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Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed. #ushell-cherrypick of 21065896 by bryan.sefcik #preflight 62d4b1a5a6141b6adfb0c892 #jira #ROBOMERGE-OWNER: Bryan.sefcik #ROBOMERGE-AUTHOR: bryan.sefcik #ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) #ROBOMERGE-CONFLICT from-shelf [CL 21181076 by Bryan sefcik in ue5-main branch]
69 lines
2.6 KiB
C++
69 lines
2.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Map.h"
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#include "Delegates/IDelegateInstance.h"
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#include "LiveLinkRetargetAsset.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "LiveLinkRemapAsset.generated.h"
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class UBlueprint;
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class UObject;
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struct FBlendedCurve;
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struct FCompactPose;
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struct FFrame;
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struct FLiveLinkAnimationFrameData;
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struct FLiveLinkBaseFrameData;
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struct FLiveLinkBaseStaticData;
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struct FLiveLinkSkeletonStaticData;
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// Remap asset for data coming from Live Link. Allows simple application of bone transforms into current pose based on name remapping only
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UCLASS(Blueprintable)
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class LIVELINKANIMATIONCORE_API ULiveLinkRemapAsset : public ULiveLinkRetargetAsset
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{
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GENERATED_UCLASS_BODY()
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virtual ~ULiveLinkRemapAsset() {}
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//~ Begin UObject Interface
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virtual void BeginDestroy() override;
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//~ End UObject Interface
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//~ Begin ULiveLinkRetargetAsset interface
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virtual void BuildPoseFromAnimationData(float DeltaTime, const FLiveLinkSkeletonStaticData* InSkeletonData, const FLiveLinkAnimationFrameData* InFrameData, FCompactPose& OutPose) override;
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virtual void BuildPoseAndCurveFromBaseData(float DeltaTime, const FLiveLinkBaseStaticData* InBaseStaticData, const FLiveLinkBaseFrameData* InBaseFrameData, FCompactPose& OutPose, FBlendedCurve& OutCurve) override;
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//~ End ULiveLinkRetargetAsset interface
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/** Blueprint Implementable function for getting a remapped bone name from the original */
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UFUNCTION(BlueprintNativeEvent, Category = "Live Link Remap")
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FName GetRemappedBoneName(FName BoneName) const;
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/** Blueprint Implementable function for getting a remapped curve name from the original */
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UFUNCTION(BlueprintNativeEvent, Category = "Live Link Remap")
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FName GetRemappedCurveName(FName CurveName) const;
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/** Blueprint Implementable function for remapping, adding or otherwise modifying the curve element data from Live Link. This is run after GetRemappedCurveName */
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UFUNCTION(BlueprintNativeEvent, Category = "Live Link Remap")
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void RemapCurveElements(UPARAM(ref)TMap<FName, float>& CurveItems) const;
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private:
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void OnBlueprintClassCompiled(UBlueprint* TargetBlueprint);
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// Name mapping between source bone name and transformed bone name
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// (returned from GetRemappedBoneName)
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TMap<FName, FName> BoneNameMap;
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// Name mapping between source curve name and transformed curve name
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// (returned from GetRemappedCurveName)
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TMap<FName, FName> CurveNameMap;
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#if WITH_EDITOR
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/** Blueprint.OnCompiled delegate handle */
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FDelegateHandle OnBlueprintCompiledDelegate;
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#endif
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}; |