Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h
Michael Noland 7c0f5172ac Animation: Started moving animation nodes out of Engine into a new AnimGraphRuntime module
- Moved all skeletal control nodes to start out

Upgrade Note: Modules containing custom animation nodes will need to have a dependency on the new "AnimGraphRuntime" module added to their Build.cs file
#codereview lina.halper

[CL 2582755 by Michael Noland in Main branch]
2015-06-10 10:57:15 -04:00

104 lines
3.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimNode_SkeletalControlBase.h"
#include "AnimNode_SpringBone.generated.h"
/**
* Simple controller that replaces or adds to the translation/rotation of a single bone.
*/
USTRUCT()
struct ANIMGRAPHRUNTIME_API FAnimNode_SpringBone : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
/** Name of bone to control. This is the main bone chain to modify from. **/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Spring)
FBoneReference SpringBone;
/** Limit the amount that a bone can stretch from its ref-pose length. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Spring)
bool bLimitDisplacement;
/** If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Spring, meta=(EditCondition="bLimitDisplacement"))
float MaxDisplacement;
/** Stiffness of spring */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Spring)
float SpringStiffness;
/** Damping of spring */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Spring)
float SpringDamping;
/** If spring stretches more than this, reset it. Useful for catching teleports etc */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Spring)
float ErrorResetThresh;
/** If true, Z position is always correct, no spring applied */
UPROPERTY()
bool bNoZSpring_DEPRECATED;
/** If true take the spring calculation for translation in X */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FilterChannels)
bool bTranslateX;
/** If true take the spring calculation for translation in Y */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FilterChannels)
bool bTranslateY;
/** If true take the spring calculation for translation in Z */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FilterChannels)
bool bTranslateZ;
/** If true take the spring calculation for rotation in X */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FilterChannels)
bool bRotateX;
/** If true take the spring calculation for rotation in Y */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FilterChannels)
bool bRotateY;
/** If true take the spring calculation for rotation in Z */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FilterChannels)
bool bRotateZ;
/** Internal use - Amount of time we need to simulate. */
float RemainingTime;
/** Internal use - Current timestep */
float FixedTimeStep;
/** Did we have a non-zero ControlStrength last frame. */
bool bHadValidStrength;
/** World-space location of the bone. */
FVector BoneLocation;
/** World-space velocity of the bone. */
FVector BoneVelocity;
public:
FAnimNode_SpringBone();
// FAnimNode_Base interface
virtual void Initialize(const FAnimationInitializeContext& Context) override;
virtual void CacheBones(const FAnimationCacheBonesContext& Context) override;
virtual void Update(const FAnimationUpdateContext& Context) override;
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
virtual void EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, 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
};