Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_CopyBoneDelta.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

74 lines
2.3 KiB
C++

// Copyright 1998-2019 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_CopyBoneDelta.generated.h"
class USkeletalMeshComponent;
UENUM()
enum class CopyBoneDeltaMode : uint8
{
Accumulate,
Copy
};
/**
* Simple controller to copy a transform relative to the ref pose to the target bone,
* instead of the copy bone node which copies the absolute transform
*/
USTRUCT(BlueprintInternalUseOnly)
struct ANIMGRAPHRUNTIME_API FAnimNode_CopyBoneDelta : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FBoneReference SourceBone;
UPROPERTY(EditAnywhere, Category = Settings)
FBoneReference TargetBone;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinShownByDefault))
bool bCopyTranslation;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinShownByDefault))
bool bCopyRotation;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinShownByDefault))
bool bCopyScale;
UPROPERTY(EditAnywhere, Category = Settings)
CopyBoneDeltaMode CopyMode;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinHiddenByDefault))
float TranslationMultiplier;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinHiddenByDefault))
float RotationMultiplier;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinHiddenByDefault))
float ScaleMultiplier;
FAnimNode_CopyBoneDelta();
// FAnimNode_Base interface
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, 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
};