Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Lina Halper 963faf8b0d IKRig plugin first version
- you can add one type of solver - transform and then that will give you one goal and you can run it.
- 3 modules - IKRig, IKRigDeveloper, IKRigEditor
- IKRigDefinition is the main data for anim node.

#rb: Kiaran.Ritchie, Halfdan.Ingvarsson
#fyi: Kiaran.Ritchie

[CL 14814068 by Lina Halper in ue5-main branch]
2020-11-25 17:38:42 -04:00

80 lines
4.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InputCoreTypes.h"
#include "UnrealWidgetFwd.h"
#include "IAnimNodeEditMode.h"
#include "BonePose.h"
class FCanvas;
class FEditorViewportClient;
class FPrimitiveDrawInterface;
class USkeletalMeshComponent;
struct FViewportClick;
struct FBoneSocketTarget;
/** Base implementation for anim node edit modes */
class ANIMGRAPH_API FAnimNodeEditMode : public IAnimNodeEditMode
{
public:
FAnimNodeEditMode();
/** IAnimNodeEditMode interface */
virtual ECoordSystem GetWidgetCoordinateSystem() const override;
virtual UE::Widget::EWidgetMode GetWidgetMode() const override;
virtual UE::Widget::EWidgetMode ChangeToNextWidgetMode(UE::Widget::EWidgetMode CurWidgetMode) override;
virtual bool SetWidgetMode(UE::Widget::EWidgetMode InWidgetMode) override;
virtual FName GetSelectedBone() const override;
virtual void DoTranslation(FVector& InTranslation) override;
virtual void DoRotation(FRotator& InRotation) override;
virtual void DoScale(FVector& InScale) override;
virtual void EnterMode(class UAnimGraphNode_Base* InEditorNode, struct FAnimNode_Base* InRuntimeNode) override;
virtual void ExitMode() override;
/** IPersonaEditMode interface */
virtual bool GetCameraTarget(FSphere& OutTarget) const override;
virtual class IPersonaPreviewScene& GetAnimPreviewScene() const override;
virtual void GetOnScreenDebugInfo(TArray<FText>& OutDebugInfo) const override;
/** FEdMode interface */
virtual void Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) override;
virtual void DrawHUD(FEditorViewportClient* ViewportClient, FViewport* Viewport, const FSceneView* View, FCanvas* Canvas) override;
virtual bool HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click) override;
virtual FVector GetWidgetLocation() const override;
virtual bool StartTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport) override;
virtual bool EndTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport) override;
virtual bool InputKey(FEditorViewportClient* InViewportClient, FViewport* InViewport, FKey InKey, EInputEvent InEvent) override;
virtual bool InputDelta(FEditorViewportClient* InViewportClient, FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale) override;
virtual bool GetCustomDrawingCoordinateSystem(FMatrix& InMatrix, void* InData) override;
virtual bool GetCustomInputCoordinateSystem(FMatrix& InMatrix, void* InData) override;
virtual bool ShouldDrawWidget() const override;
virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) override;
protected:
// local conversion functions for drawing
static void ConvertToComponentSpaceTransform(const USkeletalMeshComponent* SkelComp, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, EBoneControlSpace Space);
static void ConvertToBoneSpaceTransform(const USkeletalMeshComponent* SkelComp, const FTransform & InCSTransform, FTransform & OutBSTransform, int32 BoneIndex, EBoneControlSpace Space);
// convert drag vector in component space to bone space
static FVector ConvertCSVectorToBoneSpace(const USkeletalMeshComponent* SkelComp, FVector& InCSVector, FCSPose<FCompactHeapPose>& MeshBases, const FName& BoneName, const EBoneControlSpace Space);
static FVector ConvertCSVectorToBoneSpace(const USkeletalMeshComponent* SkelComp, FVector& InCSVector, FCSPose<FCompactHeapPose>& MeshBases, const FBoneSocketTarget& InTarget, const EBoneControlSpace Space);
// convert rotator in component space to bone space
static FQuat ConvertCSRotationToBoneSpace(const USkeletalMeshComponent* SkelComp, FRotator& InCSRotator, FCSPose<FCompactHeapPose>& MeshBases, const FName& BoneName, const EBoneControlSpace Space);
// convert widget location according to bone control space
static FVector ConvertWidgetLocation(const USkeletalMeshComponent* InSkelComp, FCSPose<FCompactHeapPose>& InMeshBases, const FName& BoneName, const FVector& InLocation, const EBoneControlSpace Space);
static FVector ConvertWidgetLocation(const USkeletalMeshComponent* InSkelComp, FCSPose<FCompactHeapPose>& InMeshBases, const FBoneSocketTarget& Target, const FVector& InLocation, const EBoneControlSpace Space);
protected:
/** The node we are operating on */
class UAnimGraphNode_Base* AnimNode;
/** The runtime node in the preview scene */
struct FAnimNode_Base* RuntimeAnimNode;
private:
bool bManipulating;
bool bInTransaction;
};