Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ObserveBone.h
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

57 lines
1.7 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimNode_SkeletalControlBase.h"
#include "AnimNode_ObserveBone.generated.h"
/**
* Debugging node that displays the current value of a bone in a specific space.
*/
USTRUCT()
struct ANIMGRAPHRUNTIME_API FAnimNode_ObserveBone : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
/** Name of bone to observe. */
UPROPERTY(EditAnywhere, Category=SkeletalControl)
FBoneReference BoneToObserve;
/** Reference frame to display the bone transform in. */
UPROPERTY(EditAnywhere, Category=SkeletalControl)
TEnumAsByte<EBoneControlSpace> DisplaySpace;
/** Show the difference from the reference pose? */
UPROPERTY(EditAnywhere, Category=SkeletalControl)
bool bRelativeToRefPose;
/** Translation of the bone being observed. */
UPROPERTY()
FVector Translation;
/** Rotation of the bone being observed. */
UPROPERTY()
FRotator Rotation;
/** Scale of the bone being observed. */
UPROPERTY()
FVector Scale;
public:
FAnimNode_ObserveBone();
// FAnimNode_Base interface
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
};