You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
91 lines
3.2 KiB
C++
91 lines
3.2 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_ModifyBone.generated.h"
|
|
|
|
class USkeletalMeshComponent;
|
|
|
|
UENUM()
|
|
enum EBoneModificationMode
|
|
{
|
|
/** The modifier ignores this channel (keeps the existing bone translation, rotation, or scale). */
|
|
BMM_Ignore UMETA(DisplayName = "Ignore"),
|
|
|
|
/** The modifier replaces the existing translation, rotation, or scale. */
|
|
BMM_Replace UMETA(DisplayName = "Replace Existing"),
|
|
|
|
/** The modifier adds to the existing translation, rotation, or scale. */
|
|
BMM_Additive UMETA(DisplayName = "Add to Existing")
|
|
};
|
|
|
|
/**
|
|
* Simple controller that replaces or adds to the translation/rotation of a single bone.
|
|
*/
|
|
USTRUCT(BlueprintInternalUseOnly)
|
|
struct ANIMGRAPHRUNTIME_API FAnimNode_ModifyBone : public FAnimNode_SkeletalControlBase
|
|
{
|
|
GENERATED_USTRUCT_BODY()
|
|
|
|
/** Name of bone to control. This is the main bone chain to modify from. **/
|
|
UPROPERTY(EditAnywhere, Category=SkeletalControl)
|
|
FBoneReference BoneToModify;
|
|
|
|
/** New translation of bone to apply. */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Translation, meta=(PinShownByDefault))
|
|
FVector Translation;
|
|
|
|
/** New rotation of bone to apply. */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Rotation, meta=(PinShownByDefault))
|
|
FRotator Rotation;
|
|
|
|
/** New Scale of bone to apply. This is only worldspace. */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Scale, meta=(PinShownByDefault))
|
|
FVector Scale;
|
|
|
|
/** Whether and how to modify the translation of this bone. */
|
|
UPROPERTY(EditAnywhere, Category=Translation)
|
|
TEnumAsByte<EBoneModificationMode> TranslationMode;
|
|
|
|
/** Whether and how to modify the translation of this bone. */
|
|
UPROPERTY(EditAnywhere, Category=Rotation)
|
|
TEnumAsByte<EBoneModificationMode> RotationMode;
|
|
|
|
/** Whether and how to modify the translation of this bone. */
|
|
UPROPERTY(EditAnywhere, Category=Scale)
|
|
TEnumAsByte<EBoneModificationMode> ScaleMode;
|
|
|
|
/** Reference frame to apply Translation in. */
|
|
UPROPERTY(EditAnywhere, Category=Translation)
|
|
TEnumAsByte<enum EBoneControlSpace> TranslationSpace;
|
|
|
|
/** Reference frame to apply Rotation in. */
|
|
UPROPERTY(EditAnywhere, Category=Rotation)
|
|
TEnumAsByte<enum EBoneControlSpace> RotationSpace;
|
|
|
|
/** Reference frame to apply Scale in. */
|
|
UPROPERTY(EditAnywhere, Category=Scale)
|
|
TEnumAsByte<enum EBoneControlSpace> ScaleSpace;
|
|
|
|
FAnimNode_ModifyBone();
|
|
|
|
// 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
|
|
};
|