Files
UnrealEngineUWP/Engine/Source/Developer/RigVMDeveloper/Public/RigVMModel/RigVMLink.h
sara schvartzman ed571628f5 Control Rig: Filtered permutations for template nodes
#jira na
#rb helge.mathee
#preflight https://horde.devtools.epicgames.com/job/62769cbe75268b4ace10dc69

[CL 20101111 by sara schvartzman in ue5-main branch]
2022-05-09 07:34:28 -04:00

81 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "RigVMPin.h"
#include "RigVMLink.generated.h"
class URigVMGraph;
/**
* The Link represents a connection between two Pins
* within a Graph. The Link can be accessed on the
* Graph itself - or through the URigVMPin::GetLinks()
* method.
*/
UCLASS(BlueprintType)
class RIGVMDEVELOPER_API URigVMLink : public UObject
{
GENERATED_BODY()
public:
// Default constructor
URigVMLink()
{
SourcePin = TargetPin = nullptr;
}
// Serialization override
virtual void Serialize(FArchive& Ar) override;
// Returns the current index of this Link within its owning Graph.
UFUNCTION(BlueprintCallable, Category = RigVMLink)
int32 GetLinkIndex() const;
// Returns the Link's owning Graph/
UFUNCTION(BlueprintCallable, Category = RigVMLink)
URigVMGraph* GetGraph() const;
// Returns the source Pin of this Link (or nullptr)
UFUNCTION(BlueprintCallable, Category = RigVMLink)
URigVMPin* GetSourcePin() const;
// Returns the target Pin of this Link (or nullptr)
UFUNCTION(BlueprintCallable, Category = RigVMLink)
URigVMPin* GetTargetPin() const;
// Returns the opposite Pin of this Link given one of its edges (or nullptr)
UFUNCTION(BlueprintCallable, Category = RigVMLink)
URigVMPin* GetOppositePin(const URigVMPin* InPin) const;
// Returns a string representation of the Link,
// for example: "NodeA.Color.R -> NodeB.Translation.X"
// note: can be split again using SplitPinPathRepresentation
UFUNCTION(BlueprintCallable, Category = RigVMLink)
FString GetPinPathRepresentation();
// Splits a pin path represenation of a link
// for example: "NodeA.Color.R -> NodeB.Translation.X"
// into its two pin paths
static bool SplitPinPathRepresentation(const FString& InString, FString& OutSource, FString& OutTarget);
private:
void PrepareForCopy();
UPROPERTY()
FString SourcePinPath;
UPROPERTY()
FString TargetPinPath;
mutable URigVMPin* SourcePin;
mutable URigVMPin* TargetPin;
friend class URigVMController;
};