Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_WheelHandler.h
Marc Audy e5bb9b4d0d Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh
#platformnotify Josh.Adams

[CL 2718236 by Marc Audy in Main branch]
2015-10-06 15:59:09 -04:00

49 lines
1.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimNode_SkeletalControlBase.h"
#include "AnimNode_WheelHandler.generated.h"
struct FWheelSimulator
{
int32 WheelIndex;
FBoneReference BoneReference;
FRotator RotOffset;
FVector LocOffset;
};
/**
* Simple controller that replaces or adds to the translation/rotation of a single bone.
*/
USTRUCT()
struct ANIMGRAPHRUNTIME_API FAnimNode_WheelHandler : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
/** Current Asset being played **/
UPROPERTY(transient)
class UWheeledVehicleMovementComponent* VehicleSimComponent;
TArray<FWheelSimulator> WheelSimulators;
FAnimNode_WheelHandler();
// 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;
virtual void Update(const FAnimationUpdateContext& Context) override;
virtual void Initialize(const FAnimationInitializeContext& Context) override;
virtual bool CanUpdateInWorkerThread() const override { return false; }
// End of FAnimNode_SkeletalControlBase interface
private:
// FAnimNode_SkeletalControlBase interface
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
};