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

91 lines
3.1 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 "AnimNode_TwoWayBlend.generated.h"
// This represents a baked transition
USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_TwoWayBlend : public FAnimNode_Base
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
FPoseLink A;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
FPoseLink B;
/** The data type used to control the alpha blending between the A and B poses.
Note: Changing this value will disconnect alpha input pins.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
EAnimAlphaInputType AlphaInputType;
/** The boolean value that controls the alpha blending when the alpha input type is set to 'Bool' */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinShownByDefault, DisplayName = "bEnabled", DisplayAfter="AlphaScaleBias"))
uint8 bAlphaBoolEnabled:1;
protected:
uint8 bAIsRelevant:1;
uint8 bBIsRelevant:1;
/** This reinitializes child pose when re-activated. For example, when active child changes */
UPROPERTY(EditAnywhere, Category = Option)
uint8 bResetChildOnActivation:1;
/** Always update children, regardless of whether or not that child has weight. */
UPROPERTY(EditAnywhere, Category = Option, meta=(PinHiddenByDefault))
uint8 bAlwaysUpdateChildren:1;
public:
/** The float value that controls the alpha blending when the alpha input type is set to 'Float' */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings, meta=(PinShownByDefault))
float Alpha;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Settings)
FInputScaleBias AlphaScaleBias;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (DisplayName = "Blend Settings"))
FInputAlphaBoolBlend AlphaBoolBlend;
/** The animation curve that controls the alpha blending when the alpha input type is set to 'Curve' */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinShownByDefault))
FName AlphaCurveName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
FInputScaleBiasClamp AlphaScaleBiasClamp;
protected:
float InternalBlendAlpha;
public:
FAnimNode_TwoWayBlend()
: AlphaInputType(EAnimAlphaInputType::Float)
, bAlphaBoolEnabled(true)
, bAIsRelevant(false)
, bBIsRelevant(false)
, bResetChildOnActivation(false)
, bAlwaysUpdateChildren(false)
, Alpha(0.0f)
, AlphaCurveName(NAME_None)
, InternalBlendAlpha(0.0f)
{
}
// 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
};