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

70 lines
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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 "AnimNode_HandIKRetargeting.generated.h"
class USkeletalMeshComponent;
/**
* Node to handle re-targeting of Hand IK bone chain.
* It looks at position in Mesh Space of Left and Right FK bones, and moves Left and Right IK bones to those.
* based on HandFKWeight. (0 = favor left hand, 1 = favor right hand, 0.5 = equal weight).
* This is used so characters of different proportions can handle the same props.
*/
USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_HandIKRetargeting : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
/** Bone for Right Hand FK */
UPROPERTY(EditAnywhere, Category = "HandIKRetargeting")
FBoneReference RightHandFK;
/** Bone for Left Hand FK */
UPROPERTY(EditAnywhere, Category = "HandIKRetargeting")
FBoneReference LeftHandFK;
/** Bone for Right Hand IK */
UPROPERTY(EditAnywhere, Category = "HandIKRetargeting")
FBoneReference RightHandIK;
/** Bone for Left Hand IK */
UPROPERTY(EditAnywhere, Category = "HandIKRetargeting")
FBoneReference LeftHandIK;
/** IK Bones to move. */
UPROPERTY(EditAnywhere, Category = "HandIKRetargeting")
TArray<FBoneReference> IKBonesToMove;
// Alpha values per axis to apply on the resulting retargeting translation
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HandIKRetargeting", meta = (PinHiddenByDefault))
FVector PerAxisAlpha;
/** Which hand to favor. 0.5 is equal weight for both, 1 = right hand, 0 = left hand. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "HandIKRetargeting", meta = (PinShownByDefault))
float HandFKWeight;
ANIMGRAPHRUNTIME_API FAnimNode_HandIKRetargeting();
// 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 bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
private:
// FAnimNode_SkeletalControlBase interface
ANIMGRAPHRUNTIME_API virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
};