83 lines
3.5 KiB
C++
83 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 "UObject/ObjectMacros.h"
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#include "Animation/AnimNodeBase.h"
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#include "AnimNode_CopyPoseFromMesh.generated.h"
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class USkeletalMeshComponent;
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struct FAnimInstanceProxy;
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/**
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* Simple controller to copy a bone's transform to another one.
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*/
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USTRUCT(BlueprintInternalUseOnly)
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struct FAnimNode_CopyPoseFromMesh : public FAnimNode_Base
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{
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GENERATED_USTRUCT_BODY()
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/* This is used by default if it's valid */
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UPROPERTY(BlueprintReadWrite, transient, Category=Copy, meta=(PinShownByDefault))
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TWeakObjectPtr<USkeletalMeshComponent> SourceMeshComponent;
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/* If SourceMeshComponent is not valid, and if this is true, it will look for attahced parent as a source */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Copy, meta = (NeverAsPin))
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uint8 bUseAttachedParent : 1;
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/* Copy curves also from SouceMeshComponent. This will copy the curves if this instance also contains curve attributes */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Copy, meta = (NeverAsPin))
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uint8 bCopyCurves : 1;
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/* Copy custom attributes (animation attributes) from SourceMeshComponent */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "Copy Custom Attributes(Animation Attributes)",Category = Copy, meta = (NeverAsPin))
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bool bCopyCustomAttributes;
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/* Use root space transform to copy to the target pose. By default, it copies their relative transform (bone space)*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Copy, meta = (NeverAsPin))
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uint8 bUseMeshPose : 1;
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/* If you want to specify copy root, use this - this will ensure copy only below of this joint (inclusively) */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Copy, meta = (NeverAsPin))
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FName RootBoneToCopy;
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ANIMGRAPHRUNTIME_API FAnimNode_CopyPoseFromMesh();
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// FAnimNode_Base interface
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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 Update_AnyThread(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 bool HasPreUpdate() const override { return true; }
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ANIMGRAPHRUNTIME_API virtual void PreUpdate(const UAnimInstance* InAnimInstance) override;
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// End of FAnimNode_Base interface
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private:
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// this is source mesh references, so that we could compare and see if it has changed
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TWeakObjectPtr<USkeletalMeshComponent> CurrentlyUsedSourceMeshComponent;
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TWeakObjectPtr<USkeletalMesh> CurrentlyUsedSourceMesh;
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TWeakObjectPtr<USkeletalMesh> CurrentlyUsedMesh;
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// target mesh
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TWeakObjectPtr<USkeletalMesh> CurrentlyUsedTargetMesh;
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// cache of target space bases to source space bases
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TMap<int32, int32> BoneMapToSource;
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TMap<int32, int32> SourceBoneToTarget;
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// Cached transforms, copied on the game thread
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TArray<FTransform> SourceMeshTransformArray;
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// Cached curves, copied on the game thread
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FBlendedHeapCurve SourceCurves;
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// Cached attributes, copied on the game thread
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UE::Anim::FMeshAttributeContainer SourceCustomAttributes;
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// reinitialize mesh component
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ANIMGRAPHRUNTIME_API void ReinitializeMeshComponent(USkeletalMeshComponent* NewSkeletalMeshComponent, USkeletalMeshComponent* TargetMeshComponent);
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ANIMGRAPHRUNTIME_API void RefreshMeshComponent(USkeletalMeshComponent* TargetMeshComponent);
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};
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