66 lines
3.5 KiB
C++
66 lines
3.5 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 "Kismet/BlueprintFunctionLibrary.h"
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#include "Animation/AnimNodeReference.h"
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#include "Animation/AnimExecutionContext.h"
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#include "AnimExecutionContextLibrary.generated.h"
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class UAnimInstance;
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// Exposes operations to be performed on anim node contexts
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UCLASS(MinimalAPI)
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class UAnimExecutionContextLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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#if WITH_EDITOR
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/** Prototype function for thread-safe anim node calls */
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UFUNCTION(BlueprintInternalUseOnly, meta=(BlueprintThreadSafe))
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void Prototype_ThreadSafeAnimNodeCall(const FAnimExecutionContext& Context, const FAnimNodeReference& Node) {}
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/** Prototype function for thread-safe anim update calls */
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UFUNCTION(BlueprintInternalUseOnly, meta=(BlueprintThreadSafe))
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void Prototype_ThreadSafeAnimUpdateCall(const FAnimUpdateContext& Context, const FAnimNodeReference& Node) {}
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#endif
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/** Get the anim instance that hosts this context */
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UFUNCTION(BlueprintPure, Category = "Animation|Utilities", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API UAnimInstance* GetAnimInstance(const FAnimExecutionContext& Context);
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/** Internal compiler use only - Get a reference to an anim node by index */
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UFUNCTION(BlueprintPure, BlueprintInternalUseOnly, meta=(BlueprintThreadSafe, DefaultToSelf = "Instance"))
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static ANIMGRAPHRUNTIME_API FAnimNodeReference GetAnimNodeReference(UAnimInstance* Instance, int32 Index);
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/** Convert to an initialization context */
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UFUNCTION(BlueprintCallable, Category = "Animation|Utilities", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
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static ANIMGRAPHRUNTIME_API FAnimInitializationContext ConvertToInitializationContext(const FAnimExecutionContext& Context, EAnimExecutionContextConversionResult& Result);
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/** Convert to an update context */
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UFUNCTION(BlueprintCallable, Category = "Animation|Utilities", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
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static ANIMGRAPHRUNTIME_API FAnimUpdateContext ConvertToUpdateContext(const FAnimExecutionContext& Context, EAnimExecutionContextConversionResult& Result);
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/** Get the current delta time in seconds */
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UFUNCTION(BlueprintPure, Category = "Animation|Utilities", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API float GetDeltaTime(const FAnimUpdateContext& Context);
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/** Get the current weight of this branch of the graph */
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UFUNCTION(BlueprintPure, Category = "Animation|Utilities", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API float GetCurrentWeight(const FAnimUpdateContext& Context);
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/** Get whether this branch of the graph is active (i.e. NOT blending out). */
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UFUNCTION(BlueprintPure, Category = "Animation|Utilities", meta=(BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API bool IsActive(const FAnimExecutionContext& Context);
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/** Convert to a pose context */
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UFUNCTION(BlueprintCallable, Category = "Animation|Utilities", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
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static ANIMGRAPHRUNTIME_API FAnimPoseContext ConvertToPoseContext(const FAnimExecutionContext& Context, EAnimExecutionContextConversionResult& Result);
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/** Convert to a component space pose context */
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UFUNCTION(BlueprintCallable, Category = "Animation|Utilities", meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
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static ANIMGRAPHRUNTIME_API FAnimComponentSpacePoseContext ConvertToComponentSpacePoseContext(const FAnimExecutionContext& Context, EAnimExecutionContextConversionResult& Result);
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};
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