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53 lines
1.8 KiB
C++
53 lines
1.8 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimNode_SkeletalControlBase.h"
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#include "AnimNode_CopyBone.generated.h"
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/**
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* Simple controller to copy a bone's transform to another one.
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*/
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USTRUCT()
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struct ANIMGRAPHRUNTIME_API FAnimNode_CopyBone : public FAnimNode_SkeletalControlBase
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{
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GENERATED_USTRUCT_BODY()
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/** Source Bone Name to get transform from */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Copy)
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FBoneReference SourceBone;
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/** Name of bone to control. This is the main bone chain to modify from. **/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy)
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FBoneReference TargetBone;
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/** If Translation should be copied */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy, meta=(PinShownByDefault))
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bool bCopyTranslation;
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/** If Rotation should be copied */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy, meta=(PinShownByDefault))
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bool bCopyRotation;
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/** If Scale should be copied */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Copy, meta=(PinShownByDefault))
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bool bCopyScale;
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FAnimNode_CopyBone();
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// FAnimNode_Base interface
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virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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// End of FAnimNode_Base interface
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// FAnimNode_SkeletalControlBase interface
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virtual void EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms) override;
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virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
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// End of FAnimNode_SkeletalControlBase interface
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private:
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// FAnimNode_SkeletalControlBase interface
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virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
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// End of FAnimNode_SkeletalControlBase interface
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};
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