58 lines
1.8 KiB
C++
58 lines
1.8 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 "BoneIndices.h"
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#include "Engine/AssetUserData.h"
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#include "Animation/AnimCurveTypes.h"
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#define UE_API RIGLOGICMODULE_API
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class IDNAReader;
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class USkeleton;
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class USkeletalMesh;
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struct FDNAIndexMapping
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{
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template <typename T>
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struct TArrayWrapper
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{
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TArray<T> Values;
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};
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struct FMeshPoseBoneControlAttributeMapping
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{
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FMeshPoseBoneIndex MeshPoseBoneIndex;
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int32 DNAJointIndex;
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int32 RotationX;
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int32 RotationY;
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int32 RotationZ;
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int32 RotationW;
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};
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using FCachedIndexedCurve = TBaseBlendedCurve<FDefaultAllocator, UE::Anim::FCurveElementIndexed>;
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FGuid SkeletonGuid;
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// all the control attributes that we will need to extract, alongside their control index
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FCachedIndexedCurve ControlAttributeCurves;
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FCachedIndexedCurve NeuralNetworkMaskCurves;
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TArray<FMeshPoseBoneControlAttributeMapping> DriverJointsToControlAttributesMap;
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TArray<FMeshPoseBoneIndex> JointsMapDNAIndicesToMeshPoseBoneIndices;
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TArray<FCachedIndexedCurve> MorphTargetCurvesPerLOD;
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TArray<FCachedIndexedCurve> MaskMultiplierCurvesPerLOD;
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UE_API void Init(const IDNAReader* DNAReader, const USkeleton* Skeleton, const USkeletalMesh* SkeletalMesh);
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UE_API void MapControlCurves(const IDNAReader* DNAReader, const USkeleton* Skeleton);
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UE_API void MapNeuralNetworkMaskCurves(const IDNAReader* DNAReader, const USkeleton* Skeleton);
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UE_API void MapDriverJoints(const IDNAReader* DNAReader, const USkeletalMesh* SkeletalMesh);
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UE_API void MapJoints(const IDNAReader* DNAReader, const USkeletalMesh* SkeletalMesh);
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UE_API void MapMorphTargets(const IDNAReader* DNAReader, const USkeleton* Skeleton, const USkeletalMesh* SkeletalMesh);
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UE_API void MapMaskMultipliers(const IDNAReader* DNAReader, const USkeleton* Skeleton);
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};
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#undef UE_API
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