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76 lines
2.6 KiB
C++
76 lines
2.6 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 "AnimNodes/AnimNode_PoseDriver.h"
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#include "AnimGraphNode_PoseHandler.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "AnimGraphNode_PoseDriver.generated.h"
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class FCompilerResultsLog;
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UCLASS(Experimental)
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class ANIMGRAPH_API UAnimGraphNode_PoseDriver : public UAnimGraphNode_PoseHandler
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category = Settings)
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FAnimNode_PoseDriver Node;
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/** Used to indicate selected target to edit mode drawing */
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int32 SelectedTargetIndex;
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/** Delegate to call when selection changes */
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FSimpleMulticastDelegate SelectedTargetChangeDelegate;
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public:
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/** Get the current preview node instance */
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FAnimNode_PoseDriver* GetPreviewPoseDriverNode() const;
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/** Util to replace current contents of PoseTargets with info from assigned PoseAsset */
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void CopyTargetsFromPoseAsset();
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/** Automatically modify TargetScale for each PoseTarget, based on distance to nearest neighbor */
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void AutoSetTargetScales(float& OutMaxDistance);
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/** Adds a new target, reallocating transforms array appropriately */
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void AddNewTarget();
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/** Reallocates transforms arrays as necessary to accommodate source bones */
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void ReserveTargetTransforms();
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/** Used to refer back to preview instance in anim tools */
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UPROPERTY(Transient)
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USkeletalMeshComponent* LastPreviewComponent;
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// Begin UObject Interface.
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virtual void PostLoad() override;
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virtual void Serialize(FArchive& Ar) override;
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// End UObject Interface.
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual FText GetMenuCategory() const override;
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// End of UEdGraphNode interface
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// UAnimGraphNode_Base interface
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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virtual FEditorModeID GetEditorMode() const override;
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virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
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virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) override;
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// End of UAnimGraphNode_Base interface
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protected:
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// UAnimGraphNode_PoseHandler interface
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virtual bool IsPoseAssetRequired() { return false; }
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virtual FAnimNode_PoseHandler* GetPoseHandlerNode() override { return &Node; }
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virtual const FAnimNode_PoseHandler* GetPoseHandlerNode() const override { return &Node; }
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// End of UAnimGraphNode_PoseHandler interface
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTitleTextTable CachedNodeTitles;
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};
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