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Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over. #codereview Robert.Manuszewski [CL 2481343 by Jaroslaw Palczynski in Main branch]
81 lines
3.2 KiB
C++
81 lines
3.2 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "Animation/BoneControllers/AnimNode_TwoBoneIK.h"
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#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable
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#include "AnimGraphNode_TwoBoneIK.generated.h"
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// actor class used for bone selector
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#define ABoneSelectActor ATargetPoint
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UCLASS(MinimalAPI)
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class UAnimGraphNode_TwoBoneIK : public UAnimGraphNode_SkeletalControlBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_TwoBoneIK Node;
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// just for refreshing UIs when bone space was changed
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static TSharedPtr<class FTwoBoneIKDelegate> TwoBoneIKDelegate;
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public:
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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// End of UEdGraphNode interface
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void UpdateEffectorLocationSpace(class IDetailLayoutBuilder& DetailBuilder);
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// UAnimGraphNode_Base interface
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virtual void CustomizeDetails(class IDetailLayoutBuilder& DetailBuilder) override;
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// End of UAnimGraphNode_Base interface
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// UAnimGraphNode_SkeletalControlBase interface
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ANIMGRAPH_API virtual void Draw( FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override;
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ANIMGRAPH_API virtual FVector GetWidgetLocation(const USkeletalMeshComponent* SkelComp, struct FAnimNode_SkeletalControlBase* AnimNode) override;
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ANIMGRAPH_API virtual void CopyNodeDataFrom(const FAnimNode_Base* NewAnimNode) override;
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ANIMGRAPH_API virtual int32 GetWidgetMode(const USkeletalMeshComponent* SkelComp) override;
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ANIMGRAPH_API virtual void MoveSelectActorLocation(const USkeletalMeshComponent* SkelComp, FAnimNode_SkeletalControlBase* AnimNode) override;
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ANIMGRAPH_API virtual FName FindSelectedBone() override;
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ANIMGRAPH_API virtual bool IsActorClicked(HActor* ActorHitProxy) override;
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ANIMGRAPH_API virtual void ProcessActorClick(HActor* ActorHitProxy) override;
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ANIMGRAPH_API virtual void DoTranslation(const USkeletalMeshComponent* SkelComp, FVector& Drag, FAnimNode_Base* InOutAnimNode) override;
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ANIMGRAPH_API virtual void CopyNodeDataTo(FAnimNode_Base* AnimNode) override;
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ANIMGRAPH_API virtual void DeselectActor(USkeletalMeshComponent* SkelComp) override;
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// End of UAnimGraphNode_SkeletalControlBase interface
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enum BoneSelectModeType
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{
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BSM_EndEffector,
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BSM_JointTarget,
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BSM_Max
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};
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// to switch select mode between end effector and joint target
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BoneSelectModeType BoneSelectMode;
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TWeakObjectPtr<class ABoneSelectActor> BoneSelectActor;
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IDetailLayoutBuilder* DetailLayout;
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protected:
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// UAnimGraphNode_SkeletalControlBase interface
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virtual FText GetControllerDescription() const override;
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// End of UAnimGraphNode_SkeletalControlBase interface
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// local conversion function for drawing
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void DrawTargetLocation(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelComp, USkeleton * Skeleton, EBoneControlSpace SpaceBase, FName SpaceBoneName, const FVector & TargetLocation, const FColor & TargetColor, const FColor & BoneColor) const;
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// make Pins showed / hidden by options
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bool SetPinsVisibility(bool bShow);
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private:
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTitleTextTable CachedNodeTitles;
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};
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