z = ModifyBone->Rotation.Roll;
SetDefaultValue(UpdateDefaultValueName, UpdateValue);
UpdateDefaultValueName = FString("Scale");
UpdateValue = ModifyBone->Scale;
SetDefaultValue(UpdateDefaultValueName, UpdateValue);
}
void UAnimGraphNode_ModifyBone::DoTranslation(const USkeletalMeshComponent* SkelComp, FVector& Drag, FAnimNode_Base* InOutAnimNode)
{
FAnimNode_ModifyBone* ModifyBone = static_cast<FAnimNode_ModifyBone*>(InOutAnimNode);
if (ModifyBone->TranslationMode != EBoneModificationMode::BMM_Ignore)
{
FVector Offset = ConvertCSVectorToBoneSpace(SkelComp, Drag, ModifyBone->ForwardedPose, Node.BoneToModify.BoneName, Node.TranslationSpace);
ModifyBone->Translation += Offset;
Node.Translation = ModifyBone->Translation;
}
}
void UAnimGraphNode_ModifyBone::DoRotation(const USkeletalMeshComponent* SkelComp, FRotator& Rotation, FAnimNode_Base* InOutAnimNode)
{
FAnimNode_ModifyBone* ModifyBone = static_cast<FAnimNode_ModifyBone*>(InOutAnimNode);
if (Node.RotationMode != EBoneModificationMode::BMM_Ignore)
{
FQuat DeltaQuat = ConvertCSRotationToBoneSpace(SkelComp, Rotation, ModifyBone->ForwardedPose, Node.BoneToModify.BoneName, Node.RotationSpace);
FQuat PrevQuat(ModifyBone->Rotation);
FQuat NewQuat = DeltaQuat * PrevQuat;
ModifyBone->Rotation = NewQuat.Rotator();
Node.Rotation = ModifyBone->Rotation;
}
}
void UAnimGraphNode_ModifyBone::DoScale(const USkeletalMeshComponent* SkelComp, FVector& Scale, FAnimNode_Base* InOutAnimNode)
{
FAnimNode_ModifyBone* ModifyBone = static_cast<FAnimNode_ModifyBone*>(InOutAnimNode);
if (Node.ScaleMode != EBoneModificationMode::BMM_Ignore)
{
FVector Offset = Scale;
ModifyBone->Scale += Offset;
Node.Scale = ModifyBone->Scale;
}
}
void UAnimGraphNode_ModifyBone::CopyNodeDataTo(FAnimNode_Base* OutAnimNode)
{
FAnimNode_ModifyBone* ModifyBone = static_cast<FAnimNode_ModifyBone*>(OutAnimNode);
// copies Pin values from the internal node to get data which are not compiled yet
ModifyBone->Translation = Node.Translation;
ModifyBone->Rotation = Node.Rotation;
ModifyBone->Scale = Node.Scale;
// copies Modes
ModifyBone->TranslationMode = Node.TranslationMode;
ModifyBone->RotationMode = Node.RotationMode;
ModifyBone->ScaleMode = Node.ScaleMode;
// copies Spaces
ModifyBone->TranslationSpace = Node.TranslationSpace;
ModifyBone->RotationSpace = Node.RotationSpace;
ModifyBone->ScaleSpace = Node.ScaleSpace;
}
void UAnimGraphNode_ModifyBone::CopyNodeDataFrom(const FAnimNode_Base* InNewAnimNode)
{
const FAnimNode_ModifyBone* ModifyBone = static_cast<const FAnimNode_ModifyBone*>(InNewAnimNode);
// copies Pin data from updated values
Node.Translation = ModifyBone->Translation;
Node.Rotation = ModifyBone->Rotation;
Node.Scale = ModifyBone->Scale;
}
#undef LOCTEXT_NAMESPACE