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

63 lines
2.5 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 "AnimNode_RotationMultiplier.generated.h"
class USkeletalMeshComponent;
/**
* Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone.
*/
USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_RotationMultiplier : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
/** Name of bone to control. This is the main bone chain to modify from. */
UPROPERTY(EditAnywhere, Category=Multiplier)
FBoneReference TargetBone;
/** Source to get transform from */
UPROPERTY(EditAnywhere, Category=Multiplier)
FBoneReference SourceBone;
// To make these to be easily pin-hookable, I'm not making it struct, but each variable
// 0.f is invalid, and default
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Multiplier, meta=(PinShownByDefault))
float Multiplier;
UPROPERTY(EditAnywhere, Category=Multiplier)
TEnumAsByte<EBoneAxis> RotationAxisToRefer;
UPROPERTY(EditAnywhere, Category = Multiplier)
bool bIsAdditive;
ANIMGRAPHRUNTIME_API FAnimNode_RotationMultiplier();
// 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:
// Extract Delta Quat of rotation around Axis of animation and reference pose for the SourceBoneIndex
FQuat ExtractAngle(const FTransform& RefPoseTransform, const FTransform& LocalBoneTransform, const EBoneAxis Axis);
// Multiply scalar value Multiplier to the delta Quat of SourceBone Index's rotation
FQuat MultiplyQuatBasedOnSourceIndex(const FTransform& RefPoseTransform, const FTransform& LocalBoneTransform, const EBoneAxis Axis, float InMultiplier, const FQuat& ReferenceQuat);
// FAnimNode_SkeletalControlBase interface
ANIMGRAPHRUNTIME_API virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
};