64 lines
1.7 KiB
C++
64 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ControlRigSchema.h"
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#include "ControlRigBlueprint.h"
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#include "RigVMModel/RigVMController.h"
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#include "Rigs/RigHierarchyPose.h"
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#include "Rigs/RigPhysics.h"
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#include "Curves/CurveFloat.h"
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#include "Units/RigUnitContext.h"
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#include "Units/Modules/RigUnit_ConnectorExecution.h"
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#include "Units/Modules/RigUnit_ConnectionCandidates.h"
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UControlRigSchema::UControlRigSchema(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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SetExecuteContextStruct(FControlRigExecuteContext::StaticStruct());
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}
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bool UControlRigSchema::ShouldUnfoldStruct(URigVMController* InController, const UStruct* InStruct) const
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{
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RIGVMSCHEMA_DEFAULT_FUNCTION_BODY
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if(!Super::ShouldUnfoldStruct(InController, InStruct))
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{
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return false;
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}
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if (InStruct == TBaseStructure<FQuat>::Get())
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{
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return false;
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}
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if (InStruct == FRuntimeFloatCurve::StaticStruct())
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{
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return false;
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}
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if (InStruct == FRigPose::StaticStruct())
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{
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return false;
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}
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if (InStruct == FRigPhysicsSolverID::StaticStruct())
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{
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return false;
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}
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return true;
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}
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bool UControlRigSchema::SupportsUnitFunction(URigVMController* InController, const FRigVMFunction* InUnitFunction) const
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{
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if (InUnitFunction->Struct == FRigUnit_ConnectorExecution::StaticStruct() ||
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InUnitFunction->Struct == FRigUnit_GetCandidates::StaticStruct() ||
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InUnitFunction->Struct == FRigUnit_DiscardMatches::StaticStruct())
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{
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if (UControlRigBlueprint* Blueprint = Cast<UControlRigBlueprint>(InController->GetOuter()))
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{
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if (Blueprint->IsControlRigModule())
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{
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return true;
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}
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return false;
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}
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}
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return Super::SupportsUnitFunction(InController, InUnitFunction);
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}
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