Files
UnrealEngine/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendBoneByChannel.h
2025-05-18 13:04:45 +08:00

102 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Animation/AnimNodeBase.h"
#include "Animation/InputScaleBias.h"
#include "BoneContainer.h"
#include "AnimNode_BlendBoneByChannel.generated.h"
USTRUCT(BlueprintInternalUseOnly)
struct FBlendBoneByChannelEntry
{
GENERATED_USTRUCT_BODY()
/** Bone to take Transform from */
UPROPERTY(EditAnywhere, Category = Blend)
FBoneReference SourceBone;
/** Bone to apply Transform to */
UPROPERTY(EditAnywhere, Category = Blend)
FBoneReference TargetBone;
/** Copy Translation from Source to Target */
UPROPERTY(EditAnywhere, Category = Blend)
bool bBlendTranslation;
/** Copy Rotation from Source to Target */
UPROPERTY(EditAnywhere, Category = Blend)
bool bBlendRotation;
/** Copy Scale from Source to Target */
UPROPERTY(EditAnywhere, Category = Blend)
bool bBlendScale;
FBlendBoneByChannelEntry()
: bBlendTranslation(true)
, bBlendRotation(true)
, bBlendScale(true)
{
}
};
USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_BlendBoneByChannel : public FAnimNode_Base
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Links)
FPoseLink A;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Links)
FPoseLink B;
UPROPERTY(EditAnywhere, Category = Blend, meta = (DisplayAfter = "AlphaScaleBias"))
TArray<FBlendBoneByChannelEntry> BoneDefinitions;
private:
// Array of bone entries, that has been validated to be correct at runtime.
// So we don't have to perform validation checks per frame.
TArray<FBlendBoneByChannelEntry> ValidBoneEntries;
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinShownByDefault, DisplayAfter = "B"))
float Alpha;
private:
float InternalBlendAlpha;
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
FInputScaleBias AlphaScaleBias;
/** Space to convert transforms into prior to copying channels */
UPROPERTY(EditAnywhere, Category = Blend)
TEnumAsByte<EBoneControlSpace> TransformsSpace;
private:
bool bBIsRelevant;
public:
FAnimNode_BlendBoneByChannel()
: Alpha(0.0f)
, InternalBlendAlpha(0.0f)
, TransformsSpace(EBoneControlSpace::BCS_BoneSpace)
, bBIsRelevant(false)
{
}
// FAnimNode_Base interface
ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
ANIMGRAPHRUNTIME_API virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
ANIMGRAPHRUNTIME_API virtual void Evaluate_AnyThread(FPoseContext& Output) override;
ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
};