Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h
Jack Porter 2792c7c559 Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#jira 0
#rb None

[CL 4161603 by Jack Porter in Dev-Mobile branch]
2018-06-26 08:42:47 -04:00

167 lines
6.3 KiB
C++

// Copyright 1998-2018 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 "Animation/AnimTypes.h"
#include "AnimNode_BoneDrivenController.generated.h"
class UCurveFloat;
class USkeletalMeshComponent;
// Evaluation of the bone transforms relies on the size and ordering of this
// enum, if this needs to change make sure EvaluateSkeletalControl_AnyThread is updated.
// The type of modification to make to the destination component(s)
UENUM()
enum class EDrivenBoneModificationMode : uint8
{
// Add the driven value to the input component value(s)
AddToInput,
// Replace the input component value(s) with the driven value
ReplaceComponent,
// Add the driven value to the reference pose value
AddToRefPose
};
// Type of destination value to drive
UENUM()
enum class EDrivenDestinationMode : uint8
{
Bone,
MorphTarget,
MaterialParameter
};
/**
* This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)
*/
USTRUCT()
struct ANIMGRAPHRUNTIME_API FAnimNode_BoneDrivenController : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
// Bone to use as controller input
UPROPERTY(EditAnywhere, Category="Source (driver)")
FBoneReference SourceBone;
// Transform component to use as input
UPROPERTY(EditAnywhere, Category="Source (driver)")
TEnumAsByte<EComponentType::Type> SourceComponent;
/** Curve used to map from the source attribute to the driven attributes if present (otherwise the Multiplier will be used) */
UPROPERTY(EditAnywhere, Category=Mapping)
UCurveFloat* DrivingCurve;
// Multiplier to apply to the input value (Note: Ignored when a curve is used)
UPROPERTY(EditAnywhere, Category=Mapping)
float Multiplier;
// Whether or not to clamp the driver value and remap it before scaling it
UPROPERTY(EditAnywhere, Category=Mapping, meta=(DisplayName="Remap Source"))
bool bUseRange;
// Minimum limit of the input value (mapped to RemappedMin, only used when limiting the source range)
UPROPERTY(EditAnywhere, Category=Mapping, meta=(EditCondition=bUseRange, DisplayName="Source Range Min"))
float RangeMin;
// Maximum limit of the input value (mapped to RemappedMax, only used when limiting the source range)
UPROPERTY(EditAnywhere, Category=Mapping, meta=(EditCondition=bUseRange, DisplayName="Source Range Max"))
float RangeMax;
// Minimum value to apply to the destination (remapped from the input range)
UPROPERTY(EditAnywhere, Category=Mapping, meta=(EditCondition=bUseRange, DisplayName="Mapped Range Min"))
float RemappedMin;
// Maximum value to apply to the destination (remapped from the input range)
UPROPERTY(EditAnywhere, Category = Mapping, meta = (EditCondition = bUseRange, DisplayName="Mapped Range Max"))
float RemappedMax;
// Type of destination to drive, currently either bone or morph target
UPROPERTY(EditAnywhere, Category = "Destination (driven)")
EDrivenDestinationMode DestinationMode;
/** Name of Morph Target to drive using the source attribute */
UPROPERTY(EditAnywhere, Category = "Destination (driven)")
FName ParameterName;
// Bone to drive using controller input
UPROPERTY(EditAnywhere, Category="Destination (driven)")
FBoneReference TargetBone;
private:
UPROPERTY()
TEnumAsByte<EComponentType::Type> TargetComponent_DEPRECATED;
public:
// Affect the X component of translation on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="X"))
uint32 bAffectTargetTranslationX : 1;
// Affect the Y component of translation on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Y"))
uint32 bAffectTargetTranslationY : 1;
// Affect the Z component of translation on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Z"))
uint32 bAffectTargetTranslationZ : 1;
// Affect the X component of rotation on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="X"))
uint32 bAffectTargetRotationX : 1;
// Affect the Y component of rotation on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Y"))
uint32 bAffectTargetRotationY : 1;
// Affect the Z component of rotation on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Z"))
uint32 bAffectTargetRotationZ : 1;
// Affect the X component of scale on the target bone
UPROPERTY(EditAnywhere, Category = "Destination (driven)", meta=(DisplayName="X"))
uint32 bAffectTargetScaleX : 1;
// Affect the Y component of scale on the target bone
UPROPERTY(EditAnywhere, Category = "Destination (driven)", meta=(DisplayName="Y"))
uint32 bAffectTargetScaleY : 1;
// Affect the Z component of scale on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Z"))
uint32 bAffectTargetScaleZ : 1;
// The type of modification to make to the destination component(s)
UPROPERTY(EditAnywhere, Category="Destination (driven)")
EDrivenBoneModificationMode ModificationMode;
public:
FAnimNode_BoneDrivenController();
// FAnimNode_Base interface
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
virtual void EvaluateComponentSpaceInternal(FComponentSpacePoseContext& Context);
virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
// Upgrade a node from the output enum to the output bits (change made in FAnimationCustomVersion::BoneDrivenControllerMatchingMaya)
void ConvertTargetComponentToBits();
protected:
// FAnimNode_SkeletalControlBase protected interface
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
/** Extracts the value used to drive the target bone or parameter */
const float ExtractSourceValue(const FTransform& InCurrentBoneTransform, const FTransform& InRefPoseBoneTransform);
// End of FAnimNode_SkeletalControlBase protected interface
};