133 lines
4.7 KiB
C++
133 lines
4.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "AnimNodes/AnimNode_PoseDriver.h"
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#include "AnimGraphNode_PoseHandler.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "AnimGraphNode_PoseDriver.generated.h"
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class FCompilerResultsLog;
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UCLASS(BlueprintType)
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class ANIMGRAPH_API UAnimGraphNode_PoseDriver : public UAnimGraphNode_PoseHandler
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
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FAnimNode_PoseDriver Node;
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/** Length of axis in world units used for debug drawing */
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UPROPERTY(EditAnywhere, Category = Debugging, meta = (DefaultValue = "20.0", UIMin = "1.0", UIMax = "100.0"))
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float AxisLength;
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/** Number of subdivisions / lines used when debug drawing a cone */
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UPROPERTY(EditAnywhere, Category = Debugging, meta = (DefaultValue = "32", UIMin = "6", UIMax = "128"))
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int32 ConeSubdivision;
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/** If checked the cones will be drawn in 3d for debugging */
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UPROPERTY(EditAnywhere, Category = Debugging, meta = (DefaultValue = "True"))
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bool bDrawDebugCones;
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/** Used to indicate selected target to edit mode drawing */
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int32 SelectedTargetIndex;
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/** Delegate to call when selection changes */
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FSimpleMulticastDelegate SelectedTargetChangeDelegate;
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public:
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/** Get the current preview node instance */
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FAnimNode_PoseDriver* GetPreviewPoseDriverNode() const;
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/** Util to replace current contents of PoseTargets with info from assigned PoseAsset */
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UFUNCTION(BlueprintCallable, Category=PoseDriver)
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void CopyTargetsFromPoseAsset();
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/** Sets the pose-driver its source bones by name */
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UFUNCTION(BlueprintCallable, Category=PoseDriver)
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void SetSourceBones(const TArray<FName>& BoneNames);
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/** Returns the pose-driver its source bones by name */
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UFUNCTION(BlueprintPure, Category=PoseDriver)
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void GetSourceBoneNames(TArray<FName>& BoneNames);
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/** Set the pose-driver its driven bones by name */
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UFUNCTION(BlueprintCallable, Category=PoseDriver)
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void SetDrivingBones(const TArray<FName>& BoneNames);
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/** Returns the pose-driver its driven bones by name */
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UFUNCTION(BlueprintPure, Category=PoseDriver)
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void GetDrivingBoneNames(TArray<FName>& BoneNames);
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/** */
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UFUNCTION(BlueprintCallable, Category=PoseDriver)
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void SetRBFParameters(FRBFParams Parameters);
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/** */
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UFUNCTION(BlueprintPure, Category=PoseDriver)
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FRBFParams& GetRBFParameters();
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/** */
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UFUNCTION(BlueprintCallable, Category=PoseDriver)
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void SetPoseDriverSource(EPoseDriverSource DriverSource);
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/** */
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UFUNCTION(BlueprintPure, Category=PoseDriver)
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EPoseDriverSource& GetPoseDriverSource();
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/** */
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UFUNCTION(BlueprintCallable, Category=PoseDriver)
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void SetPoseDriverOutput(EPoseDriverOutput DriverOutput);
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/** */
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UFUNCTION(BlueprintPure, Category=PoseDriver)
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EPoseDriverOutput& GetPoseDriverOutput();
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/** Automatically modify TargetScale for each PoseTarget, based on distance to nearest neighbor */
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void AutoSetTargetScales(float& OutMaxDistance);
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/** Adds a new target, reallocating transforms array appropriately */
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void AddNewTarget();
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/** Reallocates transforms arrays as necessary to accommodate source bones */
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void ReserveTargetTransforms();
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/** Return the color for a given weight. Used for Details and EditMode */
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FLinearColor GetColorFromWeight(float InWeight);
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/** Used to refer back to preview instance in anim tools */
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UPROPERTY(Transient)
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TObjectPtr<USkeletalMeshComponent> LastPreviewComponent;
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// Begin UObject Interface.
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virtual void PostLoad() override;
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virtual void Serialize(FArchive& Ar) override;
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// End UObject Interface.
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual FText GetMenuCategory() const override;
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virtual FLinearColor GetNodeBodyTintColor() const override;
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// End of UEdGraphNode interface
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// UAnimGraphNode_Base interface
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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virtual FEditorModeID GetEditorMode() const override;
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virtual EAnimAssetHandlerType SupportsAssetClass(const UClass* AssetClass) const override;
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virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) override;
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// End of UAnimGraphNode_Base interface
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protected:
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// UAnimGraphNode_PoseHandler interface
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virtual bool IsPoseAssetRequired() override { return false; }
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virtual FAnimNode_PoseHandler* GetPoseHandlerNode() override { return &Node; }
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virtual const FAnimNode_PoseHandler* GetPoseHandlerNode() const override { return &Node; }
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// End of UAnimGraphNode_PoseHandler interface
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTitleTextTable CachedNodeTitles;
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};
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