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

69 lines
3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Misc/Attribute.h"
#include "Layout/Visibility.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "BoneControllers/AnimNode_BoneDrivenController.h"
#include "AnimGraphNode_BoneDrivenController.generated.h"
class FCompilerResultsLog;
class FPrimitiveDrawInterface;
class IDetailCategoryBuilder;
class IDetailLayoutBuilder;
class IPropertyHandle;
class USkeletalMeshComponent;
/**
* This is the 'source version' of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)
*/
UCLASS()
class ANIMGRAPH_API UAnimGraphNode_BoneDrivenController : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_BoneDrivenController Node;
public:
// UObject interface
virtual void Serialize(FArchive& Ar) override;
// End of UObject interface
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
// End of UAnimGraphNode_Base interface
// UAnimGraphNode_SkeletalControlBase interface
virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override;
// End of UAnimGraphNode_SkeletalControlBase interface
protected:
// UAnimGraphNode_SkeletalControlBase protected interface
virtual FText GetControllerDescription() const override;
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
// End of UAnimGraphNode_SkeletalControlBase protected interface
// Should non-curve mapping values be shown (multiplier, range)?
static EVisibility AreNonCurveMappingValuesVisible(IDetailLayoutBuilder* DetailLayoutBuilder);
static EVisibility AreRemappingValuesVisible(IDetailLayoutBuilder* DetailLayoutBuilder);
// Should destination bone or morph target properties be visible
static EVisibility AreTargetBonePropertiesVisible(IDetailLayoutBuilder* DetailLayoutBuilder);
static EVisibility AreTargetCurvePropertiesVisible(IDetailLayoutBuilder* DetailLayoutBuilder);
static void AddTripletPropertyRow(const FText& Name, const FText& Tooltip, IDetailCategoryBuilder& Category, TSharedRef<IPropertyHandle> PropertyHandle, const FName XPropertyName, const FName YPropertyName, const FName ZPropertyName, TAttribute<EVisibility> VisibilityAttribute);
static void AddRangePropertyRow(const FText& Name, const FText& Tooltip, IDetailCategoryBuilder& Category, TSharedRef<IPropertyHandle> PropertyHandle, const FName MinPropertyName, const FName MaxPropertyName, TAttribute<EVisibility> VisibilityAttribute);
static FText ComponentTypeToText(EComponentType::Type Component);
};