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- Pose watches can now contain elements which represent different asspects of an anim nodes debug draw (i.e. bodies and constraints in RBAN) - Elements can be used to enable anim node debug draw even when a node is not selected, acting in the same way as the previous pose watches - The previous Pose watch behavior is now provided by an element within a pose watch - RBAN nodes now make use of Pose Watch Elements - Moved skeleton draw parameter UPROPERTIES from PoseWatch to specialised PoseWatchPoseElement class #rb [at]Thomas.Sarkanen, [at]Lucas.Dower #preflight 62d6a3e43c3df323901fca27 #ROBOMERGE-AUTHOR: nick.brett #ROBOMERGE-SOURCE: CL 21174786 via CL 21175779 via CL 21181135 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21192394 by nick brett in ue5-main branch]
49 lines
1.7 KiB
C++
49 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UnrealWidgetFwd.h"
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#include "AnimationEditMode.h"
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class UAnimGraphNode_Base;
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struct FAnimNode_Base;
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/** Base interface for skeletal control edit modes */
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class IAnimNodeEditMode : public FAnimationEditMode
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{
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public:
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/** Returns the coordinate system that should be used for this bone */
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virtual ECoordSystem GetWidgetCoordinateSystem() const = 0;
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/** @return current widget mode this anim graph node supports */
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virtual UE::Widget::EWidgetMode GetWidgetMode() const = 0;
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/** Called when the user changed widget mode by pressing "Space" key */
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virtual UE::Widget::EWidgetMode ChangeToNextWidgetMode(UE::Widget::EWidgetMode CurWidgetMode) = 0;
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/** Called when the user set widget mode directly, returns true if InWidgetMode is available */
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virtual bool SetWidgetMode(UE::Widget::EWidgetMode InWidgetMode) = 0;
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/** Get the bone that the skeletal control is manipulating */
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virtual FName GetSelectedBone() const = 0;
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/** Called when the widget is dragged in translation mode */
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virtual void DoTranslation(FVector& InTranslation) = 0;
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/** Called when the widget is dragged in rotation mode */
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virtual void DoRotation(FRotator& InRotation) = 0;
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/** Called when the widget is dragged in scale mode */
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virtual void DoScale(FVector& InScale) = 0;
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/** Called when entering this edit mode */
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virtual void EnterMode(UAnimGraphNode_Base* InEditorNode, FAnimNode_Base* InRuntimeNode) = 0;
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/** Called when exiting this edit mode */
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virtual void ExitMode() = 0;
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/** Called when a Pose Watch is created on a node edited by this edit mode */
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virtual void RegisterPoseWatchedNode(UAnimGraphNode_Base* InEditorNode, FAnimNode_Base* InRuntimeNode) = 0;
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};
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