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