Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_ApplyLimits.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

65 lines
2.1 KiB
C++

// Copyright 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;
virtual bool NeedsOnInitializeAnimInstance() const override { return true; }
// 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
};