53 lines
1.2 KiB
C++
53 lines
1.2 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_RefPose.generated.h"
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UENUM()
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enum ERefPoseType : int
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{
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EIT_LocalSpace,
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EIT_Additive
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};
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// RefPose pose nodes - ref pose or additive RefPose pose
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USTRUCT()
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struct FAnimNode_RefPose : public FAnimNode_Base
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{
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GENERATED_BODY()
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private:
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#if WITH_EDITORONLY_DATA
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UPROPERTY(meta=(FoldProperty))
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TEnumAsByte<ERefPoseType> RefPoseType = EIT_LocalSpace;
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#endif // #if WITH_EDITORONLY_DATA
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public:
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FAnimNode_RefPose() = default;
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#if WITH_EDITORONLY_DATA
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// Set the ref pose type of this node
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void SetRefPoseType(ERefPoseType InType) { RefPoseType = InType; }
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#endif
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// Get the type of this ref pose
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ANIMGRAPHRUNTIME_API ERefPoseType GetRefPoseType() const;
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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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};
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USTRUCT()
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struct FAnimNode_MeshSpaceRefPose : public FAnimNode_Base
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{
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GENERATED_BODY()
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public:
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FAnimNode_MeshSpaceRefPose() = default;
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ANIMGRAPHRUNTIME_API virtual void EvaluateComponentSpace_AnyThread(FComponentSpacePoseContext& Output);
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};
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