Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
2025-05-18 13:04:45 +08:00

116 lines
4.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Input/Reply.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "Animation/AnimPhysicsSolver.h"
#include "BoneControllers/AnimNode_AnimDynamics.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "AnimGraphNode_AnimDynamics.generated.h"
class FCompilerResultsLog;
class FPrimitiveDrawInterface;
class IDetailChildrenBuilder;
class IDetailLayoutBuilder;
class USkeletalMeshComponent;
namespace AnimDynamicsNodeConstants
{
const FLinearColor ShapeDrawColor = FLinearColor::White;
const FLinearColor ActiveBodyDrawColor = FLinearColor::Yellow;
const FLinearColor LimitLineDrawColor = FLinearColor::Yellow;
const float LimitPlaneDrawSize = 50.0f;
const float ShapeLineWidth = 0.2f;
const float SelectedShapeLineWidth = 0.4f;
const float BodyLineWidth = 0.2f;
const float TransformLineWidth = 0.05f;
const float TransformBasisScale = 10.0f;
}
UCLASS(MinimalAPI)
class UAnimGraphNode_AnimDynamics : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_AnimDynamics Node;
/** Preview the live physics object on the mesh */
UPROPERTY(EditAnywhere, Category = Preview)
bool bPreviewLive;
/** Show linear (prismatic) limits in the viewport */
UPROPERTY(EditAnywhere, Category = Preview)
bool bShowLinearLimits;
/** Show angular limit ranges in the viewport */
UPROPERTY(EditAnywhere, Category = Preview)
bool bShowAngularLimits;
/** Show planar limit info (actual plane, plane normal) in the viewport */
UPROPERTY(EditAnywhere, Category = Preview)
bool bShowPlanarLimit;
/** Show spherical limits in the viewport (preview live only) */
UPROPERTY(EditAnywhere, Category = Preview)
bool bShowSphericalLimit;
/** If planar limits are enabled and the collision mode isn't CoM, draw sphere collision sizes */
UPROPERTY(EditAnywhere, Category = Preview)
bool bShowCollisionSpheres;
virtual void PostLoad() override;
static FReply ResetButtonClicked(IDetailLayoutBuilder* DetailLayoutBuilder);
void ResetSim();
// UObject
virtual void Serialize(FArchive& Ar) override;
// UEdGraphNode_Base
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FString GetNodeCategory() const override;
// UAnimGraphNode_Base
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual FEditorModeID GetEditorMode() const override;
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
// UAnimGraphNode_SkeletalControlBase
virtual void GetOnScreenDebugInfo(TArray<FText>& DebugInfo, FAnimNode_Base* RuntimeAnimNode, USkeletalMeshComponent* PreviewSkelMeshComp) const override;
FAnimNode_AnimDynamics* GetPreviewDynamicsNode() const;
bool IsPreviewLiveActive() const { return bPreviewLive; }
// UI callbacks for customising the physics bodies array in the details panel.
void OnPhysicsBodyDefCustomizeDetails(TSharedRef<IPropertyHandle> ElementProperty, int32 ElementIndex, IDetailChildrenBuilder& ChildrenBuilder, IDetailLayoutBuilder* DetailLayout);
FText BodyDefinitionUINameString(const uint32 BodyIndex) const;
void UpdatePreviewDynamicsNode(const int32 PhysicsBodyIndex);
protected:
virtual FText GetControllerDescription() const override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
void DrawLinearLimits(FPrimitiveDrawInterface* PDI, FTransform ShapeTransform, const FAnimNode_AnimDynamics& NodeToVisualise) const;
void DrawAngularLimits(FPrimitiveDrawInterface* PDI, FTransform JointTransform, const FAnimNode_AnimDynamics& NodeToVisualize) const;
// UAnimGraphNode_SkeletalControlBase protected interface
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
// End of UAnimGraphNode_SkeletalControlBase protected interface
USkeleton* GetSkeleton() const;
private:
FNodeTitleTextTable CachedNodeTitles;
};