commit 26fedadcd87a48cce56ed0f64964e55f2ae13f0e Author: koritsa Date: Sun May 17 22:44:49 2026 +0300 init diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 00000000..3e8f1d69 --- /dev/null +++ b/.gitattributes @@ -0,0 +1 @@ +Content/** filter=lfs diff=lfs merge=lfs -text diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..bea101c9 --- /dev/null +++ b/.gitignore @@ -0,0 +1,17 @@ +Binaries +DerivedDataCache +Intermediate +Saved +Build +.vscode +.vs +.idea +*.VC.db +*.opensdf +*.opendb +*.sdf +*.sln +*.suo +*.xcodeproj +*.xcworkspace +.DS_Store \ No newline at end of file diff --git a/.vsconfig b/.vsconfig new file mode 100644 index 00000000..b981b2e5 --- /dev/null +++ b/.vsconfig @@ -0,0 +1,19 @@ +{ + "version": "1.0", + "components": [ + "Component.Unreal.Debugger", + "Component.Unreal.Ide", + "Microsoft.Net.Component.4.6.2.TargetingPack", + "Microsoft.VisualStudio.Component.VC.14.38.17.8.ATL", + "Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64", + "Microsoft.VisualStudio.Component.VC.14.44.17.14.ATL", + "Microsoft.VisualStudio.Component.VC.14.44.17.14.x86.x64", + "Microsoft.VisualStudio.Component.VC.Llvm.Clang", + "Microsoft.VisualStudio.Component.VC.Tools.x86.x64", + "Microsoft.VisualStudio.Component.Windows11SDK.22621", + "Microsoft.VisualStudio.Workload.CoreEditor", + "Microsoft.VisualStudio.Workload.ManagedDesktop", + "Microsoft.VisualStudio.Workload.NativeDesktop", + "Microsoft.VisualStudio.Workload.NativeGame" + ] +} diff --git a/CLAUDE.md b/CLAUDE.md new file mode 100644 index 00000000..7ac8d2ad --- /dev/null +++ b/CLAUDE.md @@ -0,0 +1,84 @@ +# Working in this repo + +Instructions for Claude when assisting on Naked Desire. Read this first; it is short by design. + +## What this project is + +- Unreal Engine **5.7** game. Single primary module: `NakedDesire`. +- NSFW exhibitionist sandbox / life-sim. Adult content is part of the design, not a bug. +- Single-player only. Multiplayer is out of scope (GDD §17.3) — do not add networking complexity. +- C++ for systems, Blueprint for content / animation hookups / UI widgets (GDD §17.5). + +## Canonical documents (read in this order before non-trivial work) + +1. **`README.md`** — Game Design Document. The design source of truth. Per GDD §23: when this doc and the code disagree, the doc wins until updated. +2. **`PLAN.md`** — phased dev plan + live status of what's implemented / partial / missing / conflicting. Update this when state changes. +3. The relevant `Source/NakedDesire//` folder. + +If a request would change the design, update `README.md` first, then `PLAN.md`, then code. If a request changes implementation status, update `PLAN.md` in the same change. + +## Repo layout + +``` +Source/NakedDesire/ + Clothing/ # Definitions, instance data, manager, slot data + Global/ # GameMode, GameInstance, Constants, user settings, movement enums + Interactables/ # Wardrobe, base interactable + InteractionSystem/# Interaction manager + target interface + Locations/ # LocationData + LocationTrigger (gameplay tag-driven areas) + MissionBuilder/ # Mission/Goal/Restriction composition + concrete Goals/Restrictions + NPC/ # NPC pawn, AI controller, spawner, target locations + Player/ # NakedDesireCharacter, body part type, impostor, cinematic + SaveGame/ # GlobalSaveGameData (single slot today) + Stats/ # StatsManager (custom, not GAS yet) +Content/Blueprints/ # GameMode, GI, Player, NPC, Interactables, Data +Content/UI/ # Phone, HUD, Wardrobe, Shop, Inventory, etc. (BP widgets) +``` + +## Code conventions observed + +- Copyright header on every C++ file: `// © 2025 Naked People Team. All Rights Reserved.` (some older files use the default "Fill out your copyright notice..." — replace when editing). +- `#pragma once` at the top of every header. +- Module export macro: `NAKEDDESIRE_API`. +- One class per file; folder per subsystem. +- DataAssets for static definitions (`UPrimaryDataAsset`); UObjects for instance / runtime data. +- BlueprintAssignable `DECLARE_DYNAMIC_MULTICAST_DELEGATE_*` for BP-exposed events; `DECLARE_MULTICAST_DELEGATE_*` for C++-only events. +- Localized strings use `LOCTEXT` with a `#define LOCTEXT_NAMESPACE "..."` / `#undef` block per file. +- Magic constants live in `Global/Constants.h` (e.g., `SLOT_NAME`, `IS_DEMO`). +- BlueprintImplementableEvents are widely used (time of day, end-game) — assume non-trivial logic lives in BP and grep `Content/` for asset usage when something seems "missing" from C++. + +## Architectural rules (load-bearing) + +- **Item identity (GDD §6.1)**: every item is a unique physical instance with a stable runtime ID. The current `UClothingItemData` does **not** satisfy this — Phase 1 of `PLAN.md` fixes it. Don't pile new content on top of the broken identity model. +- **Session loss (GDD §4.4)**: all "what gets lost" logic must live in a single `SessionLossResolver`. Do not scatter loss-handling into multiple components. +- **GAS-friendly attributes (GDD §17.2)**: attributes should map to a `UAttributeSet` eventually. Until Phase 4 lands, the custom `UStatsManager` is the source of truth — add new attributes there, but write them so they can migrate to GAS. +- **Data-driven content (GDD §17.4)**: clothing / commissions / food / NPC templates are DataAssets. Don't hardcode content into C++. + +## When making changes + +- **Match the surrounding code** — naming, copyright header, `UPROPERTY` metadata patterns, delegate style. If a folder has a convention, follow it before introducing a new one. +- **No premature abstractions** — three similar lines beat a half-built generic system. The GDD is detailed; let the actual systems drive shared interfaces, not speculation. +- **No backwards-compat shims** unless the user explicitly asks for one. Single-player game, no shipped saves to preserve unless the user says otherwise. +- **Don't mass-rename or restructure** without clearing it with the user first — Blueprint references to C++ classes / properties break silently when names change. + +## Build / verify + +- Mac project file: `NakedDesire (Mac).xcworkspace`. Can be built via Xcode or `xcodebuild` from CLI for a quick compile check. +- The user typically runs the editor — don't assume you can launch UE from CLI. After a code change, the build verification path is: + 1. Static code review (Read + reason). + 2. If unsure, ask the user to compile in-editor and report errors. +- Do not run destructive `git` actions (force push, reset --hard, branch -D) without explicit approval. + +## Things to avoid + +- Adding GAS bits piecemeal before Phase 4 (creates a split system). +- Editing `EClothingSlotType` casually — it currently mixes equipment slots and body parts; the cleanup is sequenced in Phase 1. +- Indexing `MissionsConfig->DailyMissions[DaysPassed]` without bounds checking — this is a known crash path (`NakedDesireGameMode.cpp:69`). +- Treating `Money` on `ANakedDesireCharacter` as authoritative — it is duplicated on the save game; both will be reconciled in the Phase 1 save refactor. +- Adding new persisted state to `UGlobalSaveGameData` directly — the schema is going to be rewritten in Phase 1. Coordinate before adding fields. + +## Communication style + +- The user is the game's developer (Oleh). Skip over-explanation of UE5 basics; do explain non-obvious design tradeoffs. +- Keep responses tight; cite `file:line` so the user can jump. +- If a task is ambiguous, ask before implementing. 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000,B=0.800000,A=0.270000),LensFlareTints[6]=(R=1.000000,G=0.800000,B=0.400000,A=0.220000),LensFlareTints[7]=(R=0.900000,G=0.700000,B=0.700000,A=0.150000),VignetteIntensity=0.400000,Sharpen=0.000000,FilmGrainIntensity=0.000000,FilmGrainIntensityShadows=1.000000,FilmGrainIntensityMidtones=1.000000,FilmGrainIntensityHighlights=1.000000,FilmGrainShadowsMax=0.090000,FilmGrainHighlightsMin=0.500000,FilmGrainHighlightsMax=1.000000,FilmGrainTexelSize=1.000000,FilmGrainTexture=None,AmbientOcclusionIntensity=0.500000,AmbientOcclusionStaticFraction=1.000000,AmbientOcclusionRadius=200.000000,AmbientOcclusionRadiusInWS=False,AmbientOcclusionFadeDistance=8000.000000,AmbientOcclusionFadeRadius=5000.000000,AmbientOcclusionPower=2.000000,AmbientOcclusionBias=3.000000,AmbientOcclusionQuality=50.000000,AmbientOcclusionMipBlend=0.600000,AmbientOcclusionMipScale=1.700000,AmbientOcclusionMipThreshold=0.010000,AmbientOcclusionTemporalBlendWeight=0.100000,RayTracingAO=False,RayTracingAOSamplesPerPixel=1,RayTracingAOIntensity=1.000000,RayTracingAORadius=200.000000,ColorGradingIntensity=1.000000,ColorGradingLUT=None,DepthOfFieldSensorWidth=24.576000,DepthOfFieldSqueezeFactor=1.000000,DepthOfFieldFocalDistance=0.000000,DepthOfFieldDepthBlurAmount=1.000000,DepthOfFieldDepthBlurRadius=0.000000,DepthOfFieldUseHairDepth=False,DepthOfFieldPetzvalBokeh=0.000000,DepthOfFieldPetzvalBokehFalloff=1.000000,DepthOfFieldPetzvalExclusionBoxExtents=(X=0.000000,Y=0.000000),DepthOfFieldPetzvalExclusionBoxRadius=0.000000,DepthOfFieldAspectRatioScalar=1.000000,DepthOfFieldBarrelRadius=5.000000,DepthOfFieldBarrelLength=0.000000,DepthOfFieldMatteBoxFlags[0]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[1]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[2]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldFocalRegion=0.000000,DepthOfFieldNearTransitionRegion=300.000000,DepthOfFieldFarTransitionRegion=500.000000,DepthOfFieldScale=0.000000,DepthOfFieldNearBlurSize=15.000000,DepthOfFieldFarBlurSize=15.000000,DepthOfFieldOcclusion=0.400000,DepthOfFieldSkyFocusDistance=0.000000,DepthOfFieldVignetteSize=200.000000,MotionBlurAmount=0.500000,MotionBlurMax=5.000000,MotionBlurTargetFPS=30,MotionBlurPerObjectSize=0.000000,TranslucencyType=Raster,RayTracingTranslucencyMaxRoughness=0.600000,RayTracingTranslucencyRefractionRays=3,RayTracingTranslucencySamplesPerPixel=1,RayTracingTranslucencyMaxPrimaryHitEvents=4,RayTracingTranslucencyMaxSecondaryHitEvents=2,RayTracingTranslucencyShadows=Hard_shadows,RayTracingTranslucencyRefraction=True,RayTracingTranslucencyUseRayTracedRefraction=False,PathTracingMaxBounces=32,PathTracingSamplesPerPixel=2048,PathTracingMaxPathIntensity=24.000000,PathTracingEnableEmissiveMaterials=True,PathTracingEnableReferenceDOF=False,PathTracingEnableReferenceAtmosphere=False,PathTracingEnableDenoiser=True,PathTracingIncludeEmissive=True,PathTracingIncludeDiffuse=True,PathTracingIncludeIndirectDiffuse=True,PathTracingIncludeSpecular=True,PathTracingIncludeIndirectSpecular=True,PathTracingIncludeVolume=True,PathTracingIncludeIndirectVolume=True,UserFlags=0,WeightedBlendables=(Array=)),LightingRigRotation=0.000000,RotationSpeed=2.000000,DirectionalLightRotation=(Pitch=-40.000000,Yaw=-67.500000,Roll=0.000000),bEnableToneMapping=True,bShowMeshEdges=False) ++Profiles=(ProfileName="Grey