Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

64 lines
2.0 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BoneContainer.h"
#include "BonePose.h"
#include "BoneControllers/AnimNode_SkeletalControlBase.h"
#include "AnimNode_ApplyLimits.generated.h"
class USkeletalMeshComponent;
USTRUCT()
struct FAngularRangeLimit
{
GENERATED_BODY()
FAngularRangeLimit()
: LimitMin(-180, -180, -180)
, LimitMax(+180, +180, +180)
{}
UPROPERTY(EditAnywhere, Category = Angular, meta = (UIMin = "-180", UIMax = "180", ClampMin = "-180", ClampMax = "180"))
FVector LimitMin;
UPROPERTY(EditAnywhere, Category = Angular, meta = (UIMin = "-180", UIMax = "180", ClampMin = "-180", ClampMax = "180"))
FVector LimitMax;
UPROPERTY(EditAnywhere, Category = Angular)
FBoneReference Bone;
};
USTRUCT(BlueprintInternalUseOnly)
struct ANIMGRAPHRUNTIME_API FAnimNode_ApplyLimits : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY();
FAnimNode_ApplyLimits();
UPROPERTY(EditAnywhere, Category = Angular)
TArray<FAngularRangeLimit> AngularRangeLimits;
UPROPERTY(EditAnywhere, BlueprintReadWrite, EditFixedSize, Category = "Angular", meta = (PinHiddenByDefault))
TArray<FVector> AngularOffsets;
void RecalcLimits();
// FAnimNode_Base interface
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
virtual void OnInitializeAnimInstance(const FAnimInstanceProxy* InProxy, const UAnimInstance* InAnimInstance) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, 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
};