Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h
2025-05-18 13:04:45 +08:00

49 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_SkeletalControlBase.h"
#include "BoneControllers/AnimNode_RigidBody.h"
#include "Engine/PoseWatch.h"
#include "AnimGraphNode_RigidBody.generated.h"
UCLASS(MinimalAPI, meta=(Keywords = "Simulate Rigid Body Physics Ragdoll"))
class UAnimGraphNode_RigidBody : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_RigidBody Node;
public:
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FString GetNodeCategory() const override;
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base
virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* PreviewSkelMeshComp, const bool bIsSelected, const bool bIsPoseWatchEnabled) const override;
virtual void OnPoseWatchChanged(const bool IsPoseWatchActive, TObjectPtr<UPoseWatch> InPoseWatch, FEditorModeTools& InModeTools, FAnimNode_Base* InRuntimeNode) override;
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
void ToggleBodyVisibility();
void ToggleConstraintVisibility();
protected:
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
// End of UAnimGraphNode_SkeletalControlBase interface
bool AreAnyBodiesHidden() const;
bool AreAnyConstraintsHidden() const;
private:
TWeakObjectPtr<UPoseWatchElement> PoseWatchElementBodies;
TWeakObjectPtr<UPoseWatchElement> PoseWatchElementConstraints;
};