Wireframe",bSharedProfile=True,bIsEngineDefaultProfile=True,bUseSkyLighting=True,DirectionalLightIntensity=1.000000,DirectionalLightColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),SkyLightIntensity=1.000000,bRotateLightingRig=False,bShowEnvironment=False,bShowFloor=False,bShowGrid=True,EnvironmentColor=(R=0.039216,G=0.039216,B=0.039216,A=1.000000),EnvironmentIntensity=1.000000,EnvironmentCubeMapPath="/Engine/EditorMaterials/AssetViewer/EpicQuadPanorama_CC+EV1.EpicQuadPanorama_CC+EV1",bPostProcessingEnabled=False,PostProcessingSettings=(bOverride_TemperatureType=False,bOverride_WhiteTemp=False,bOverride_WhiteTint=False,bOverride_ColorSaturation=False,bOverride_ColorContrast=False,bOverride_ColorGamma=False,bOverride_ColorGain=False,bOverride_ColorOffset=False,bOverride_ColorSaturationShadows=False,bOverride_ColorContrastShadows=False,bOverride_ColorGammaShadows=False,bOverride_ColorGainShadows=False,bOverride_ColorOffsetShadows=False,bOverride_ColorSaturationMidtones=False,bOverride_ColorContrastMidtones=False,bOverride_ColorGammaMidtones=False,bOverride_ColorGainMidtones=False,bOverride_ColorOffsetMidtones=False,bOverride_ColorSaturationHighlights=False,bOverride_ColorContrastHighlights=False,bOverride_ColorGammaHighlights=False,bOverride_ColorGainHighlights=False,bOverride_ColorOffsetHighlights=False,bOverride_ColorCorrectionShadowsMax=False,bOverride_ColorCorrectionHighlightsMin=False,bOverride_ColorCorrectionHighlightsMax=False,bOverride_BlueCorrection=False,bOverride_ExpandGamut=False,bOverride_ToneCurveAmount=False,bOverride_FilmSlope=False,bOverride_FilmToe=False,bOverride_FilmShoulder=False,bOverride_FilmBlackClip=False,bOverride_FilmWhiteClip=False,bOverride_SceneColorTint=False,bOverride_SceneFringeIntensity=False,bOverride_ChromaticAberrationStartOffset=False,bOverride_bMegaLights=False,bOverride_AmbientCubemapTint=False,bOverride_AmbientCubemapIntensity=False,bOverride_BloomMethod=False,bOverride_BloomIntensity=False,bOverride_BloomThreshold=False,bOverride_Bloom1Tint=False,bOverride_Bloom1Size=False,bOverride_Bloom2Size=False,bOverride_Bloom2Tint=False,bOverride_Bloom3Tint=False,bOverride_Bloom3Size=False,bOverride_Bloom4Tint=False,bOverride_Bloom4Size=False,bOverride_Bloom5Tint=False,bOverride_Bloom5Size=False,bOverride_Bloom6Tint=False,bOverride_Bloom6Size=False,bOverride_BloomSizeScale=False,bOverride_BloomConvolutionTexture=False,bOverride_BloomConvolutionScatterDispersion=False,bOverride_BloomConvolutionSize=False,bOverride_BloomConvolutionCenterUV=False,bOverride_BloomConvolutionPreFilterMin=False,bOverride_BloomConvolutionPreFilterMax=False,bOverride_BloomConvolutionPreFilterMult=False,bOverride_BloomConvolutionBufferScale=False,bOverride_BloomDirtMaskIntensity=False,bOverride_BloomDirtMaskTint=False,bOverride_BloomDirtMask=False,bOverride_CameraShutterSpeed=False,bOverride_CameraISO=False,bOverride_AutoExposureMethod=False,bOverride_AutoExposureLowPercent=False,bOverride_AutoExposureHighPercent=False,bOverride_AutoExposureMinBrightness=False,bOverride_AutoExposureMaxBrightness=False,bOverride_AutoExposureSpeedUp=False,bOverride_AutoExposureSpeedDown=False,bOverride_AutoExposureBias=False,bOverride_AutoExposureBiasCurve=False,bOverride_AutoExposureMeterMask=False,bOverride_AutoExposureApplyPhysicalCameraExposure=False,bOverride_HistogramLogMin=False,bOverride_HistogramLogMax=False,bOverride_LocalExposureMethod=False,bOverride_LocalExposureHighlightContrastScale=False,bOverride_LocalExposureShadowContrastScale=False,bOverride_LocalExposureHighlightContrastCurve=False,bOverride_LocalExposureShadowContrastCurve=False,bOverride_LocalExposureHighlightThreshold=False,bOverride_LocalExposureShadowThreshold=False,bOverride_LocalExposureDetailStrength=False,bOverride_LocalExposureBlurredLuminanceBlend=False,bOverride_LocalExposureBlurredLuminanceKernelSizePercent=False,bOverride_LocalExposureHighlightThresholdStrength=False,bOverride_LocalExposureShadowThresholdStrength=False,bOverride_LocalExposureMiddleGreyBias=False,bOverride_LensFlareIntensity=False,bOverride_LensFlareTint=False,bOverride_LensFlareTints=False,bOverride_LensFlareBokehSize=False,bOverride_LensFlareBokehShape=False,bOverride_LensFlareThreshold=False,bOverride_VignetteIntensity=False,bOverride_Sharpen=False,bOverride_FilmGrainIntensity=False,bOverride_FilmGrainIntensityShadows=False,bOverride_FilmGrainIntensityMidtones=False,bOverride_FilmGrainIntensityHighlights=False,bOverride_FilmGrainShadowsMax=False,bOverride_FilmGrainHighlightsMin=False,bOverride_FilmGrainHighlightsMax=False,bOverride_FilmGrainTexelSize=False,bOverride_FilmGrainTexture=False,bOverride_AmbientOcclusionIntensity=False,bOverride_AmbientOcclusionStaticFraction=False,bOverride_AmbientOcclusionRadius=False,bOverride_AmbientOcclusionFadeDistance=False,bOverride_AmbientOcclusionFadeRadius=False,bOverride_AmbientOcclusionRadiusInWS=False,bOverride_AmbientOcclusionPower=False,bOverride_AmbientOcclusionBias=False,bOverride_AmbientOcclusionQuality=False,bOverride_AmbientOcclusionMipBlend=False,bOverride_AmbientOcclusionMipScale=False,bOverride_AmbientOcclusionMipThreshold=False,bOverride_AmbientOcclusionTemporalBlendWeight=False,bOverride_RayTracingAO=False,bOverride_RayTracingAOSamplesPerPixel=False,bOverride_RayTracingAOIntensity=False,bOverride_RayTracingAORadius=False,bOverride_IndirectLightingColor=False,bOverride_IndirectLightingIntensity=False,bOverride_ColorGradingIntensity=False,bOverride_ColorGradingLUT=False,bOverride_DepthOfFieldFocalDistance=False,bOverride_DepthOfFieldFstop=False,bOverride_DepthOfFieldMinFstop=False,bOverride_DepthOfFieldBladeCount=False,bOverride_DepthOfFieldSensorWidth=False,bOverride_DepthOfFieldSqueezeFactor=False,bOverride_DepthOfFieldDepthBlurRadius=False,bOverride_DepthOfFieldUseHairDepth=False,bOverride_DepthOfFieldPetzvalBokeh=False,bOverride_DepthOfFieldPetzvalBokehFalloff=False,bOverride_DepthOfFieldPetzvalExclusionBoxExtents=False,bOverride_DepthOfFieldPetzvalExclusionBoxRadius=False,bOverride_DepthOfFieldAspectRatioScalar=False,bOverride_DepthOfFieldMatteBoxFlags=False,bOverride_DepthOfFieldBarrelRadius=False,bOverride_DepthOfFieldBarrelLength=False,bOverride_DepthOfFieldDepthBlurAmount=False,bOverride_DepthOfFieldFocalRegion=False,bOverride_DepthOfFieldNearTransitionRegion=False,bOverride_DepthOfFieldFarTransitionRegion=False,bOverride_DepthOfFieldScale=False,bOverride_DepthOfFieldNearBlurSize=False,bOverride_DepthOfFieldFarBlurSize=False,bOverride_MobileHQGaussian=False,bOverride_DepthOfFieldOcclusion=False,bOverride_DepthOfFieldSkyFocusDistance=False,bOverride_DepthOfFieldVignetteSize=False,bOverride_MotionBlurAmount=False,bOverride_MotionBlurMax=False,bOverride_MotionBlurTargetFPS=False,bOverride_MotionBlurPerObjectSize=False,bOverride_ReflectionMethod=False,bOverride_LumenReflectionQuality=False,bOverride_ScreenSpaceReflectionIntensity=False,bOverride_ScreenSpaceReflectionQuality=False,bOverride_ScreenSpaceReflectionMaxRoughness=False,bOverride_ScreenSpaceReflectionRoughnessScale=False,bOverride_UserFlags=False,bOverride_RayTracingReflectionsMaxRoughness=False,bOverride_RayTracingReflectionsMaxBounces=False,bOverride_RayTracingReflectionsSamplesPerPixel=False,bOverride_RayTracingReflectionsShadows=False,bOverride_RayTracingReflectionsTranslucency=False,bOverride_TranslucencyType=False,bOverride_RayTracingTranslucencyMaxRoughness=False,bOverride_RayTracingTranslucencyRefractionRays=False,bOverride_RayTracingTranslucencySamplesPerPixel=False,bOverride_RayTracingTranslucencyShadows=False,bOverride_RayTracingTranslucencyRefraction=False,bOverride_RayTracingTranslucencyMaxPrimaryHitEvents=False,bOverride_RayTracingTranslucencyMaxSecondaryHitEvents=False,bOverride_RayTracingTranslucencyUseRayTracedRefraction=False,bOverride_DynamicGlobalIlluminationMethod=False,bOverride_LumenSceneLightingQuality=False,bOverride_LumenSceneDetail=False,bOverride_LumenSceneViewDistance=False,bOverride_LumenSceneLightingUpdateSpeed=False,bOverride_LumenFinalGatherQuality=False,bOverride_LumenFinalGatherLightingUpdateSpeed=False,bOverride_LumenFinalGatherScreenTraces=False,bOverride_LumenMaxTraceDistance=False,bOverride_LumenDiffuseColorBoost=False,bOverride_LumenSkylightLeaking=False,bOverride_LumenSkylightLeakingTint=False,bOverride_LumenFullSkylightLeakingDistance=False,bOverride_LumenRayLightingMode=False,bOverride_LumenReflectionsScreenTraces=False,bOverride_LumenFrontLayerTranslucencyReflections=False,bOverride_LumenMaxRoughnessToTraceReflections=False,bOverride_LumenMaxReflectionBounces=False,bOverride_LumenMaxRefractionBounces=False,bOverride_LumenSurfaceCacheResolution=False,bOverride_RayTracingGI=False,bOverride_RayTracingGIMaxBounces=False,bOverride_RayTracingGISamplesPerPixel=False,bOverride_PathTracingMaxBounces=False,bOverride_PathTracingSamplesPerPixel=False,bOverride_PathTracingMaxPathIntensity=False,bOverride_PathTracingEnableEmissiveMaterials=False,bOverride_PathTracingEnableReferenceDOF=False,bOverride_PathTracingEnableReferenceAtmosphere=False,bOverride_PathTracingEnableDenoiser=False,bOverride_PathTracingIncludeEmissive=False,bOverride_PathTracingIncludeDiffuse=False,bOverride_PathTracingIncludeIndirectDiffuse=False,bOverride_PathTracingIncludeSpecular=False,bOverride_PathTracingIncludeIndirectSpecular=False,bOverride_PathTracingIncludeVolume=False,bOverride_PathTracingIncludeIndirectVolume=False,bMobileHQGaussian=False,BloomMethod=BM_SOG,AutoExposureMethod=AEM_Histogram,TemperatureType=TEMP_WhiteBalance,WhiteTemp=6500.000000,WhiteTint=0.000000,ColorSaturation=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrast=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGamma=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGain=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffset=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainShadows=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetShadows=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainMidtones=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetMidtones=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorSaturationHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorContrastHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGammaHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorGainHighlights=(X=1.000000,Y=1.000000,Z=1.000000,W=1.000000),ColorOffsetHighlights=(X=0.000000,Y=0.000000,Z=0.000000,W=0.000000),ColorCorrectionHighlightsMin=0.500000,ColorCorrectionHighlightsMax=1.000000,ColorCorrectionShadowsMax=0.090000,BlueCorrection=0.600000,ExpandGamut=1.000000,ToneCurveAmount=1.000000,FilmSlope=0.880000,FilmToe=0.550000,FilmShoulder=0.260000,FilmBlackClip=0.000000,FilmWhiteClip=0.040000,SceneColorTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),SceneFringeIntensity=0.000000,ChromaticAberrationStartOffset=0.000000,BloomIntensity=0.675000,BloomThreshold=-1.000000,BloomSizeScale=4.000000,Bloom1Size=0.300000,Bloom2Size=1.000000,Bloom3Size=2.000000,Bloom4Size=10.000000,Bloom5Size=30.000000,Bloom6Size=64.000000,Bloom1Tint=(R=0.346500,G=0.346500,B=0.346500,A=1.000000),Bloom2Tint=(R=0.138000,G=0.138000,B=0.138000,A=1.000000),Bloom3Tint=(R=0.117600,G=0.117600,B=0.117600,A=1.000000),Bloom4Tint=(R=0.066000,G=0.066000,B=0.066000,A=1.000000),Bloom5Tint=(R=0.066000,G=0.066000,B=0.066000,A=1.000000),Bloom6Tint=(R=0.061000,G=0.061000,B=0.061000,A=1.000000),BloomConvolutionScatterDispersion=1.000000,BloomConvolutionSize=1.000000,BloomConvolutionTexture=None,BloomConvolutionCenterUV=(X=0.500000,Y=0.500000),BloomConvolutionPreFilterMin=7.000000,BloomConvolutionPreFilterMax=15000.000000,BloomConvolutionPreFilterMult=15.000000,BloomConvolutionBufferScale=0.133000,BloomDirtMask=None,BloomDirtMaskIntensity=0.000000,BloomDirtMaskTint=(R=0.500000,G=0.500000,B=0.500000,A=1.000000),DynamicGlobalIlluminationMethod=Lumen,IndirectLightingColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),IndirectLightingIntensity=1.000000,LumenRayLightingMode=Default,LumenSceneLightingQuality=1.000000,LumenSceneDetail=1.000000,LumenSceneViewDistance=20000.000000,LumenSceneLightingUpdateSpeed=1.000000,LumenFinalGatherQuality=1.000000,LumenFinalGatherLightingUpdateSpeed=1.000000,LumenFinalGatherScreenTraces=True,LumenMaxTraceDistance=20000.000000,LumenDiffuseColorBoost=1.000000,LumenSkylightLeaking=0.000000,LumenSkylightLeakingTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),LumenFullSkylightLeakingDistance=1000.000000,LumenSurfaceCacheResolution=1.000000,ReflectionMethod=Lumen,LumenReflectionQuality=1.000000,LumenReflectionsScreenTraces=True,LumenFrontLayerTranslucencyReflections=False,LumenMaxRoughnessToTraceReflections=0.400000,LumenMaxReflectionBounces=1,LumenMaxRefractionBounces=0,ScreenSpaceReflectionIntensity=100.000000,ScreenSpaceReflectionQuality=50.000000,ScreenSpaceReflectionMaxRoughness=0.600000,bMegaLights=True,AmbientCubemapTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),AmbientCubemapIntensity=1.000000,AmbientCubemap=None,CameraShutterSpeed=60.000000,CameraISO=100.000000,DepthOfFieldFstop=4.000000,DepthOfFieldMinFstop=1.200000,DepthOfFieldBladeCount=5,AutoExposureBias=1.000000,AutoExposureBiasBackup=0.000000,bOverride_AutoExposureBiasBackup=False,AutoExposureApplyPhysicalCameraExposure=True,AutoExposureBiasCurve=None,AutoExposureMeterMask=None,AutoExposureLowPercent=10.000000,AutoExposureHighPercent=90.000000,AutoExposureMinBrightness=-10.000000,AutoExposureMaxBrightness=20.000000,AutoExposureSpeedUp=3.000000,AutoExposureSpeedDown=1.000000,HistogramLogMin=-10.000000,HistogramLogMax=20.000000,LocalExposureMethod=Bilateral,LocalExposureHighlightContrastScale=1.000000,LocalExposureShadowContrastScale=1.000000,LocalExposureHighlightContrastCurve=None,LocalExposureShadowContrastCurve=None,LocalExposureHighlightThreshold=0.000000,LocalExposureShadowThreshold=0.000000,LocalExposureDetailStrength=1.000000,LocalExposureBlurredLuminanceBlend=0.600000,LocalExposureBlurredLuminanceKernelSizePercent=50.000000,LocalExposureHighlightThresholdStrength=1.000000,LocalExposureShadowThresholdStrength=1.000000,LocalExposureMiddleGreyBias=0.000000,LensFlareIntensity=1.000000,LensFlareTint=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),LensFlareBokehSize=3.000000,LensFlareThreshold=8.000000,LensFlareBokehShape=None,LensFlareTints[0]=(R=1.000000,G=0.800000,B=0.400000,A=0.600000),LensFlareTints[1]=(R=1.000000,G=1.000000,B=0.600000,A=0.530000),LensFlareTints[2]=(R=0.800000,G=0.800000,B=1.000000,A=0.460000),LensFlareTints[3]=(R=0.500000,G=1.000000,B=0.400000,A=0.390000),LensFlareTints[4]=(R=0.500000,G=0.800000,B=1.000000,A=0.310000),LensFlareTints[5]=(R=0.900000,G=1.000000,B=0.800000,A=0.270000),LensFlareTints[6]=(R=1.000000,G=0.800000,B=0.400000,A=0.220000),LensFlareTints[7]=(R=0.900000,G=0.700000,B=0.700000,A=0.150000),VignetteIntensity=0.400000,Sharpen=0.000000,FilmGrainIntensity=0.000000,FilmGrainIntensityShadows=1.000000,FilmGrainIntensityMidtones=1.000000,FilmGrainIntensityHighlights=1.000000,FilmGrainShadowsMax=0.090000,FilmGrainHighlightsMin=0.500000,FilmGrainHighlightsMax=1.000000,FilmGrainTexelSize=1.000000,FilmGrainTexture=None,AmbientOcclusionIntensity=0.500000,AmbientOcclusionStaticFraction=1.000000,AmbientOcclusionRadius=200.000000,AmbientOcclusionRadiusInWS=False,AmbientOcclusionFadeDistance=8000.000000,AmbientOcclusionFadeRadius=5000.000000,AmbientOcclusionPower=2.000000,AmbientOcclusionBias=3.000000,AmbientOcclusionQuality=50.000000,AmbientOcclusionMipBlend=0.600000,AmbientOcclusionMipScale=1.700000,AmbientOcclusionMipThreshold=0.010000,AmbientOcclusionTemporalBlendWeight=0.100000,RayTracingAO=False,RayTracingAOSamplesPerPixel=1,RayTracingAOIntensity=1.000000,RayTracingAORadius=200.000000,ColorGradingIntensity=1.000000,ColorGradingLUT=None,DepthOfFieldSensorWidth=24.576000,DepthOfFieldSqueezeFactor=1.000000,DepthOfFieldFocalDistance=0.000000,DepthOfFieldDepthBlurAmount=1.000000,DepthOfFieldDepthBlurRadius=0.000000,DepthOfFieldUseHairDepth=False,DepthOfFieldPetzvalBokeh=0.000000,DepthOfFieldPetzvalBokehFalloff=1.000000,DepthOfFieldPetzvalExclusionBoxExtents=(X=0.000000,Y=0.000000),DepthOfFieldPetzvalExclusionBoxRadius=0.000000,DepthOfFieldAspectRatioScalar=1.000000,DepthOfFieldBarrelRadius=5.000000,DepthOfFieldBarrelLength=0.000000,DepthOfFieldMatteBoxFlags[0]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[1]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldMatteBoxFlags[2]=(Pitch=0.000000,Roll=0.000000,Length=0.000000),DepthOfFieldFocalRegion=0.000000,DepthOfFieldNearTransitionRegion=300.000000,DepthOfFieldFarTransitionRegion=500.000000,DepthOfFieldScale=0.000000,DepthOfFieldNearBlurSize=15.000000,DepthOfFieldFarBlurSize=15.000000,DepthOfFieldOcclusion=0.400000,DepthOfFieldSkyFocusDistance=0.000000,DepthOfFieldVignetteSize=200.000000,MotionBlurAmount=0.500000,MotionBlurMax=5.000000,MotionBlurTargetFPS=30,MotionBlurPerObjectSize=0.000000,TranslucencyType=Raster,RayTracingTranslucencyMaxRoughness=0.600000,RayTracingTranslucencyRefractionRays=3,RayTracingTranslucencySamplesPerPixel=1,RayTracingTranslucencyMaxPrimaryHitEvents=4,RayTracingTranslucencyMaxSecondaryHitEvents=2,RayTracingTranslucencyShadows=Hard_shadows,RayTracingTranslucencyRefraction=True,RayTracingTranslucencyUseRayTracedRefraction=False,PathTracingMaxBounces=32,PathTracingSamplesPerPixel=2048,PathTracingMaxPathIntensity=24.000000,PathTracingEnableEmissiveMaterials=True,PathTracingEnableReferenceDOF=False,PathTracingEnableReferenceAtmosphere=False,PathTracingEnableDenoiser=True,PathTracingIncludeEmissive=True,PathTracingIncludeDiffuse=True,PathTracingIncludeIndirectDiffuse=True,PathTracingIncludeSpecular=True,PathTracingIncludeIndirectSpecular=True,PathTracingIncludeVolume=True,PathTracingIncludeIndirectVolume=True,UserFlags=0,WeightedBlendables=(Array=)),LightingRigRotation=0.000000,RotationSpeed=2.000000,DirectionalLightRotation=(Pitch=-40.000000,Yaw=-67.500000,Roll=0.000000),bEnableToneMapping=False,bShowMeshEdges=True) 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+ diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini new file mode 100644 index 00000000..a5eb4b08 --- /dev/null +++ b/Config/DefaultEngine.ini @@ -0,0 +1,140 @@ + + +[/Script/EngineSettings.GameMapsSettings] +EditorStartupMap=/Game/Maps/MainMenu.MainMenu +LocalMapOptions= +TransitionMap=None +bUseSplitscreen=True +TwoPlayerSplitscreenLayout=Horizontal +ThreePlayerSplitscreenLayout=FavorTop +FourPlayerSplitscreenLayout=Grid +bOffsetPlayerGamepadIds=False +GameInstanceClass=/Game/Blueprints/GI_NakedDesire.GI_NakedDesire_C +GameDefaultMap=/Game/Maps/MainMenu.MainMenu +ServerDefaultMap=/Engine/Maps/Entry.Entry +GlobalDefaultGameMode=/Game/Blueprints/GM_Main.GM_Main_C +GlobalDefaultServerGameMode=None + +[/Script/Engine.RendererSettings] +r.AllowStaticLighting=False + +r.GenerateMeshDistanceFields=True + +r.DynamicGlobalIlluminationMethod=0 + +r.ReflectionMethod=2 + +r.SkinCache.CompileShaders=True + +r.RayTracing=True + +r.RayTracing.RayTracingProxies.ProjectEnabled=True + +r.Shadow.Virtual.Enable=0 + +r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True + +r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8 + +r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8 +r.GPUSkin.Support16BitBoneIndex=True +r.GPUSkin.UnlimitedBoneInfluences=True +SkeletalMesh.UseExperimentalChunking=1 +r.AntiAliasingMethod=2 + +[/Script/WindowsTargetPlatform.WindowsTargetSettings] +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 +-D3D12TargetedShaderFormats=PCD3D_SM5 ++D3D12TargetedShaderFormats=PCD3D_SM6 +-D3D11TargetedShaderFormats=PCD3D_SM5 ++D3D11TargetedShaderFormats=PCD3D_SM5 +Compiler=Default +AudioSampleRate=48000 +AudioCallbackBufferFrameSize=1024 +AudioNumBuffersToEnqueue=1 +AudioMaxChannels=0 +AudioNumSourceWorkers=4 +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +CompressionOverrides=(bOverrideCompressionTimes=False,DurationThreshold=5.000000,MaxNumRandomBranches=0,SoundCueQualityIndex=0) +CacheSizeKB=65536 +MaxChunkSizeOverrideKB=0 +bResampleForDevice=False +MaxSampleRate=48000.000000 +HighSampleRate=32000.000000 +MedSampleRate=24000.000000 +LowSampleRate=12000.000000 +MinSampleRate=8000.000000 +CompressionQualityModifier=1.000000 +AutoStreamingThreshold=0.000000 +SoundCueCookQualityIndex=-1 + +[/Script/LinuxTargetPlatform.LinuxTargetSettings] +-TargetedRHIs=SF_VULKAN_SM5 ++TargetedRHIs=SF_VULKAN_SM6 + +[/Script/HardwareTargeting.HardwareTargetingSettings] +TargetedHardwareClass=Desktop +AppliedTargetedHardwareClass=Desktop +DefaultGraphicsPerformance=Maximum +AppliedDefaultGraphicsPerformance=Maximum + +[/Script/WorldPartitionEditor.WorldPartitionEditorSettings] +CommandletClass=Class'/Script/UnrealEd.WorldPartitionConvertCommandlet' + +[/Script/Engine.UserInterfaceSettings] +bAuthorizeAutomaticWidgetVariableCreation=False +FontDPIPreset=Standard +FontDPI=72 +RenderFocusRule=Never + +[/Script/Engine.Engine] ++ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/NakedDesire") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/NakedDesire") +GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient +GameUserSettingsClassName=/Script/NakedDesire.NakedDesireUserSettings + +[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] +bEnablePlugin=True +bAllowNetworkConnection=True +SecurityToken=5128407948CF5B4EFBF32293AB71BF73 +bIncludeInShipping=False +bAllowExternalStartInShipping=False +bCompileAFSProject=False +bUseCompression=False +bLogFiles=False +bReportStats=False +ConnectionType=USBOnly +bUseManualIPAddress=False +ManualIPAddress= + +[/Script/NavigationSystem.NavigationSystemV1] +DefaultAgentName=None +CrowdManagerClass=/Script/AIModule.CrowdManager +bAutoCreateNavigationData=True +bSpawnNavDataInNavBoundsLevel=False +bAllowClientSideNavigation=False +bShouldDiscardSubLevelNavData=True +bTickWhilePaused=False +bInitialBuildingLocked=False +bSkipAgentHeightCheckWhenPickingNavData=False +GeometryExportTriangleCountWarningThreshold=200000 +bGenerateNavigationOnlyAroundNavigationInvokers=False +ActiveTilesUpdateInterval=1.000000 +InvokersMaximumDistanceFromSeed=-1.000000 +DataGatheringMode=Instant +DirtyAreaWarningSizeThreshold=-1.000000 +GatheringNavModifiersWarningLimitTime=-1.000000 +SupportedAgentsMask=(bSupportsAgent0=True,bSupportsAgent1=True,bSupportsAgent2=True,bSupportsAgent3=True,bSupportsAgent4=True,bSupportsAgent5=True,bSupportsAgent6=True,bSupportsAgent7=True,bSupportsAgent8=True,bSupportsAgent9=True,bSupportsAgent10=True,bSupportsAgent11=True,bSupportsAgent12=True,bSupportsAgent13=True,bSupportsAgent14=True,bSupportsAgent15=True) + +[/Script/Engine.AudioSettings] +DefaultSoundClassName=/Game/Audio/SC_Main.SC_Main +DefaultMediaSoundClassName=/Game/Audio/SC_Music.SC_Music + +[/Script/NavigationSystem.RecastNavMesh] +AgentRadius=35.000000 +AgentMaxSlope=50.000000 + diff --git a/Config/DefaultGame.ini b/Config/DefaultGame.ini new file mode 100644 index 00000000..0ae61bc5 --- /dev/null +++ b/Config/DefaultGame.ini @@ -0,0 +1,129 @@ +[/Script/CommonUI.CommonUISettings] +CommonButtonAcceptKeyHandling=TriggerClick +bAutoLoadData=True + +[/Script/EngineSettings.GeneralProjectSettings] +ProjectID=305A61484AE3739092FF13931B45C2C6 + +[/Script/CommonInput.CommonInputSettings] +InputData=/Game/Input/NakedDesireInputData.NakedDesireInputData_C +ActionDomainTable=/Game/Input/InputActionDomainTable.InputActionDomainTable + +[CommonInputPlatformSettings_Windows CommonInputPlatformSettings] +DefaultInputType=MouseAndKeyboard +bSupportsMouseAndKeyboard=True +bSupportsTouch=False +bSupportsGamepad=True +DefaultGamepadName=Generic +bCanChangeGamepadType=True ++ControllerData=/Game/Input/KeyboardControllerData.KeyboardControllerData_C ++ControllerData=/Game/Input/GamepadControllerData.GamepadControllerData_C + +[/Script/UnrealEd.ProjectPackagingSettings] +Build=IfProjectHasCode +BuildConfiguration=PPBC_Development +BuildTarget= +FullRebuild=False +ForDistribution=False +IncludeDebugFiles=False +BlueprintNativizationMethod=Disabled +bIncludeNativizedAssetsInProjectGeneration=False +bExcludeMonolithicEngineHeadersInNativizedCode=False +UsePakFile=True +bUseIoStore=True +bUseZenStore=False +bMakeBinaryConfig=False +bGenerateChunks=False +bGenerateNoChunks=False +bChunkHardReferencesOnly=False +bForceOneChunkPerFile=False +MaxChunkSize=0 +bBuildHttpChunkInstallData=False +HttpChunkInstallDataDirectory=(Path="") +WriteBackMetadataToAssetRegistry=Disabled +bWritePluginSizeSummaryJsons=False +bCompressed=True +PackageCompressionFormat=Oodle +bForceUseProjectCompressionFormatIgnoreHardwareOverride=False +PackageAdditionalCompressionOptions= +PackageCompressionMethod=Kraken +PackageCompressionLevel_DebugDevelopment=4 +PackageCompressionLevel_TestShipping=4 +PackageCompressionLevel_Distribution=7 +PackageCompressionMinBytesSaved=1024 +PackageCompressionMinPercentSaved=5 +bPackageCompressionEnableDDC=False +PackageCompressionMinSizeToConsiderDDC=0 +HttpChunkInstallDataVersion= +IncludePrerequisites=True +IncludeAppLocalPrerequisites=False +bShareMaterialShaderCode=True +bDeterministicShaderCodeOrder=False +bSharedMaterialNativeLibraries=True +ApplocalPrerequisitesDirectory=(Path="") +IncludeCrashReporter=False +InternationalizationPreset=English +-CulturesToStage=en ++CulturesToStage=en ++CulturesToStage=ja ++CulturesToStage=uk +LocalizationTargetCatchAllChunkId=0 +bCookAll=False +bCookMapsOnly=False +bTreatWarningsAsErrorsOnCook=False +bSkipEditorContent=False +bSkipMovies=False +-IniKeyDenylist=KeyStorePassword +-IniKeyDenylist=KeyPassword +-IniKeyDenylist=DebugKeyStorePassword +-IniKeyDenylist=DebugKeyPassword +-IniKeyDenylist=rsa.privateexp +-IniKeyDenylist=rsa.modulus +-IniKeyDenylist=rsa.publicexp +-IniKeyDenylist=aes.key +-IniKeyDenylist=SigningPublicExponent +-IniKeyDenylist=SigningModulus +-IniKeyDenylist=SigningPrivateExponent +-IniKeyDenylist=EncryptionKey +-IniKeyDenylist=DevCenterUsername +-IniKeyDenylist=DevCenterPassword +-IniKeyDenylist=IOSTeamID +-IniKeyDenylist=SigningCertificate +-IniKeyDenylist=MobileProvision +-IniKeyDenylist=AppStoreConnectKeyPath +-IniKeyDenylist=AppStoreConnectIssuerID +-IniKeyDenylist=AppStoreConnectKeyID +-IniKeyDenylist=IniKeyDenylist +-IniKeyDenylist=IniSectionDenylist ++IniKeyDenylist=KeyStorePassword ++IniKeyDenylist=KeyPassword ++IniKeyDenylist=DebugKeyStorePassword ++IniKeyDenylist=DebugKeyPassword ++IniKeyDenylist=rsa.privateexp ++IniKeyDenylist=rsa.modulus ++IniKeyDenylist=rsa.publicexp ++IniKeyDenylist=aes.key ++IniKeyDenylist=SigningPublicExponent ++IniKeyDenylist=SigningModulus ++IniKeyDenylist=SigningPrivateExponent ++IniKeyDenylist=EncryptionKey ++IniKeyDenylist=DevCenterUsername ++IniKeyDenylist=DevCenterPassword ++IniKeyDenylist=IOSTeamID ++IniKeyDenylist=SigningCertificate ++IniKeyDenylist=MobileProvision ++IniKeyDenylist=AppStoreConnectKeyPath ++IniKeyDenylist=AppStoreConnectIssuerID ++IniKeyDenylist=AppStoreConnectKeyID ++IniKeyDenylist=IniKeyDenylist ++IniKeyDenylist=IniSectionDenylist +-IniSectionDenylist=HordeStorageServers +-IniSectionDenylist=StorageServers +-IniSectionDenylist=/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings ++IniSectionDenylist=HordeStorageServers ++IniSectionDenylist=StorageServers ++IniSectionDenylist=/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings ++DirectoriesToAlwaysCook=(Path="/NNEDenoiser") +bRetainStagedDirectory=False +CustomStageCopyHandler= + diff --git a/Config/DefaultInput.ini b/Config/DefaultInput.ini new file mode 100644 index 00000000..a919105d --- /dev/null +++ b/Config/DefaultInput.ini @@ -0,0 +1,84 @@ +[/Script/Engine.InputSettings] +-AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.25,Exponent=1.f,Sensitivity=1.f)) +-AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) +-AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.f,Exponent=1.f,Sensitivity=0.07f)) ++AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Mouse2D",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MouseWheelAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_LeftTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_RightTriggerAxis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Gamepad_Special_Left_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="Vive_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="MixedReality_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="OculusTouch_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Left_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Grip_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trigger_Axis",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) ++AxisConfig=(AxisKeyName="ValveIndex_Right_Trackpad_Force",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False)) +bAltEnterTogglesFullscreen=True +bF11TogglesFullscreen=True +bUseMouseForTouch=False +bEnableMouseSmoothing=True +bEnableFOVScaling=True +bCaptureMouseOnLaunch=True +bEnableLegacyInputScales=True +bEnableMotionControls=True +bFilterInputByPlatformUser=False +bShouldFlushPressedKeysOnViewportFocusLost=True +bAlwaysShowTouchInterface=False +bShowConsoleOnFourFingerTap=True +bEnableGestureRecognizer=False +bUseAutocorrect=False +DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown +DefaultViewportMouseLockMode=LockOnCapture +FOVScale=0.011110 +DoubleClickTime=0.200000 +DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput +DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent +DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks +-ConsoleKeys=Tilde ++ConsoleKeys=Tilde + diff --git a/Config/DefaultNiagara.ini b/Config/DefaultNiagara.ini new file mode 100644 index 00000000..1e39ffe1 --- /dev/null +++ b/Config/DefaultNiagara.ini @@ -0,0 +1,45 @@ +[/Script/Niagara.NiagaraSettings] ++AdditionalParameterEnums=/Niagara/Enums/ENiagaraCoordinateSpace.ENiagaraCoordinateSpace ++AdditionalParameterEnums=/Niagara/Enums/ENiagaraOrientationAxis.ENiagaraOrientationAxis ++AdditionalParameterEnums=/Niagara/Enums/ENiagaraRandomnessMode.ENiagaraRandomnessMode +bSystemViewportInOrbitMode=True +bShowConvertibleInputsInStack=False +QuickSimCacheCaptureFrameCount=5 +bSystemsSupportLargeWorldCoordinates=True +LargeWorldCoordinateTileUpdateMode=ResetSimulation +LargeWorldCoordinateMaxTilesBeforeReset=4 +bEnforceStrictStackTypes=True +bAccurateQuatInterpolation=True +InvalidNamespaceWriteSeverity=Warning +bLimitDeltaTime=True +MaxDeltaTimePerTick=0.125000 +DefaultEffectType=None +bAllowCreateActorFromSystemWithNoEffectType=True +PositionPinTypeColor=(R=1.000000,G=0.300000,B=1.000000,A=1.000000) +ByteCodeStripOption=Strip_Original +CompilationMode=AsyncTasks ++QualityLevels=NSLOCTEXT("[/Script/Niagara]", "3D45F0C54145F29D6947A1880E359F0A", "Low") ++QualityLevels=NSLOCTEXT("[/Script/Niagara]", "E13C61484F7E1E9BCDE0BCA1DF7D32E6", "Medium") ++QualityLevels=NSLOCTEXT("[/Script/Niagara]", "F5CA410D441DB51D4A80B1B4B07071CB", "High") ++QualityLevels=NSLOCTEXT("[/Script/Niagara]", "D56BFF7C4D755EFCB5B350BDE094625A", "Epic") ++QualityLevels=NSLOCTEXT("[/Script/Niagara]", "1E2BA6CD40ADCA8512BC70AC59AACAD7", "Cinematic") +ComponentRendererWarningsPerClass=(("PostProcessComponent", NSLOCTEXT("[/Script/Niagara]", "022421AD4D0A1767041BEE86A524E12D", "The post process component has a separate \"Enabled\" flag in PostProcessVolume that you need to overwrite\n if you want to disable a component when a particle dies. Otherwise it will still affect the scene\n when it goes back into the component pool."))) +DefaultRenderTargetFormat=RTF_RGBA16f +DefaultGridFormat=HalfFloat +DefaultRendererMotionVectorSetting=Precise +DefaultPixelCoverageMode=Enabled +DefaultSortPrecision=Low +DefaultGpuTranslucentLatency=Immediate +DefaultLightInverseExposureBlend=0.000000 +NDISkelMesh_SupportReadingDeformedGeometry=True +NDISkelMesh_Support16BitIndexWeight=True +NDISkelMesh_GpuMaxInfluences=Unlimited +NDISkelMesh_GpuUniformSamplingFormat=Full +NDISkelMesh_AdjacencyTriangleIndexFormat=Full +NDIStaticMesh_AllowDistanceFields=False ++NDICollisionQuery_AsyncGpuTraceProviderOrder=HWRT ++NDICollisionQuery_AsyncGpuTraceProviderOrder=GSDF +SimCacheAuxiliaryFileBasePath="{project_dir}/Saved/NiagaraSimCache" +SimCacheMaxCPUMemoryVolumetrics=5000 +bGenerateMetaDataOnCompile=False + diff --git a/Config/Localization/Game_Compile.ini b/Config/Localization/Game_Compile.ini new file mode 100644 index 00000000..6cdecf15 --- /dev/null +++ b/Config/Localization/Game_Compile.ini @@ -0,0 +1,19 @@ +;METADATA=(Diff=true, UseCommands=true) +[CommonSettings] +SourcePath=Content/Localization/Game +DestinationPath=Content/Localization/Game +ManifestName=Game.manifest +ArchiveName=Game.archive +ResourceName=Game.locres +bSkipSourceCheck=false +bValidateFormatPatterns=true +bValidateSafeWhitespace=false +bValidateRichTextTags=false +NativeCulture=en +CulturesToGenerate=en +CulturesToGenerate=uk +CulturesToGenerate=ja + +[GatherTextStep0] +CommandletClass=GenerateTextLocalizationResource + diff --git a/Config/Localization/Game_Export.ini b/Config/Localization/Game_Export.ini new file mode 100644 index 00000000..83bc0ef7 --- /dev/null +++ b/Config/Localization/Game_Export.ini @@ -0,0 +1,21 @@ +; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY! +; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION +[CommonSettings] +SourcePath=Content/Localization/Game +DestinationPath=Content/Localization/Game +NativeCulture=en +CulturesToGenerate=en +CulturesToGenerate=uk +CulturesToGenerate=ja +ManifestName=Game.manifest +ArchiveName=Game.archive +PortableObjectName=Game.po + +[GatherTextStep0] +CommandletClass=InternationalizationExport +bExportLoc=true +LocalizedTextCollapseMode=ELocalizedTextCollapseMode::IdenticalTextIdAndSource +POFormat=EPortableObjectFormat::Unreal +ShouldPersistCommentsOnExport=false +ShouldAddSourceLocationsAsComments=true + diff --git a/Config/Localization/Game_ExportDialogueScript.ini b/Config/Localization/Game_ExportDialogueScript.ini new file mode 100644 index 00000000..19378c94 --- /dev/null +++ b/Config/Localization/Game_ExportDialogueScript.ini @@ -0,0 +1,16 @@ +; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY! +; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION +[CommonSettings] +SourcePath=Content/Localization/Game +DestinationPath=Content/Localization/Game +NativeCulture=en +CulturesToGenerate=en +CulturesToGenerate=uk +CulturesToGenerate=ja +ManifestName=Game.manifest +ArchiveName=Game.archive +DialogueScriptName=GameDialogue.csv + +[GatherTextStep0] +CommandletClass=ExportDialogueScript + diff --git a/Config/Localization/Game_Gather.ini b/Config/Localization/Game_Gather.ini new file mode 100644 index 00000000..075db8a0 --- /dev/null +++ b/Config/Localization/Game_Gather.ini @@ -0,0 +1,44 @@ +;METADATA=(Diff=true, UseCommands=true) +[CommonSettings] +ManifestDependencies=../../../../../Program Files/Epic Games/UE_5.6/Engine/Content/Localization/Engine/Engine.manifest +ManifestDependencies=../../../../../Program Files/Epic Games/UE_5.6/Engine/Content/Localization/Editor/Editor.manifest +SourcePath=Content/Localization/Game +DestinationPath=Content/Localization/Game +ManifestName=Game.manifest +ArchiveName=Game.archive +NativeCulture=en +CulturesToGenerate=en +CulturesToGenerate=uk +CulturesToGenerate=ja + +[GatherTextStep0] +CommandletClass=GatherTextFromSource +SearchDirectoryPaths=Source/* +ExcludePathFilters=Config/Localization/* +FileNameFilters=*.h +FileNameFilters=*.cpp +FileNameFilters=*.ini +ShouldGatherFromEditorOnlyData=false + +[GatherTextStep1] +CommandletClass=GatherTextFromAssets +IncludePathFilters=Content/Translations/* +ExcludePathFilters=Content/Localization/* +PackageFileNameFilters=*.uasset +ShouldExcludeDerivedClasses=false +ShouldGatherFromEditorOnlyData=false +SkipGatherCache=false + +[GatherTextStep2] +CommandletClass=GenerateGatherManifest + +[GatherTextStep3] +CommandletClass=GenerateGatherArchive + +[GatherTextStep4] +CommandletClass=GenerateTextLocalizationReport +bWordCountReport=true +WordCountReportName=Game.csv +bConflictReport=true +ConflictReportName=Game_Conflicts.txt + diff --git a/Config/Localization/Game_GenerateReports.ini b/Config/Localization/Game_GenerateReports.ini new file mode 100644 index 00000000..4687c7bf --- /dev/null +++ b/Config/Localization/Game_GenerateReports.ini @@ -0,0 +1,16 @@ +; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY! +; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION +[CommonSettings] +SourcePath=Content/Localization/Game +DestinationPath=Content/Localization/Game +ManifestName=Game.manifest +ArchiveName=Game.archive +CulturesToGenerate=en +CulturesToGenerate=uk +CulturesToGenerate=ja + +[GatherTextStep0] +CommandletClass=GenerateTextLocalizationReport +bWordCountReport=true +WordCountReportName=Game.csv + diff --git a/Config/Localization/Game_Import.ini b/Config/Localization/Game_Import.ini new file mode 100644 index 00000000..b48f46bd --- /dev/null +++ b/Config/Localization/Game_Import.ini @@ -0,0 +1,19 @@ +; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY! +; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION +[CommonSettings] +SourcePath=Content/Localization/Game +DestinationPath=Content/Localization/Game +NativeCulture=en +CulturesToGenerate=en +CulturesToGenerate=uk +CulturesToGenerate=ja +ManifestName=Game.manifest +ArchiveName=Game.archive +PortableObjectName=Game.po + +[GatherTextStep0] +CommandletClass=InternationalizationExport +bImportLoc=true +LocalizedTextCollapseMode=ELocalizedTextCollapseMode::IdenticalTextIdAndSource +POFormat=EPortableObjectFormat::Unreal + diff --git a/Config/Localization/Game_ImportDialogue.ini b/Config/Localization/Game_ImportDialogue.ini new file mode 100644 index 00000000..977a9c24 --- /dev/null +++ b/Config/Localization/Game_ImportDialogue.ini @@ -0,0 +1,17 @@ +; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY! +; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION +[CommonSettings] +SourcePath=Content/Localization/Game +ManifestName=Game.manifest +ArchiveName=Game.archive +NativeCulture=en +CulturesToGenerate=en +CulturesToGenerate=uk +CulturesToGenerate=ja + +[GatherTextStep0] +CommandletClass=ImportLocalizedDialogue +RawAudioPath= +ImportedDialogueFolder=ImportedDialogue +bImportNativeAsSource=false + diff --git a/Config/Localization/Game_ImportDialogueScript.ini b/Config/Localization/Game_ImportDialogueScript.ini new file mode 100644 index 00000000..8b5c9684 --- /dev/null +++ b/Config/Localization/Game_ImportDialogueScript.ini @@ -0,0 +1,16 @@ +; THESE ARE GENERATED FILES, DO NOT EDIT DIRECTLY! +; USE THE LOCALIZATION DASHBOARD IN THE UNREAL EDITOR TO EDIT THE CONFIGURATION +[CommonSettings] +SourcePath=Content/Localization/Game +DestinationPath=Content/Localization/Game +NativeCulture=en +CulturesToGenerate=en +CulturesToGenerate=uk +CulturesToGenerate=ja +ManifestName=Game.manifest +ArchiveName=Game.archive +DialogueScriptName=GameDialogue.csv + +[GatherTextStep0] +CommandletClass=ImportDialogueScript + diff --git a/Content/Audio/SA_Steps.uasset b/Content/Audio/SA_Steps.uasset new file mode 100644 index 00000000..fe028a63 --- /dev/null +++ b/Content/Audio/SA_Steps.uasset @@ -0,0 +1,3 @@ +version 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"VisualStudioTools", + "Enabled": true, + "SupportedTargetPlatforms": [ + "Win64" + ], + "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/362651520df94e4fa65492dbcba44ae2" + } + ] +} \ No newline at end of file diff --git a/PLAN.md b/PLAN.md new file mode 100644 index 00000000..1c366fc3 --- /dev/null +++ b/PLAN.md @@ -0,0 +1,173 @@ +# Development Plan + +Working document for Naked Desire implementation. Tracks current state vs. the GDD (README.md) and the phased roadmap. Update this file as state changes — code is the source of truth, this file is the navigation chart. + +When the GDD changes, update README.md first, then revisit this plan. When this plan changes, keep phase exit criteria concrete so we know when to move on. + +--- + +## 1. Implementation status snapshot + +State of the C++ module as of the latest pass. File references use `Source/NakedDesire/...` paths. + +### 1.1 Implemented + +- **Modular character w/ per-slot meshes** — `Player/NakedDesireCharacter.cpp:40-67` creates 14 skeletal mesh components, one per clothing slot. Aligns with GDD §17.6. +- **Equip / unequip / drop event** — `Clothing/ClothingManager.cpp:88-172` (slot-based, broadcasts `OnClothingEquip / Unequip / Dropped`). +- **Basic perception** — `Player/NakedDesireCharacter.cpp:167-203` implements `IAISightTargetInterface::CanBeSeenFrom` against `boobs_root` and `pelvis` bones with line-of-sight checks. Foundation for GDD §7.1. +- **AI sight + behavior tree** — `NPC/NPCAIController.cpp` runs a BT with `Player` / `TargetLocation` blackboard. `NPC/NPCSpawner.cpp` does proximity-gated spawning with day / night caps. +- **Mission framework** — `Mission` → `MissionGoal` → `GoalRestriction` composition (`MissionBuilder/`). Two goals (`FlashGoal`, `MinTimeGoal`), three restrictions (`EquipClothing`, `ExposeBodyPart`, `Location`). +- **Location triggers** — `Locations/LocationTrigger`, `Locations/LocationData` via gameplay tags (GDD §10.4 area foundation). +- **Censorship toggle** — compliance feature on `NakedDesireCharacter` (BoobL/R, Front/BackBottom static meshes), driven by user settings. +- **Movement** — `EnhancedInput`, walk / run / crouch (`NakedDesireCharacter.cpp:115-127`), stamina-gated run (`Tick` lines 91-113). +- **Wardrobe interactable** — `Interactables/Wardrobe.h` holds `ClothingItems[]`; `NakedDesireGameMode::BuyItem` charges money and pushes into wardrobe. + +### 1.2 Partially implemented (deviates from GDD) + +- **Item identity (§6.1)** — `Clothing/ClothingItemData.h:14-27` exists as an "instance" UObject but has no unique ID and no per-instance state (no condition, color, coverage float, isUnderwear, canExpose, isRestrictive, containerSlots). `SaveGame/ClothingItemSaveData.h` only stores a `TSoftObjectPtr` — it saves the *template*, not the instance. Directly violates the "every item is a unique physical instance" rule. +- **Save system (§16)** — `SaveGame/GlobalSaveGameData.h` only persists `HaveSeenTutorial`, `Money`, and two clothing lists. No world items, NPCs, time, mission state, recognition / reputation / followers, or wanted flag. Save fires only on explicit Blueprint call; load only happens in `ANakedDesireCharacter::BeginPlay`. +- **Attributes (§7)** — `Stats/StatsManager.h:17-31` has only Embarrassment, Energy, Stamina. Missing Lust, Recognition, Reputation, Followers, Wanted. No GAS. `TickComponent` (`StatsManager.cpp:23-28`) unconditionally drains energy and decays embarrassment — observation-driven gain is not wired in C++. +- **Coverage (§6.3.1)** — `ClothingManager::IsBodyTypeExposed` (`ClothingManager.cpp:14-25`) is binary. No coverage float, no underwear halving, no max-of-covering-garments math. +- **Body parts (§6.3)** — only `FrontTop / FrontBottom / BackBottom` exist (`Player/PrivateBodyPartType.h:14-20`). GDD references boobs, ass, genitals as distinct parts. +- **Mission system** — composable goals work but lacks the typed objective steps from §13.4 (`BeFullyNakedNearNPCs`, `WalkNakedDistance`, `MoveDistanceFromClothing`, `BeObservedByNPCType`, `TakePhotoAtLocation`, `DeliverItemTo`). Missions are hand-authored in `MissionsConfig`. +- **Day / night** — affects spawn caps (`NPCSpawner.cpp:40-41`) but not embarrassment rate, NPC type weights, or police spawning. + +### 1.3 Missing + +- **Session system (§4)** — no `USessionManager`, no session start / end events, no `SessionLossResolver`. Game-over on embarrassment is a single `EndGameEmbarrassed` Blueprint event in `NakedDesireGameMode`; none of §4.4's item-drop logic is implemented. +- **Three progression paths (§5)** — no path enum on `UClothingItem`, no Path XP, no path levels, no path-gated content. +- **Phone (§9)** — entire system absent: camera, gallery, livestream, bank, Feetex, maps, health tracker. +- **Forum (§13)** — no `UCommissionTemplate`, no procedural generation, no weekly missions distinct from daily, no profile / followers, no posting photos. +- **Photo & livestream** — absent. +- **NPC types (§10.2)** — only one generic `ANPC` class. No Walker / Stalker / Paparazzi / Snitch / Harasser / Helper, no Police, no Wanted-poster mechanic. +- **Calendar, rent, sleep (§2.4, §15.2)** — `DaysPassed` increments in `NakedDesireGameMode::OnHourChanged(4)`, but no week, no rent, no eviction, no sleep action. +- **Item-world AActor (§6.1)** — clothing drops broadcast a delegate but no `AItemActor` exists. +- **Bag inventory (§6.4)** — absent. +- **Rip & tear, theft (§6.3.3-4)** — absent. +- **Expose action (§6.3.5)** — absent. +- **Restrictive clothing (§6.3.6)** — absent. +- **Adult shop, gym, beauty salon, cafe, convenience store** — none. +- **Food / consumables (§6.6)** — absent. +- **Recognition, wanted state, news (§7.5–7.6, §11.1)** — absent. +- **Underwear selling (§15.1)** — absent. +- **Endless mode flag (§3.3)** — absent. + +### 1.4 Conflicts to resolve + +- **`EClothingSlotType` (`Clothing/ClothingSlotType.h`)** treats `Nipples / Anal / Vagina` as equipment slots; GDD treats those as body parts. Slot list also lacks `Outerwear`, `Accessory`, `Restraint`. Slot vocabulary needs a cleanup pass. +- **`Money` lives on `ANakedDesireCharacter`** (`NakedDesireCharacter.h:139`) as `int Money = 300000`, and also as a field on `UGlobalSaveGameData`. Duplicate state. Default 300k vs. ~20k weekly rent (§15.3) — test value. +- **`MissionsManager::RefreshDailyMissions`** (`MissionBuilder/MissionsManager.cpp:53-68`) has a remove-while-iterating bug; `OnComplete.RemoveAll(this)` is called on the *mission*, not on the manager handle. +- **`NakedDesireGameMode::RefreshDailyMissions`** indexes `MissionsConfig->DailyMissions[DaysPassed]` — crashes past the authored array and contradicts §13.4 procedural generation. +- **`StatsManager::TickComponent` unconditionally decays embarrassment** (`StatsManager.cpp:27`). §7.1 says decay should happen only when not observed; today no observation-driven gain offsets it. +- **Save constant `SLOT_NAME "Slot2"`** (`Global/Constants.h:5`) — magic single-slot save, no multi-save support. +- **`UClothingItemData` is `EditInlineNew`** and stored inline in `UClothingList::ClothingItems`. Instances live inside the list asset, not as standalone objects with stable identity. Direct conflict with §6.1. + +--- + +## 2. Architectural premise + +The item-identity rule (§6.1) and the save contract (§16.3) are load-bearing. Clothing condition, world drops, session loss, theft, the bag, and the forum's "post a photo of *this* specific worn item" all depend on stable per-instance state. + +Until Phase 1 lands, content authored on top of the current system needs migration. Do not build the higher phases first. + +--- + +## 3. Phased roadmap + +Phase estimates are rough and assume one engineer. Adjust as we go. + +### Phase 1 — Item identity + save foundation (1–2 weeks) + +- Split `UClothingItem` (immutable definition, `UPrimaryDataAsset`) from a new `UItemInstance` UObject with `FGuid InstanceId` and mutable state (`Condition`, `Color`, container parent, world transform). Make `UClothingItemInstance : UItemInstance`. +- Add to the definition: `Coverage` float, `IsUnderwear`, `CanExpose` list, `IsRestrictive`, `ContainerSlots`, `ProgressionPath` enum. +- Enumerate slots cleanly — split slot vs. body-part vocabulary (resolves §1.4 conflict). +- Replace `FClothingItemSaveData` with a generic `FItemSaveRecord { Guid, DefinitionPath, InstanceState, Location, ParentRef }`. +- Introduce `USaveSubsystem` (GameInstance subsystem) that orchestrates serialization across player, world items, time, missions, attributes, recognition. +- Convert single-slot `SLOT_NAME` to a slot-name argument. + +**Exit criteria:** an item dropped in the world, with its condition modified, survives save / load with the same GUID and condition value. + +### Phase 2 — World item actors + drop / pickup (1 week) + +- `AItemActor` base wrapping a `UItemInstance*`. `AClothingPickup : AItemActor`. +- Hook `ClothingManager::DropClothing` to spawn `AClothingPickup` at the player location with the actual instance reference (no template copy). +- Pickup interaction via existing `InteractionManager`. + +**Exit criteria:** unequip → world actor appears → re-pick-up restores the same instance to the slot. + +### Phase 3 — Session system + loss resolver (1 week) + +- `USessionManager` (GameMode component). Apartment `LocationTrigger` flag drives session start / end. +- `USessionLossResolver` — single class, per §4 implementation note. Takes the loss cause and runs §4.4 deterministically over the new world-item registry. +- Wire `StatsManager::IncreaseEmbarrassment` max-hit and energy-zero into the resolver. + +**Exit criteria:** lose to embarrassment → equipped clothing spawns as world actors at the loss location, persists through save. + +### Phase 4 — Attributes refactor (1 week) + +- Decide GAS vs. extended `StatsManager` (recommend GAS per §17.2; embarrassment formula has many modifiers that GAS effects model cleanly). +- Add Lust, Recognition, Reputation, Followers, Wanted. +- Move observation-driven embarrassment gain out of BP into the C++ pipeline (use the existing `CanBeSeenFrom` result + per-NPC type weights). +- Add Lust + masturbate action + blackout vision effect. +- Add Recognition with face-cover bypass + Wanted bool. + +**Exit criteria:** observed-while-exposed gains embarrassment from C++; unobserved decays; both rates are inspectable in a debug overlay. + +### Phase 5 — Time + calendar + rent + sleep (3–4 days) + +- `UTimeOfDaySubsystem` replacing the BP-implementable time on `NakedDesireGameMode`. 90-day calendar, week boundary, rent transaction. +- Sleep action on apartment bed: time-skip + energy restore + autosave. +- Endless-mode flag on the save. + +**Exit criteria:** play through 7 in-game days, get charged rent at week boundary, eviction triggers on insufficient funds. + +### Phase 6 — NPC types + recognition pipeline (1–2 weeks) + +- `ENPCType` enum, type-specific BT branches or per-type controller subclasses. +- Walker / Stalker / Paparazzi / Snitch / Harasser / Helper / Police. +- Recognition flow: Paparazzi photo → article → news site → "report" reduces recognition. + +**Exit criteria:** each NPC type observably distinct behavior; recognition rises after paparazzi exposure and can be reduced via news report. + +### Phase 7 — Commission template system (1–2 weeks) + +- Replace `MissionsConfig`'s hand-authored daily list with `UCommissionTemplate` + procedural generation per §13.4. +- Add typed objective steps as new `UMissionGoal` subclasses (`BeFullyNakedNearNPCs`, `WalkNakedDistance`, `MoveDistanceFromClothing`, `BeObservedByNPCType`, `TakePhotoAtLocation`). +- Weekly vs. daily generation pass. + +**Exit criteria:** daily commissions regenerate from templates each in-game day; weekly arc is distinct; failed commissions deduct reputation. + +### Phase 8 — Phone + forum UI (2–3 weeks) + +- Phone as a holdable / pocketable `AItemActor`. +- Apps: Camera + Gallery, Livestream (`StreamSession` tick object), Bank, Feetex, Maps, Health Tracker, Forum. +- Photo system: pick render-to-texture (§17.6) — recommended for in-fiction photo posts. + +**Exit criteria:** end-to-end photo loop — equip phone, capture photo, view in gallery, post to forum, follower count updates. + +### Phase 9 — Path progression + content authoring (2 weeks) + +- Path XP per path, level gating on clothing / missions / attribute upgrades. +- Author the vertical-slice content set from §18.1. + +**Exit criteria:** all three paths have at least 5 unlockable items and 3 path-specific commission templates. + +### Phase 10 — Remaining systems & polish + +- Bag inventory (§6.4). +- Food / cooking (§6.6). +- Gym / beauty salon / adult shop (§10.4). +- Rip and tear (§6.3.4). +- Theft timer (§6.3.3). +- Expose action (§6.3.5). +- Restrictive-clothing flow (§6.3.6, §10.4.1). +- Underwear selling (§15.1). +- Wanted-poster takedown (§10.3). + +--- + +## 4. Working notes + +Use this section for in-flight decisions, blockers, and open questions that emerge during a phase. Move resolved items into the README's §20 "Resolved Design Decisions" or into git history. + +- _empty_ diff --git a/Plugins/KawaiiPhysics/KawaiiPhysics.uplugin b/Plugins/KawaiiPhysics/KawaiiPhysics.uplugin new file mode 100644 index 00000000..e60a63d4 --- /dev/null +++ b/Plugins/KawaiiPhysics/KawaiiPhysics.uplugin @@ -0,0 +1,29 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "1.19.0", + "FriendlyName": "KawaiiPhysics", + "Description": "Simple Bone Physics for UnrealEngine4 & 5", + "Category": "Animation", + "CreatedBy": "pafuhana1213", + "CreatedByURL": "https://twitter.com/pafuhana1213", + "DocsURL": "https://github.com/pafuhana1213/KawaiiPhysics", + "MarketplaceURL": "", + "SupportURL": "https://github.com/pafuhana1213/KawaiiPhysics/issues", + "CanContainContent": false, + "IsBetaVersion": false, + "IsExperimentalVersion": false, + "Installed": false, + "Modules": [ + { + "Name": "KawaiiPhysics", + "Type": "Runtime", + "LoadingPhase": "PostConfigInit" + }, + { + "Name": "KawaiiPhysicsEd", + "Type": "UncookedOnly", + "LoadingPhase": "PreDefault" + } + ] +} \ No newline at end of file diff --git a/Plugins/KawaiiPhysics/Resources/Icon128.png b/Plugins/KawaiiPhysics/Resources/Icon128.png new file mode 100644 index 00000000..a11eed9d Binary files /dev/null and b/Plugins/KawaiiPhysics/Resources/Icon128.png differ diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/AnimNotifies/AnimNotifyState_KawaiiPhysics.cpp b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/AnimNotifies/AnimNotifyState_KawaiiPhysics.cpp new file mode 100644 index 00000000..432d55fc --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/AnimNotifies/AnimNotifyState_KawaiiPhysics.cpp @@ -0,0 +1,81 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + + +#include "AnimNotifyState_KawaiiPhysics.h" +#include "KawaiiPhysicsLibrary.h" +#include "Misc/UObjectToken.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNotifyState_KawaiiPhysics) + +#define LOCTEXT_NAMESPACE "KawaiiPhysics_AnimNotifyState" + +UAnimNotifyState_KawaiiPhysicsAddExternalForce::UAnimNotifyState_KawaiiPhysicsAddExternalForce( + const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +#if WITH_EDITORONLY_DATA + NotifyColor = FColor(255, 170, 0, 255); +#endif // WITH_EDITORONLY_DATA +} + +FString UAnimNotifyState_KawaiiPhysicsAddExternalForce::GetNotifyName_Implementation() const +{ + return FString(TEXT("KP: Add ExternalForce")); +} + +void UAnimNotifyState_KawaiiPhysicsAddExternalForce::NotifyBegin(USkeletalMeshComponent* MeshComp, + UAnimSequenceBase* Animation, + float TotalDuration, + const FAnimNotifyEventReference& EventReference) +{ + UKawaiiPhysicsLibrary::AddExternalForcesToComponent(MeshComp, AdditionalExternalForces, this, + FilterTags, bFilterExactMatch); + Super::NotifyBegin(MeshComp, Animation, TotalDuration, EventReference); +} + +void UAnimNotifyState_KawaiiPhysicsAddExternalForce::NotifyEnd(USkeletalMeshComponent* MeshComp, + UAnimSequenceBase* Animation, + const FAnimNotifyEventReference& EventReference) +{ + UKawaiiPhysicsLibrary::RemoveExternalForcesFromComponent(MeshComp, this, FilterTags, bFilterExactMatch); + + Super::NotifyEnd(MeshComp, Animation, EventReference); +} + +#if WITH_EDITOR +void UAnimNotifyState_KawaiiPhysicsAddExternalForce::ValidateAssociatedAssets() +{ + static const FName NAME_AssetCheck("AssetCheck"); + + if (const UAnimSequenceBase* ContainingAsset = Cast(GetContainingAsset())) + { + for (auto& ForceInstancedStruct : AdditionalExternalForces) + { + if (!ForceInstancedStruct.IsValid()) + { + FMessageLog AssetCheckLog(NAME_AssetCheck); + + const FText MessageLooping = FText::Format( + NSLOCTEXT("AnimNotify", "ExternalForce_ShouldSet", + " AnimNotifyState(KawaiiPhysics_AddExternalForce) doesn't have a valid ExternalForce in {0}"), + FText::AsCultureInvariant(ContainingAsset->GetPathName())); + + AssetCheckLog.Warning() + ->AddToken(FUObjectToken::Create(ContainingAsset)) + ->AddToken(FTextToken::Create(MessageLooping)); + + if (GIsEditor) + { + constexpr bool bForce = true; + AssetCheckLog.Notify(MessageLooping, EMessageSeverity::Warning, bForce); + } + } + + //const auto& ExternalForce = ForceInstancedStruct.Get(); + } + } +} + +#endif + +#undef LOCTEXT_NAMESPACE diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/AnimNotifies/AnimNotifyState_KawaiiPhysics.h b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/AnimNotifies/AnimNotifyState_KawaiiPhysics.h new file mode 100644 index 00000000..7dfc27d6 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/AnimNotifies/AnimNotifyState_KawaiiPhysics.h @@ -0,0 +1,90 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#pragma once + +#include "GameplayTagContainer.h" +#include "Animation/AnimNotifies/AnimNotifyState.h" + +#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 +#include "StructUtils/InstancedStruct.h" +#else +#include "InstancedStruct.h" +#endif + +#include "AnimNotifyState_KawaiiPhysics.generated.h" + +/** + * UAnimNotifyState_KawaiiPhysicsAddExternalForce + * + * This