Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_BoneDrivenController.h
Michael Noland 6a27c42041 Animation: Various improvements to the bone driven controller
- Added support for using a curve to map from input range to output range
- Added compilation warnings when a bone or component still needs to be selected
- Added a customization to hide the range/multipler when using a curve, and gated editing of the range based on bUseRange
- Minor optimization to evaluation speed
- Reorganized the properties into logical groups (Source/Driver, Mapping, Destination/Driven)

[CL 2591125 by Michael Noland in Main branch]
2015-06-17 18:54:05 -04:00

87 lines
2.7 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimNode_SkeletalControlBase.h"
#include "AnimNode_BoneDrivenController.generated.h"
// Evaluation of the bone transforms relies on the size and ordering of this
// enum, if this needs to change make sure EvaluateBoneTransforms is updated.
UENUM()
namespace EComponentType
{
enum Type
{
None = 0,
TranslationX,
TranslationY,
TranslationZ,
RotationX,
RotationY,
RotationZ,
Scale
};
}
/**
* 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
UPROPERTY(EditAnywhere, Category=Mapping)
float Multiplier;
// Whether or not to use the range limits on the multiplied value
UPROPERTY(EditAnywhere, Category=Mapping)
bool bUseRange;
// Minimum limit of the output value
UPROPERTY(EditAnywhere, Category=Mapping, meta=(EditCondition=bUseRange))
float RangeMin;
// Maximum limit of the output value
UPROPERTY(EditAnywhere, Category=Mapping, meta=(EditCondition=bUseRange))
float RangeMax;
// Bone to drive using controller input
UPROPERTY(EditAnywhere, Category="Destination (driven)")
FBoneReference TargetBone;
// Transform component to write to
UPROPERTY(EditAnywhere, Category="Destination (driven)")
TEnumAsByte<EComponentType::Type> TargetComponent;
public:
FAnimNode_BoneDrivenController();
// 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;
// End of FAnimNode_SkeletalControlBase interface
protected:
// FAnimNode_SkeletalControlBase protected interface
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase protected interface
};