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