Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_AnimDynamics.h
Marc Audy 6183efcc36 Integrate Engine/Config, Engine/Plugins, Engine/Programs, Engine/Shaders and remaining Engine/Source from UE4-Orion to UE4 at CL# 2716634
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2718314 by Marc Audy in Main branch]
2015-10-06 16:47:09 -04:00

75 lines
2.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimNode_AnimDynamics.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "AnimPhysicsSolver.h"
#include "AnimGraphNode_AnimDynamics.generated.h"
namespace AnimDynamicsNodeConstants
{
const FLinearColor ShapeDrawColor = FLinearColor::White;
const FLinearColor ActiveBodyDrawColor = FLinearColor::Yellow;
const float ShapeLineWidth = 0.07f;
const float BodyLineWidth = 0.07f;
const float TransformLineWidth = 0.05f;
const float TransformBasisScale = 10.0f;
}
UCLASS()
class UAnimGraphNode_AnimDynamics : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_AnimDynamics Node;
UPROPERTY(EditAnywhere, Category = Preview)
bool bPreviewLive;
UPROPERTY(EditAnywhere, Category = Preview)
bool bShowLinearLimits;
UPROPERTY(EditAnywhere, Category = Preview)
bool bShowAngularLimits;
UPROPERTY(Transient)
mutable USkeletalMeshComponent* LastPreviewComponent;
public:
virtual void PostLoad() override;
FReply ResetButtonClicked();
void ResetSim();
// UObject
virtual void Serialize(FArchive& Ar) override;
// UEdGraphNode_Base
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
// UAnimGraphNode_Base
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
// UAnimGraphNode_SkeletalControlBase
virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent * PreviewSkelMeshComp) const override;
FAnimNode_AnimDynamics* GetPreviewDynamicsNode() const;
protected:
// Keep a version of the current shape for rendering
FAnimPhysShape EditPreviewShape;
virtual FText GetControllerDescription() const override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
void DrawLinearLimits(FPrimitiveDrawInterface* PDI, FTransform ShapeTransform, const FAnimNode_AnimDynamics& NodeToVisualise) const;
void DrawAngularLimits(FPrimitiveDrawInterface* PDI, FTransform JointTransform, const FAnimNode_AnimDynamics& NodeToVisualize) const;
};