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