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2025-05-18 13:04:45 +08:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BoneContainer.h"
#include "BonePose.h"
#include "VehicleAnimationInstance.h"
#include "BoneControllers/AnimNode_SkeletalControlBase.h"
#include "AnimNode_WheelController.generated.h"
/**
* Simple controller that replaces or adds to the translation/rotation of a single bone.
*/
USTRUCT()
struct CHAOSVEHICLES_API FAnimNode_WheelController : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
FAnimNode_WheelController();
// 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 bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
// End of FAnimNode_SkeletalControlBase interface
private:
// FAnimNode_SkeletalControlBase interface
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
struct FWheelLookupData
{
int32 WheelIndex;
FBoneReference BoneReference;
};
TArray<FWheelLookupData> Wheels;
const FVehicleAnimationInstanceProxy* AnimInstanceProxy; //TODO: we only cache this to use in eval where it's safe. Should change API to pass proxy into eval
};