Files
UnrealEngineUWP/Engine/Source/Runtime/LiveLinkAnimationCore/Public/LiveLinkRemapAsset.h
Bryan sefcik b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
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]
2022-07-20 11:31:36 -04:00

69 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Map.h"
#include "Delegates/IDelegateInstance.h"
#include "LiveLinkRetargetAsset.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "LiveLinkRemapAsset.generated.h"
class UBlueprint;
class UObject;
struct FBlendedCurve;
struct FCompactPose;
struct FFrame;
struct FLiveLinkAnimationFrameData;
struct FLiveLinkBaseFrameData;
struct FLiveLinkBaseStaticData;
struct FLiveLinkSkeletonStaticData;
// Remap asset for data coming from Live Link. Allows simple application of bone transforms into current pose based on name remapping only
UCLASS(Blueprintable)
class LIVELINKANIMATIONCORE_API ULiveLinkRemapAsset : public ULiveLinkRetargetAsset
{
GENERATED_UCLASS_BODY()
virtual ~ULiveLinkRemapAsset() {}
//~ Begin UObject Interface
virtual void BeginDestroy() override;
//~ End UObject Interface
//~ Begin ULiveLinkRetargetAsset interface
virtual void BuildPoseFromAnimationData(float DeltaTime, const FLiveLinkSkeletonStaticData* InSkeletonData, const FLiveLinkAnimationFrameData* InFrameData, FCompactPose& OutPose) override;
virtual void BuildPoseAndCurveFromBaseData(float DeltaTime, const FLiveLinkBaseStaticData* InBaseStaticData, const FLiveLinkBaseFrameData* InBaseFrameData, FCompactPose& OutPose, FBlendedCurve& OutCurve) override;
//~ End ULiveLinkRetargetAsset interface
/** Blueprint Implementable function for getting a remapped bone name from the original */
UFUNCTION(BlueprintNativeEvent, Category = "Live Link Remap")
FName GetRemappedBoneName(FName BoneName) const;
/** Blueprint Implementable function for getting a remapped curve name from the original */
UFUNCTION(BlueprintNativeEvent, Category = "Live Link Remap")
FName GetRemappedCurveName(FName CurveName) const;
/** Blueprint Implementable function for remapping, adding or otherwise modifying the curve element data from Live Link. This is run after GetRemappedCurveName */
UFUNCTION(BlueprintNativeEvent, Category = "Live Link Remap")
void RemapCurveElements(UPARAM(ref)TMap<FName, float>& CurveItems) const;
private:
void OnBlueprintClassCompiled(UBlueprint* TargetBlueprint);
// Name mapping between source bone name and transformed bone name
// (returned from GetRemappedBoneName)
TMap<FName, FName> BoneNameMap;
// Name mapping between source curve name and transformed curve name
// (returned from GetRemappedCurveName)
TMap<FName, FName> CurveNameMap;
#if WITH_EDITOR
/** Blueprint.OnCompiled delegate handle */
FDelegateHandle OnBlueprintCompiledDelegate;
#endif
};