73 lines
2.7 KiB
C++
73 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/* <<<< THIS IS TEMPORARY PROTOTYPE CODE >>>>
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*
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* This is essentially a copy + paste of the
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* equivalent file in engine code and is
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* intended for prototyping work as part of
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* the Ch5 locomotion initiative.
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*
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*/
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#pragma once
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "AnimNode_RigidBodyWithControl.h"
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#include "Engine/PoseWatch.h"
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#include "AnimGraphNode_RigidBodyWithControl.generated.h"
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UCLASS(meta=(Keywords = "Simulate Rigid Body Physics Ragdoll"))
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class PHYSICSCONTROLUNCOOKEDONLY_API UAnimGraphNode_RigidBodyWithControl : 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_RigidBodyWithControl 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 FLinearColor GetNodeTitleColor() const;
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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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virtual void PostPlacedNewNode() override;
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virtual void PostPasteNode() override;
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virtual void DestroyNode() override;
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void ToggleBodyVisibility();
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void ToggleConstraintVisibility();
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void ToggleControlSetViewerTab();
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TArray<TPair<FName, TArray<FName>>> GenerateControlsAndBodyModifierNames() const;
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USkeleton* GetSkeleton() const;
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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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bool IsControlSetViewerTabOpen() const;
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void PostChange();
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private:
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TWeakObjectPtr<UPoseWatchElement> PoseWatchElementBodies;
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TWeakObjectPtr<UPoseWatchElement> PoseWatchElementConstraints;
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TWeakObjectPtr<UPoseWatchElement> PoseWatchElementParentSpaceControls;
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TWeakObjectPtr<UPoseWatchElement> PoseWatchElementWorldSpaceControls;
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};
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