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80 lines
2.4 KiB
C++
80 lines
2.4 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Animation/AnimNodeBase.h"
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#include "Animation/InputScaleBias.h"
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#include "AnimNode_TwoWayBlend.generated.h"
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// This represents a baked transition
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USTRUCT(BlueprintInternalUseOnly)
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struct ANIMGRAPHRUNTIME_API FAnimNode_TwoWayBlend : public FAnimNode_Base
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{
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GENERATED_USTRUCT_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
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FPoseLink A;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
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FPoseLink B;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
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EAnimAlphaInputType AlphaInputType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinShownByDefault, DisplayName = "bEnabled", DisplayAfter="AlphaScaleBias"))
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uint8 bAlphaBoolEnabled:1;
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protected:
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uint8 bAIsRelevant:1;
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uint8 bBIsRelevant:1;
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/** This reinitializes child pose when re-activated. For example, when active child changes */
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UPROPERTY(EditAnywhere, Category = Option)
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uint8 bResetChildOnActivation:1;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings, meta=(PinShownByDefault))
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float Alpha;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings)
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FInputScaleBias AlphaScaleBias;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (DisplayName = "Blend Settings"))
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FInputAlphaBoolBlend AlphaBoolBlend;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinShownByDefault))
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FName AlphaCurveName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
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FInputScaleBiasClamp AlphaScaleBiasClamp;
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protected:
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float InternalBlendAlpha;
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public:
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FAnimNode_TwoWayBlend()
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: AlphaInputType(EAnimAlphaInputType::Float)
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, bAlphaBoolEnabled(true)
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, bAIsRelevant(false)
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, bBIsRelevant(false)
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, bResetChildOnActivation(false)
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, Alpha(0.0f)
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, AlphaCurveName(NAME_None)
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, InternalBlendAlpha(0.0f)
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{
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}
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// FAnimNode_Base interface
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virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
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virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
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virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
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virtual void Evaluate_AnyThread(FPoseContext& Output) override;
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virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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// End of FAnimNode_Base interface
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};
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