91 lines
3.3 KiB
C++
91 lines
3.3 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_ModifyBone.generated.h"
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class USkeletalMeshComponent;
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UENUM(BlueprintType)
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enum EBoneModificationMode : int
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{
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/** The modifier ignores this channel (keeps the existing bone translation, rotation, or scale). */
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BMM_Ignore UMETA(DisplayName = "Ignore"),
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/** The modifier replaces the existing translation, rotation, or scale. */
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BMM_Replace UMETA(DisplayName = "Replace Existing"),
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/** The modifier adds to the existing translation, rotation, or scale. */
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BMM_Additive UMETA(DisplayName = "Add to Existing")
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};
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/**
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* Simple controller that replaces or adds to the translation/rotation of a single bone.
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*/
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USTRUCT(BlueprintInternalUseOnly)
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struct FAnimNode_ModifyBone : public FAnimNode_SkeletalControlBase
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{
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GENERATED_USTRUCT_BODY()
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/** Name of bone to control. This is the main bone chain to modify from. **/
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UPROPERTY(EditAnywhere, Category=SkeletalControl)
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FBoneReference BoneToModify;
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/** New translation of bone to apply. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Translation, meta=(PinShownByDefault))
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FVector Translation;
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/** New rotation of bone to apply. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Rotation, meta=(PinShownByDefault))
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FRotator Rotation;
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/** New Scale of bone to apply. This is only worldspace. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Scale, meta=(PinShownByDefault))
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FVector Scale;
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/** Whether and how to modify the translation of this bone. */
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UPROPERTY(EditAnywhere, Category=Translation)
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TEnumAsByte<EBoneModificationMode> TranslationMode;
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/** Whether and how to modify the translation of this bone. */
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UPROPERTY(EditAnywhere, Category=Rotation)
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TEnumAsByte<EBoneModificationMode> RotationMode;
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/** Whether and how to modify the translation of this bone. */
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UPROPERTY(EditAnywhere, Category=Scale)
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TEnumAsByte<EBoneModificationMode> ScaleMode;
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/** Reference frame to apply Translation in. */
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UPROPERTY(EditAnywhere, Category=Translation)
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TEnumAsByte<enum EBoneControlSpace> TranslationSpace;
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/** Reference frame to apply Rotation in. */
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UPROPERTY(EditAnywhere, Category=Rotation)
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TEnumAsByte<enum EBoneControlSpace> RotationSpace;
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/** Reference frame to apply Scale in. */
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UPROPERTY(EditAnywhere, Category=Scale)
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TEnumAsByte<enum EBoneControlSpace> ScaleSpace;
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ANIMGRAPHRUNTIME_API FAnimNode_ModifyBone();
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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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