57 lines
2.5 KiB
C++
57 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 "Animation/AnimExecutionContext.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Animation/AnimNodeReference.h"
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#include "LayeredBoneBlendLibrary.generated.h"
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struct FAnimNode_LayeredBoneBlend;
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USTRUCT(BlueprintType)
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struct FLayeredBoneBlendReference : public FAnimNodeReference
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{
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GENERATED_BODY()
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typedef FAnimNode_LayeredBoneBlend FInternalNodeType;
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};
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/**
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* Exposes operations to be performed on a layered bone blend anim node.
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*/
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UCLASS(MinimalAPI)
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class ULayeredBoneBlendLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/** Get a layered bone blend context from an anim node context. */
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UFUNCTION(BlueprintCallable, Category = "Layered Bone Blend", meta = (BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
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static ANIMGRAPHRUNTIME_API FLayeredBoneBlendReference ConvertToLayeredBoneBlend(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result);
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/** Get a layered bone blend context from an anim node context (pure). */
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UFUNCTION(BlueprintPure, Category = "Layered Bone Blend", meta = (BlueprintThreadSafe, DisplayName = "Convert to Layered Bone Blend"))
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static void ConvertToLayeredBlendPerBonePure(const FAnimNodeReference& Node, FLayeredBoneBlendReference& LayeredBoneBlend, bool& Result)
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{
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EAnimNodeReferenceConversionResult ConversionResult;
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LayeredBoneBlend = ConvertToLayeredBoneBlend(Node, ConversionResult);
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Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded);
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}
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/** Get the number of poses that a layered bone blend node has (this does not include the base pose) */
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UFUNCTION(BlueprintPure, Category = "Layered Bone Blend", meta = (BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API int32 GetNumPoses(const FLayeredBoneBlendReference& LayeredBoneBlend);
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/**
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* Sets the currently-used blend mask for a blended input pose by name.
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* @param UpdateContext The update context to use. This is used to extract the current skeleton to derive the blend mask from
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* @param LayeredBoneBlend A reference to the node
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* @param PoseIndex The pose index to set the blend mask for
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* @param BlendMaskName The name of the blend mask to use
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*/
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UFUNCTION(BlueprintCallable, Category = "Layered Bone Blend", meta = (BlueprintThreadSafe))
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static ANIMGRAPHRUNTIME_API FLayeredBoneBlendReference SetBlendMask(const FAnimUpdateContext& UpdateContext, const FLayeredBoneBlendReference& LayeredBoneBlend, int32 PoseIndex, FName BlendMaskName);
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};
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