Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBone.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

63 lines
2.1 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BoneContainer.h"
#include "BonePose.h"
#include "BoneControllers/AnimNode_SkeletalControlBase.h"
#include "AnimNode_CopyBone.generated.h"
class USkeletalMeshComponent;
/**
* Simple controller to copy a bone's transform to another one.
*/
USTRUCT()
struct ANIMGRAPHRUNTIME_API FAnimNode_CopyBone : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
/** Source Bone Name to get transform from */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Copy)
FBoneReference SourceBone;
/** Name of bone to control. This is the main bone chain to modify from. **/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy)
FBoneReference TargetBone;
/** If Translation should be copied */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy, meta=(PinShownByDefault))
bool bCopyTranslation;
/** If Rotation should be copied */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy, meta=(PinShownByDefault))
bool bCopyRotation;
/** If Scale should be copied */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy, meta=(PinShownByDefault))
bool bCopyScale;
/** Space to convert transforms into prior to copying components */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Copy)
TEnumAsByte<EBoneControlSpace> ControlSpace;
FAnimNode_CopyBone();
// FAnimNode_Base interface
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
virtual void EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms) override;
virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
private:
// FAnimNode_SkeletalControlBase interface
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
};