63 lines
1.9 KiB
C++
63 lines
1.9 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_ObserveBone.generated.h"
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class USkeletalMeshComponent;
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/**
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* Debugging node that displays the current value of a bone in a specific space.
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*/
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USTRUCT()
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struct FAnimNode_ObserveBone : public FAnimNode_SkeletalControlBase
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{
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GENERATED_USTRUCT_BODY()
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/** Name of bone to observe. */
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UPROPERTY(EditAnywhere, Category=SkeletalControl)
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FBoneReference BoneToObserve;
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/** Reference frame to display the bone transform in. */
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UPROPERTY(EditAnywhere, Category=SkeletalControl)
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TEnumAsByte<EBoneControlSpace> DisplaySpace;
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/** Show the difference from the reference pose? */
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UPROPERTY(EditAnywhere, Category=SkeletalControl)
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bool bRelativeToRefPose;
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/** Translation of the bone being observed. */
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UPROPERTY()
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FVector Translation;
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/** Rotation of the bone being observed. */
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UPROPERTY()
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FRotator Rotation;
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/** Scale of the bone being observed. */
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UPROPERTY()
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FVector Scale;
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public:
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ANIMGRAPHRUNTIME_API FAnimNode_ObserveBone();
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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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