65 lines
2.1 KiB
C++
65 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "EditModes/FabrikEditMode.h"
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#include "AnimGraphNode_Base.h"
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#include "AnimGraphNode_Fabrik.h"
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#include "Animation/AnimTypes.h"
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#include "Animation/DebugSkelMeshComponent.h"
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#include "BoneControllers/AnimNode_Fabrik.h"
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#include "Containers/EnumAsByte.h"
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#include "IPersonaPreviewScene.h"
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#include "Math/Transform.h"
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#include "Math/Vector.h"
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#include "Templates/Casts.h"
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class USkeletalMeshComponent;
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struct FBoneSocketTarget;
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void FFabrikEditMode::EnterMode(class UAnimGraphNode_Base* InEditorNode, struct FAnimNode_Base* InRuntimeNode)
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{
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RuntimeNode = static_cast<FAnimNode_Fabrik*>(InRuntimeNode);
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GraphNode = CastChecked<UAnimGraphNode_Fabrik>(InEditorNode);
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FAnimNodeEditMode::EnterMode(InEditorNode, InRuntimeNode);
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}
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void FFabrikEditMode::ExitMode()
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{
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RuntimeNode = nullptr;
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GraphNode = nullptr;
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FAnimNodeEditMode::ExitMode();
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}
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FVector FFabrikEditMode::GetWidgetLocation() const
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{
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USkeletalMeshComponent* SkelComp = GetAnimPreviewScene().GetPreviewMeshComponent();
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FBoneSocketTarget& Target = RuntimeNode->EffectorTarget;
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FVector Location = RuntimeNode->EffectorTransform.GetLocation();
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EBoneControlSpace Space = RuntimeNode->EffectorTransformSpace;
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FVector WidgetLoc = ConvertWidgetLocation(SkelComp, RuntimeNode->ForwardedPose, Target, Location, Space);
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return WidgetLoc;
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}
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UE::Widget::EWidgetMode FFabrikEditMode::GetWidgetMode() const
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{
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// allow translation all the time for effectot target
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return UE::Widget::WM_Translate;
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}
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bool FFabrikEditMode::UsesTransformWidget(UE::Widget::EWidgetMode InWidgetMode) const
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{
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return InWidgetMode == UE::Widget::WM_Translate;
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}
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void FFabrikEditMode::DoTranslation(FVector& InTranslation)
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{
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USkeletalMeshComponent* SkelComp = GetAnimPreviewScene().GetPreviewMeshComponent();
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FVector Offset = ConvertCSVectorToBoneSpace(SkelComp, InTranslation, RuntimeNode->ForwardedPose, RuntimeNode->EffectorTarget, RuntimeNode->EffectorTransformSpace);
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RuntimeNode->EffectorTransform.AddToTranslation(Offset);
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GraphNode->Node.EffectorTransform.SetTranslation(RuntimeNode->EffectorTransform.GetTranslation());
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}
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