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

176 lines
6.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BoneContainer.h"
#include "BonePose.h"
#include "BoneControllers/AnimNode_SkeletalControlBase.h"
#include "Animation/AnimTypes.h"
#include "AnimNode_BoneDrivenController.generated.h"
class UCurveFloat;
class USkeletalMeshComponent;
// Evaluation of the bone transforms relies on the size and ordering of this
// enum, if this needs to change make sure EvaluateSkeletalControl_AnyThread is updated.
// The type of modification to make to the destination component(s)
UENUM()
enum class EDrivenBoneModificationMode : uint8
{
// Add the driven value to the input component value(s)
AddToInput,
// Replace the input component value(s) with the driven value
ReplaceComponent,
// Add the driven value to the reference pose value
AddToRefPose
};
// Type of destination value to drive
UENUM()
enum class EDrivenDestinationMode : uint8
{
Bone,
MorphTarget,
MaterialParameter
};
/**
* This is the runtime version of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)
*/
USTRUCT()
struct FAnimNode_BoneDrivenController : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
// Bone to use as controller input
UPROPERTY(EditAnywhere, Category="Source (driver)")
FBoneReference SourceBone;
/** Curve used to map from the source attribute to the driven attributes if present (otherwise the Multiplier will be used) */
UPROPERTY(EditAnywhere, Category=Mapping)
TObjectPtr<UCurveFloat> DrivingCurve;
// Multiplier to apply to the input value (Note: Ignored when a curve is used)
UPROPERTY(EditAnywhere, Category=Mapping)
float Multiplier;
// Minimum limit of the input value (mapped to RemappedMin, only used when limiting the source range)
// If this is rotation, the unit is radian
UPROPERTY(EditAnywhere, Category=Mapping, meta=(EditCondition=bUseRange, DisplayName="Source Range Min"))
double RangeMin;
// Maximum limit of the input value (mapped to RemappedMax, only used when limiting the source range)
// If this is rotation, the unit is radian
UPROPERTY(EditAnywhere, Category=Mapping, meta=(EditCondition=bUseRange, DisplayName="Source Range Max"))
double RangeMax;
// Minimum value to apply to the destination (remapped from the input range)
// If this is rotation, the unit is radian
UPROPERTY(EditAnywhere, Category=Mapping, meta=(EditCondition=bUseRange, DisplayName="Mapped Range Min"))
double RemappedMin;
// Maximum value to apply to the destination (remapped from the input range)
// If this is rotation, the unit is radian
UPROPERTY(EditAnywhere, Category = Mapping, meta = (EditCondition = bUseRange, DisplayName="Mapped Range Max"))
double RemappedMax;
/** Name of Morph Target to drive using the source attribute */
UPROPERTY(EditAnywhere, Category = "Destination (driven)")
FName ParameterName;
// Bone to drive using controller input
UPROPERTY(EditAnywhere, Category="Destination (driven)")
FBoneReference TargetBone;
#if WITH_EDITORONLY_DATA
private:
UPROPERTY()
TEnumAsByte<EComponentType::Type> TargetComponent_DEPRECATED;
#endif
public:
// Type of destination to drive, currently either bone or morph target
UPROPERTY(EditAnywhere, Category = "Destination (driven)")
EDrivenDestinationMode DestinationMode;
// The type of modification to make to the destination component(s)
UPROPERTY(EditAnywhere, Category="Destination (driven)")
EDrivenBoneModificationMode ModificationMode;
// Transform component to use as input
UPROPERTY(EditAnywhere, Category="Source (driver)")
TEnumAsByte<EComponentType::Type> SourceComponent;
// Whether or not to clamp the driver value and remap it before scaling it
UPROPERTY(EditAnywhere, Category=Mapping, meta=(DisplayName="Remap Source"))
uint8 bUseRange : 1;
// Affect the X component of translation on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="X"))
uint8 bAffectTargetTranslationX : 1;
// Affect the Y component of translation on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Y"))
uint8 bAffectTargetTranslationY : 1;
// Affect the Z component of translation on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Z"))
uint8 bAffectTargetTranslationZ : 1;
// Affect the X component of rotation on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="X"))
uint8 bAffectTargetRotationX : 1;
// Affect the Y component of rotation on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Y"))
uint8 bAffectTargetRotationY : 1;
// Affect the Z component of rotation on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Z"))
uint8 bAffectTargetRotationZ : 1;
// Affect the X component of scale on the target bone
UPROPERTY(EditAnywhere, Category = "Destination (driven)", meta=(DisplayName="X"))
uint8 bAffectTargetScaleX : 1;
// Affect the Y component of scale on the target bone
UPROPERTY(EditAnywhere, Category = "Destination (driven)", meta=(DisplayName="Y"))
uint8 bAffectTargetScaleY : 1;
// Affect the Z component of scale on the target bone
UPROPERTY(EditAnywhere, Category="Destination (driven)", meta=(DisplayName="Z"))
uint8 bAffectTargetScaleZ : 1;
public:
ANIMGRAPHRUNTIME_API FAnimNode_BoneDrivenController();
// FAnimNode_Base interface
ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
ANIMGRAPHRUNTIME_API virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
ANIMGRAPHRUNTIME_API virtual void EvaluateComponentSpaceInternal(FComponentSpacePoseContext& Context);
ANIMGRAPHRUNTIME_API virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
#if WITH_EDITORONLY_DATA
// Upgrade a node from the output enum to the output bits (change made in FAnimationCustomVersion::BoneDrivenControllerMatchingMaya)
ANIMGRAPHRUNTIME_API void ConvertTargetComponentToBits();
#endif
protected:
// FAnimNode_SkeletalControlBase protected interface
ANIMGRAPHRUNTIME_API virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
/** Extracts the value used to drive the target bone or parameter */
ANIMGRAPHRUNTIME_API const double ExtractSourceValue(const FTransform& InCurrentBoneTransform, const FTransform& InRefPoseBoneTransform);
// End of FAnimNode_SkeletalControlBase protected interface
};