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* Only nodes which have been setup to have drawable elements should be drawn when pose watched, such as 'RigidBody'. * Anim nodes with custom edit modes should only draw their widgets when explicitly selected or override IAnimNodeEditMode::SupportsPoseWatch #jira 165766 #rb thomas.sarkanen #preflight 63514130047f3570adddd035 [CL 22655755 by lucas dower in ue5-main branch]
118 lines
5.9 KiB
C++
118 lines
5.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Animation/AnimTypes.h"
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#include "BonePose.h"
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#include "Containers/Array.h"
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#include "CoreMinimal.h"
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#include "Engine/EngineBaseTypes.h"
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#include "IAnimNodeEditMode.h"
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#include "IPersonaPreviewScene.h"
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#include "InputCoreTypes.h"
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#include "Math/Matrix.h"
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#include "Math/Quat.h"
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#include "Math/Rotator.h"
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#include "Math/Sphere.h"
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#include "Math/Transform.h"
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#include "Math/UnrealMathSSE.h"
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#include "UObject/NameTypes.h"
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#include "UnrealWidgetFwd.h"
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class FCanvas;
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class FEditorViewportClient;
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class FPrimitiveDrawInterface;
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class FSceneView;
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class FText;
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class FViewport;
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class HHitProxy;
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class UAnimGraphNode_Base;
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class USkeletalMeshComponent;
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struct FAnimNode_Base;
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struct FBoneSocketTarget;
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struct FCompactHeapPose;
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struct FViewportClick;
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template <class PoseType> struct FCSPose;
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/** Base implementation for anim node edit modes */
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class ANIMGRAPH_API FAnimNodeEditMode : public IAnimNodeEditMode
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{
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public:
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FAnimNodeEditMode();
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/** IAnimNodeEditMode interface */
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virtual ECoordSystem GetWidgetCoordinateSystem() const override;
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virtual UE::Widget::EWidgetMode GetWidgetMode() const override;
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virtual UE::Widget::EWidgetMode ChangeToNextWidgetMode(UE::Widget::EWidgetMode CurWidgetMode) override;
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virtual bool SetWidgetMode(UE::Widget::EWidgetMode InWidgetMode) override;
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virtual FName GetSelectedBone() const override;
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virtual void DoTranslation(FVector& InTranslation) override;
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virtual void DoRotation(FRotator& InRotation) override;
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virtual void DoScale(FVector& InScale) override;
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virtual void EnterMode(class UAnimGraphNode_Base* InEditorNode, struct FAnimNode_Base* InRuntimeNode) override;
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virtual void ExitMode() override;
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virtual bool SupportsPoseWatch() override { return false; };
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/** IPersonaEditMode interface */
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virtual bool GetCameraTarget(FSphere& OutTarget) const override;
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virtual class IPersonaPreviewScene& GetAnimPreviewScene() const override;
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virtual void GetOnScreenDebugInfo(TArray<FText>& OutDebugInfo) const override;
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/** FEdMode interface */
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virtual void Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) override;
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virtual void DrawHUD(FEditorViewportClient* ViewportClient, FViewport* Viewport, const FSceneView* View, FCanvas* Canvas) override;
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virtual bool HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click) override;
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virtual FVector GetWidgetLocation() const override;
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virtual bool StartTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport) override;
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virtual bool EndTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport) override;
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virtual bool InputKey(FEditorViewportClient* InViewportClient, FViewport* InViewport, FKey InKey, EInputEvent InEvent) override;
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virtual bool InputDelta(FEditorViewportClient* InViewportClient, FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale) override;
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virtual bool GetCustomDrawingCoordinateSystem(FMatrix& InMatrix, void* InData) override;
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virtual bool GetCustomInputCoordinateSystem(FMatrix& InMatrix, void* InData) override;
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virtual bool ShouldDrawWidget() const override;
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virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime) override;
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virtual void Exit() override;
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virtual void RegisterPoseWatchedNode(UAnimGraphNode_Base* InEditorNode, FAnimNode_Base* InRuntimeNode);
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struct EditorRuntimeNodePair
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{
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EditorRuntimeNodePair(UAnimGraphNode_Base* InEditorAnimNode, FAnimNode_Base* InRuntimeAnimNode)
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: EditorAnimNode(InEditorAnimNode)
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, RuntimeAnimNode(InRuntimeAnimNode)
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{}
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/** The node we are operating on */
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UAnimGraphNode_Base* EditorAnimNode;
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/** The runtime node in the preview scene */
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FAnimNode_Base* RuntimeAnimNode;
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};
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protected:
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// local conversion functions for drawing
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static void ConvertToComponentSpaceTransform(const USkeletalMeshComponent* SkelComp, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, EBoneControlSpace Space);
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static void ConvertToBoneSpaceTransform(const USkeletalMeshComponent* SkelComp, const FTransform & InCSTransform, FTransform & OutBSTransform, int32 BoneIndex, EBoneControlSpace Space);
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// convert drag vector in component space to bone space
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static FVector ConvertCSVectorToBoneSpace(const USkeletalMeshComponent* SkelComp, FVector& InCSVector, FCSPose<FCompactHeapPose>& MeshBases, const FName& BoneName, const EBoneControlSpace Space);
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static FVector ConvertCSVectorToBoneSpace(const USkeletalMeshComponent* SkelComp, FVector& InCSVector, FCSPose<FCompactHeapPose>& MeshBases, const FBoneSocketTarget& InTarget, const EBoneControlSpace Space);
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// convert rotator in component space to bone space
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static FQuat ConvertCSRotationToBoneSpace(const USkeletalMeshComponent* SkelComp, FRotator& InCSRotator, FCSPose<FCompactHeapPose>& MeshBases, const FName& BoneName, const EBoneControlSpace Space);
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// convert widget location according to bone control space
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static FVector ConvertWidgetLocation(const USkeletalMeshComponent* InSkelComp, FCSPose<FCompactHeapPose>& InMeshBases, const FName& BoneName, const FVector& InLocation, const EBoneControlSpace Space);
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static FVector ConvertWidgetLocation(const USkeletalMeshComponent* InSkelComp, FCSPose<FCompactHeapPose>& InMeshBases, const FBoneSocketTarget& Target, const FVector& InLocation, const EBoneControlSpace Space);
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virtual UAnimGraphNode_Base* GetActiveWidgetAnimNode() const; // Return the editor node associated with the selected widget. All widget operations are performed on this node.
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virtual FAnimNode_Base* GetActiveWidgetRuntimeAnimNode() const; // Return the runtime node associated with the selected widget. All widget operations are performed on this node.
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const bool IsManipulatingWidget() const { return bManipulating; }
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TArray< EditorRuntimeNodePair > SelectedAnimNodes; // Selected Anim Graph Nodes
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TArray< EditorRuntimeNodePair > PoseWatchedAnimNodes; // Pose Watched Anim Graph Nodes.
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private:
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bool bManipulating;
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bool bInTransaction;
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};
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