77 lines
2.9 KiB
C++
77 lines
2.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/* <<<< THIS IS TEMPORARY PROTOTYPE CODE >>>>
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*
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* This is essentially a copy + paste of the
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* equivalent file in engine code and is
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* intended for prototyping work as part of
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* the Ch5 locomotion initiative.
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*
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*/
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#pragma once
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "AnimNode_RigidBodyWithControl.h"
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#include "Engine/PoseWatch.h"
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#include "AnimGraphNode_RigidBodyWithControl.generated.h"
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#define UE_API PHYSICSCONTROLUNCOOKEDONLY_API
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UCLASS(MinimalAPI, meta=(Keywords = "Simulate Rigid Body Physics Ragdoll"))
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class UAnimGraphNode_RigidBodyWithControl : public UAnimGraphNode_SkeletalControlBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_RigidBodyWithControl Node;
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public:
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// UEdGraphNode interface
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UE_API virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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UE_API virtual FLinearColor GetNodeTitleColor() const;
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UE_API virtual FText GetTooltipText() const override;
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UE_API virtual FString GetNodeCategory() const override;
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UE_API virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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// End of UEdGraphNode interface
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// UAnimGraphNode_Base
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UE_API virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* PreviewSkelMeshComp, const bool bIsSelected, const bool bIsPoseWatchEnabled) const override;
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UE_API virtual void OnPoseWatchChanged(const bool IsPoseWatchActive, TObjectPtr<UPoseWatch> InPoseWatch, FEditorModeTools& InModeTools, FAnimNode_Base* InRuntimeNode) override;
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UE_API virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
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UE_API virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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UE_API virtual void PostPlacedNewNode() override;
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UE_API virtual void PostPasteNode() override;
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UE_API virtual void DestroyNode() override;
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UE_API void ToggleBodyVisibility();
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UE_API void ToggleConstraintVisibility();
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UE_API void ToggleControlSetViewerTab();
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UE_API TArray<TPair<FName, TArray<FName>>> GenerateControlsAndBodyModifierNames() const;
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UE_API USkeleton* GetSkeleton() const;
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protected:
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// UAnimGraphNode_SkeletalControlBase interface
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UE_API virtual FText GetControllerDescription() const override;
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virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
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// End of UAnimGraphNode_SkeletalControlBase interface
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UE_API bool AreAnyBodiesHidden() const;
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UE_API bool AreAnyConstraintsHidden() const;
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UE_API bool IsControlSetViewerTabOpen() const;
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UE_API void PostChange();
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private:
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TWeakObjectPtr<UPoseWatchElement> PoseWatchElementBodies;
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TWeakObjectPtr<UPoseWatchElement> PoseWatchElementConstraints;
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TWeakObjectPtr<UPoseWatchElement> PoseWatchElementParentSpaceControls;
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TWeakObjectPtr<UPoseWatchElement> PoseWatchElementWorldSpaceControls;
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};
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#undef UE_API
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