50 lines
2.0 KiB
C++
50 lines
2.0 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 "AnimNodes/AnimNode_PoseHandler.h"
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#include "AlphaBlend.h"
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#include "Animation/AnimBulkCurves.h"
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#include "AnimNode_PoseBlendNode.generated.h"
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// Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally.
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// Typically the playback position of the animation for this node will represent something other than time, like jump height.
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// This node will not trigger any notifies present in the associated sequence.
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USTRUCT(BlueprintInternalUseOnly)
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struct FAnimNode_PoseBlendNode : public FAnimNode_PoseHandler
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{
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GENERATED_USTRUCT_BODY()
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public:
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UPROPERTY(EditAnywhere, EditFixedSize, BlueprintReadWrite, Category = Links)
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FPoseLink SourcePose;
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/** Type of blending used (Linear, Cubic, etc.) */
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UPROPERTY(EditAnywhere, Category = "Blend")
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EAlphaBlendOption BlendOption;
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/** If you're using Custom BlendOption, you can specify curve */
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UPROPERTY(EditAnywhere, Category = "Blend")
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TObjectPtr<UCurveFloat> CustomCurve;
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private:
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// Cached curves to extract
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UE::Anim::TNamedValueArray<FDefaultAllocator, UE::Anim::FNamedIndexElement> BulkCurves;
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public:
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ANIMGRAPHRUNTIME_API FAnimNode_PoseBlendNode();
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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 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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// End of FAnimNode_Base interface
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// FAnimNode_PoseHandler interface
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ANIMGRAPHRUNTIME_API virtual void RebuildPoseList(const FBoneContainer& InBoneContainer, const UPoseAsset* InPoseAsset) override;
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};
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