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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
178 lines
6.4 KiB
C++
178 lines
6.4 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimNode_SkeletalControlBase.h"
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#include "AnimNode_BoneDrivenController.generated.h"
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// Evaluation of the bone transforms relies on the size and ordering of this
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// enum, if this needs to change make sure EvaluateBoneTransforms is updated.
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// The transform component (attribute) to read from
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UENUM()
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namespace EComponentType
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{
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enum Type
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{
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None = 0,
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TranslationX,
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TranslationY,
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TranslationZ,
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RotationX,
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RotationY,
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RotationZ,
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Scale UMETA(DisplayName="Scale (largest component)"),
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ScaleX,
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ScaleY,
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ScaleZ
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};
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}
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// The type of modification to make to the destination component(s)
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UENUM()
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enum class EDrivenBoneModificationMode : uint8
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{
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// Add the driven value to the input component value(s)
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AddToInput,
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// Replace the input component value(s) with the driven value
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ReplaceComponent,
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// Add the driven value to the reference pose value
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AddToRefPose
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};
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// Type of destination value to drive
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UENUM()
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enum class EDrivenDestinationMode : uint8
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{
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Bone,
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MorphTarget,
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MaterialParameter
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};
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/**
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* This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)
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*/
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USTRUCT()
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struct ANIMGRAPHRUNTIME_API FAnimNode_BoneDrivenController : public FAnimNode_SkeletalControlBase
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{
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GENERATED_USTRUCT_BODY()
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// Bone to use as controller input
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UPROPERTY(EditAnywhere, Category="Source (driver)")
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FBoneReference SourceBone;
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// Transform component to use as input
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UPROPERTY(EditAnywhere, Category="Source (driver)")
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TEnumAsByte<EComponentType::Type> SourceComponent;
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/** Curve used to map from the source attribute to the driven attributes if present (otherwise the Multiplier will be used) */
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UPROPERTY(EditAnywhere, Category=Mapping)
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UCurveFloat* DrivingCurve;
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// Multiplier to apply to the input value (Note: Ignored when a curve is used)
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UPROPERTY(EditAnywhere, Category=Mapping)
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float Multiplier;
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// Whether or not to clamp the driver value and remap it before scaling it
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UPROPERTY(EditAnywhere, Category=Mapping, meta=(DisplayName="Remap Source"))
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bool bUseRange;
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// Minimum limit of the input value (mapped to RemappedMin, only used when limiting the source range)
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UPROPERTY(EditAnywhere, Category=Mapping, meta=(EditCondition=bUseRange, DisplayName="Source Range Min"))
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float RangeMin;
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// Maximum limit of the input value (mapped to RemappedMax, only used when limiting the source range)
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UPROPERTY(EditAnywhere, Category=Mapping, meta=(EditCondition=bUseRange, DisplayName="Source Range Max"))
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float RangeMax;
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// Minimum value to apply to the destination (remapped from the input range)
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UPROPERTY(EditAnywhere, Category=Mapping, meta=(EditCondition=bUseRange, DisplayName="Mapped Range Min"))
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float RemappedMin;
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// Maximum value to apply to the destination (remapped from the input range)
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UPROPERTY(EditAnywhere, Category = Mapping, meta = (EditCondition = bUseRange, DisplayName="Mapped Range Max"))
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float RemappedMax;
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// Type of destination to drive, currently either bone or morph target
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UPROPERTY(EditAnywhere, Category = "Destination (driven)")
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EDrivenDestinationMode DestinationMode;
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/** Name of Morph Target to drive using the source attribute */
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UPROPERTY(EditAnywhere, Category = "Destination (driven)")
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FName ParameterName;
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// Bone to drive using controller input
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UPROPERTY(EditAnywhere, Category="Destination (driven)")
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FBoneReference TargetBone;
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private:
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UPROPERTY()
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TEnumAsByte<EComponentType::Type> TargetComponent_DEPRECATED;
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public:
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// Affect the X component of translation on the target bone
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UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="X"))
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uint32 bAffectTargetTranslationX : 1;
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// Affect the Y component of translation on the target bone
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UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Y"))
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uint32 bAffectTargetTranslationY : 1;
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// Affect the Z component of translation on the target bone
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UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Z"))
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uint32 bAffectTargetTranslationZ : 1;
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// Affect the X component of rotation on the target bone
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UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="X"))
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uint32 bAffectTargetRotationX : 1;
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// Affect the Y component of rotation on the target bone
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UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Y"))
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uint32 bAffectTargetRotationY : 1;
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// Affect the Z component of rotation on the target bone
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UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Z"))
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uint32 bAffectTargetRotationZ : 1;
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// Affect the X component of scale on the target bone
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UPROPERTY(EditAnywhere, Category = "Destination (driven)", meta=(DisplayName="X"))
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uint32 bAffectTargetScaleX : 1;
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// Affect the Y component of scale on the target bone
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UPROPERTY(EditAnywhere, Category = "Destination (driven)", meta=(DisplayName="Y"))
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uint32 bAffectTargetScaleY : 1;
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// Affect the Z component of scale on the target bone
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UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Z"))
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uint32 bAffectTargetScaleZ : 1;
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// The type of modification to make to the destination component(s)
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UPROPERTY(EditAnywhere, Category="Destination (driven)")
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EDrivenBoneModificationMode ModificationMode;
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public:
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FAnimNode_BoneDrivenController();
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// FAnimNode_Base interface
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virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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// End of FAnimNode_Base interface
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// FAnimNode_SkeletalControlBase interface
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virtual void EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms) override;
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virtual void EvaluateComponentSpaceInternal(FComponentSpacePoseContext& Context);
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virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
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// End of FAnimNode_SkeletalControlBase interface
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// Upgrade a node from the output enum to the output bits (change made in FAnimationCustomVersion::BoneDrivenControllerMatchingMaya)
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void ConvertTargetComponentToBits();
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protected:
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// FAnimNode_SkeletalControlBase protected interface
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virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
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/** Extracts the value used to drive the target bone or parameter */
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const float ExtractSourceValue(const FTransform& InCurrentBoneTransform, const FTransform& InRefPoseBoneTransform);
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// End of FAnimNode_SkeletalControlBase protected interface
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}; |