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

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4.3 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_SpringBone.generated.h"
class UAnimInstance;
class USkeletalMeshComponent;
/**
* Simple controller that replaces or adds to the translation/rotation of a single bone.
*/
USTRUCT(BlueprintInternalUseOnly)
struct FAnimNode_SpringBone : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
/** Name of bone to control. This is the main bone chain to modify from. **/
UPROPERTY(EditAnywhere, Category=Spring)
FBoneReference SpringBone;
/** If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Spring, meta=(EditCondition="bLimitDisplacement"))
double MaxDisplacement;
/** Stiffness of spring */
UPROPERTY(EditAnywhere, Category=Spring, meta = (PinHiddenByDefault))
double SpringStiffness;
/** Damping of spring */
UPROPERTY(EditAnywhere, Category=Spring, meta = (PinHiddenByDefault))
double SpringDamping;
/** If spring stretches more than this, reset it. Useful for catching teleports etc */
UPROPERTY(EditAnywhere, Category=Spring)
double ErrorResetThresh;
/** World-space location of the bone. */
FVector BoneLocation;
/** World-space velocity of the bone. */
FVector BoneVelocity;
/** Velocity of the owning actor */
FVector OwnerVelocity;
/** Cache of previous frames local bone transform so that when
* we cannot simulate (timestep == 0) we can still update bone location */
FVector LocalBoneTransform;
/** Internal use - Amount of time we need to simulate. */
float RemainingTime;
/** Internal use - Current timestep */
float FixedTimeStep;
/** Internal use - Current time dilation */
float TimeDilation;
#if WITH_EDITORONLY_DATA
/** If true, Z position is always correct, no spring applied */
UPROPERTY()
bool bNoZSpring_DEPRECATED;
#endif
/** Limit the amount that a bone can stretch from its ref-pose length. */
UPROPERTY(EditAnywhere, Category=Spring)
uint8 bLimitDisplacement : 1;
/** If true take the spring calculation for translation in X */
UPROPERTY(EditAnywhere, Category=FilterChannels)
uint8 bTranslateX : 1;
/** If true take the spring calculation for translation in Y */
UPROPERTY(EditAnywhere, Category=FilterChannels)
uint8 bTranslateY : 1;
/** If true take the spring calculation for translation in Z */
UPROPERTY(EditAnywhere, Category=FilterChannels)
uint8 bTranslateZ : 1;
/** If true take the spring calculation for rotation in X */
UPROPERTY(EditAnywhere, Category=FilterChannels)
uint8 bRotateX : 1;
/** If true take the spring calculation for rotation in Y */
UPROPERTY(EditAnywhere, Category=FilterChannels)
uint8 bRotateY : 1;
/** If true take the spring calculation for rotation in Z */
UPROPERTY(EditAnywhere, Category=FilterChannels)
uint8 bRotateZ : 1;
/** Did we have a non-zero ControlStrength last frame. */
uint8 bHadValidStrength : 1;
public:
ANIMGRAPHRUNTIME_API FAnimNode_SpringBone();
// FAnimNode_Base interface
ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
ANIMGRAPHRUNTIME_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
ANIMGRAPHRUNTIME_API virtual void UpdateInternal(const FAnimationUpdateContext& Context) override;
ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
virtual bool HasPreUpdate() const override { return true; }
ANIMGRAPHRUNTIME_API virtual void PreUpdate(const UAnimInstance* InAnimInstance) 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:
// FAnimNode_SkeletalControlBase interface
ANIMGRAPHRUNTIME_API virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
};