93 lines
3.7 KiB
C++
93 lines
3.7 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 "UObject/ObjectMacros.h"
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#include "Animation/AnimNodeBase.h"
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#include "AnimNodes/AnimNode_BlendSpacePlayer.h"
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#include "AnimNode_AimOffsetLookAt.generated.h"
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/**
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* This node uses a source transform of a socket on the skeletal mesh to automatically calculate
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* Yaw and Pitch directions for a referenced aim offset given a point in the world to look at.
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*/
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USTRUCT(BlueprintInternalUseOnly)
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struct FAnimNode_AimOffsetLookAt : public FAnimNode_BlendSpacePlayer
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{
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GENERATED_BODY()
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/** Cached local transform of the source socket */
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FTransform SocketLocalTransform;
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/** Cached local transform of the pivot socket */
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FTransform PivotSocketLocalTransform;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Links)
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FPoseLink BasePose;
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/*
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* Max LOD that this node is allowed to run
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* For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index)
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* when the component LOD becomes 3, it will stop update/evaluate
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* currently transition would be issue and that has to be re-visited
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Performance, meta = (DisplayName = "LOD Threshold"))
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int32 LODThreshold;
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/** Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinHiddenByDefault))
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FName SourceSocketName;
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/**
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* Socket or bone to treat as the look at pivot (optional). This will overwrite the translation of the
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* source socket transform improve the lookat direction, especially when the target is close
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* to the character
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinHiddenByDefault))
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FName PivotSocketName;
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/** Location, in world space to look at */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinShownByDefault))
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FVector LookAtLocation;
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/** Direction in the socket transform to consider the 'forward' or look at axis */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinHiddenByDefault))
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FVector SocketAxis;
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/** Amount of this node to blend into the output pose */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LookAt, meta = (PinShownByDefault))
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float Alpha;
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/** Cached calculated blend input */
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FVector CurrentBlendInput;
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/** Cached reference to the source socket's bone */
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FBoneReference SocketBoneReference;
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/** Cached reference to the pivot socket's bone */
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FBoneReference PivotSocketBoneReference;
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/** Cached flag to indicate whether LOD threshold is enabled */
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bool bIsLODEnabled;
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public:
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ANIMGRAPHRUNTIME_API FAnimNode_AimOffsetLookAt();
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// FAnimNode_Base interface
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ANIMGRAPHRUNTIME_API virtual void OnInitializeAnimInstance(const FAnimInstanceProxy* InProxy, const UAnimInstance* InAnimInstance) override;
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virtual bool NeedsOnInitializeAnimInstance() const override { return true; }
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ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void UpdateAssetPlayer(const FAnimationUpdateContext& Context) override;
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ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override;
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ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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virtual int32 GetLODThreshold() const override { return LODThreshold; }
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// End of FAnimNode_Base interface
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// FAnimNode_BlendSpacePlayer interface
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ANIMGRAPHRUNTIME_API virtual FVector GetPosition() const override;
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ANIMGRAPHRUNTIME_API void UpdateFromLookAtTarget(FPoseContext& LocalPoseContext);
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};
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