class represents an animation notify state that adds external forces to a skeletal mesh component + * during an animation sequence. It inherits from UAnimNotifyState and provides functionality to add and remove + * external forces at the beginning and end of the animation notify state. + */ +UCLASS(Blueprintable, meta = (DisplayName = "KawaiiPhyiscs: Add ExternalForce")) +class KAWAIIPHYSICS_API UAnimNotifyState_KawaiiPhysicsAddExternalForce : public UAnimNotifyState +{ + GENERATED_BODY() + +public: + /** + * Constructor for UAnimNotifyState_KawaiiPhysicsAddExternalForce. + * + * @param ObjectInitializer - The object initializer for this class. + */ + UAnimNotifyState_KawaiiPhysicsAddExternalForce(const FObjectInitializer& ObjectInitializer); + + /** + * Gets the name of the notify state. + * + * @return The name of the notify state as a string. + */ + virtual FString GetNotifyName_Implementation() const override; + + /** + * Called when the animation notify state begins. + * + * @param MeshComp - The skeletal mesh component. + * @param Animation - The animation sequence. + * @param TotalDuration - The total duration of the notify state. + * @param EventReference - The event reference. + */ + virtual void NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, float TotalDuration, + const FAnimNotifyEventReference& EventReference) override; + + /** + * Called when the animation notify state ends. + * + * @param MeshComp - The skeletal mesh component. + * @param Animation - The animation sequence. + * @param EventReference - The event reference. + */ + virtual void NotifyEnd(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, + const FAnimNotifyEventReference& EventReference) override; + + /** + * Additional external forces to be applied to the skeletal mesh component. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ExternalForce", + meta = (BaseStruct = "/Script/KawaiiPhysics.KawaiiPhysics_ExternalForce", ExcludeBaseStruct)) + TArray AdditionalExternalForces; + + /** + * Tags used to filter which external forces are applied. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ExternalForce") + FGameplayTagContainer FilterTags; + + /** + * Whether to filter tags to exact matches (if False, parent tags will also be included). + * Tagのフィルタリングにて完全一致にするか否か(Falseの場合は親Tagも含めます) + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ExternalForce") + bool bFilterExactMatch; + +#if WITH_EDITOR + /** + * Validates the associated assets in the editor. + */ + virtual void ValidateAssociatedAssets() override; +#endif +}; diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/AnimNotifies/AnimNotify_KawaiiPhysics.cpp b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/AnimNotifies/AnimNotify_KawaiiPhysics.cpp new file mode 100644 index 00000000..fa05d527 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/AnimNotifies/AnimNotify_KawaiiPhysics.cpp @@ -0,0 +1,69 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#include "AnimNotify_KawaiiPhysics.h" +#include "KawaiiPhysicsLibrary.h" +#include "Misc/UObjectToken.h" +#include "Logging/MessageLog.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNotify_KawaiiPhysics) + +#define LOCTEXT_NAMESPACE "KawaiiPhysics_AnimNotify" + +UAnimNotify_KawaiiPhysicsAddExternalForce::UAnimNotify_KawaiiPhysicsAddExternalForce( + const FObjectInitializer& ObjectInitializer) +{ +#if WITH_EDITORONLY_DATA + NotifyColor = FColor(255, 170, 0, 255); +#endif // WITH_EDITORONLY_DATA +} + +FString UAnimNotify_KawaiiPhysicsAddExternalForce::GetNotifyName_Implementation() const +{ + return FString(TEXT("KP: Add ExternalForce")); +} + +void UAnimNotify_KawaiiPhysicsAddExternalForce::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, + const FAnimNotifyEventReference& EventReference) +{ + UKawaiiPhysicsLibrary::AddExternalForcesToComponent(MeshComp, AdditionalExternalForces, this, + FilterTags, bFilterExactMatch, true); + + Super::Notify(MeshComp, Animation, EventReference); +} + +#if WITH_EDITOR +void UAnimNotify_KawaiiPhysicsAddExternalForce::ValidateAssociatedAssets() +{ + static const FName NAME_AssetCheck("AssetCheck"); + + if (const UAnimSequenceBase* ContainingAsset = Cast(GetContainingAsset())) + { + for (auto& ForceInstancedStruct : AdditionalExternalForces) + { + if (!ForceInstancedStruct.IsValid()) + { + FMessageLog AssetCheckLog(NAME_AssetCheck); + + const FText MessageLooping = FText::Format( + NSLOCTEXT("AnimNotify", "ExternalForce_ShouldSet", + " AnimNotify(KawaiiPhysics_AddExternalForce) doesn't have a valid ExternalForce in {0}"), + FText::AsCultureInvariant(ContainingAsset->GetPathName())); + + AssetCheckLog.Warning() + ->AddToken(FUObjectToken::Create(ContainingAsset)) + ->AddToken(FTextToken::Create(MessageLooping)); + + if (GIsEditor) + { + constexpr bool bForce = true; + AssetCheckLog.Notify(MessageLooping, EMessageSeverity::Warning, bForce); + } + } + + //const auto& ExternalForce = ForceInstancedStruct.Get(); + } + } +} +#endif + +#undef LOCTEXT_NAMESPACE diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/AnimNotifies/AnimNotify_KawaiiPhysics.h b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/AnimNotifies/AnimNotify_KawaiiPhysics.h new file mode 100644 index 00000000..13e68497 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/AnimNotifies/AnimNotify_KawaiiPhysics.h @@ -0,0 +1,80 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#pragma once + +#include "GameplayTagContainer.h" +#include "Animation/AnimNotifies/AnimNotify.h" + +#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 +#include "StructUtils/InstancedStruct.h" +#else +#include "InstancedStruct.h" +#endif + +#include "AnimNotify_KawaiiPhysics.generated.h" + +/** + * UAnimNotify_KawaiiPhysicsAddExternalForce + * + * This class represents an animation notify that adds external forces to a skeletal mesh component + * during an animation sequence. It inherits from UAnimNotify and provides functionality to add and remove + * external forces when the notify is triggered. + */ +UCLASS(Blueprintable, meta = (DisplayName = "KawaiiPhyiscs: Add ExternalForce")) +class KAWAIIPHYSICS_API UAnimNotify_KawaiiPhysicsAddExternalForce : public UAnimNotify +{ + GENERATED_BODY() + +public: + /** + * Constructor for UAnimNotify_KawaiiPhysicsAddExternalForce. + * + * @param ObjectInitializer - The object initializer for this class. + */ + UAnimNotify_KawaiiPhysicsAddExternalForce(const FObjectInitializer& ObjectInitializer); + + /** + * Gets the name of the notify. + * + * @return The name of the notify as a string. + */ + virtual FString GetNotifyName_Implementation() const override; + + /** + * Called when the animation notify is triggered. + * + * @param MeshComp - The skeletal mesh component. + * @param Animation - The animation sequence. + * @param EventReference - The event reference. + */ + virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, + const FAnimNotifyEventReference& EventReference) override; + +public: + /** + * Additional external forces to be applied to the skeletal mesh component. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ExternalForce", + meta = (BaseStruct = "/Script/KawaiiPhysics.KawaiiPhysics_ExternalForce", ExcludeBaseStruct)) + TArray AdditionalExternalForces; + + /** + * Tags used to filter which external forces are applied. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ExternalForce") + FGameplayTagContainer FilterTags; + + /** + * Whether to filter tags to exact matches (if False, parent tags will also be included). + * Tagのフィルタリングにて完全一致にするか否か(Falseの場合は親Tagも含めます) + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ExternalForce") + bool bFilterExactMatch; + +#if WITH_EDITOR + /** + * Validates the associated assets in the editor. + */ + virtual void ValidateAssociatedAssets() override; +#endif +}; diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/KawaiiPhysics.Build.cs b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/KawaiiPhysics.Build.cs new file mode 100644 index 00000000..9f6a0951 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/KawaiiPhysics.Build.cs @@ -0,0 +1,41 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +using UnrealBuildTool; + +public class KawaiiPhysics : ModuleRules +{ + public KawaiiPhysics(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange( + new[] + { + "Core", + "AnimGraphRuntime", + "GameplayTags" + } + ); + + // StructUtils plugin has been integrated into the engine starting from 5.5 + if (Target.Version.MajorVersion == 5 && Target.Version.MinorVersion <= 4) + { + PublicDependencyModuleNames.Add("StructUtils"); + } + + PrivateDependencyModuleNames.AddRange( + new[] + { + "CoreUObject", + "Engine", + "Slate", + "SlateCore" + } + ); + + if (Target.bBuildEditor) + { + PublicDependencyModuleNames.Add("UnrealEd"); + } + } +} \ No newline at end of file diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/AnimNode_KawaiiPhysics.cpp b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/AnimNode_KawaiiPhysics.cpp new file mode 100644 index 00000000..f345c145 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/AnimNode_KawaiiPhysics.cpp @@ -0,0 +1,1976 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#include "AnimNode_KawaiiPhysics.h" + +#include "AnimationRuntime.h" +#include "KawaiiPhysicsBoneConstraintsDataAsset.h" +#include "KawaiiPhysicsCustomExternalForce.h" +#include "KawaiiPhysicsExternalForce.h" +#include "KawaiiPhysicsLimitsDataAsset.h" +#include "Animation/AnimInstanceProxy.h" +#include "Curves/CurveFloat.h" +#include "Runtime/Launch/Resources/Version.h" +#include "SceneInterface.h" +#include "PhysicsEngine/PhysicsAsset.h" + +#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 +#include "PhysicsEngine/SkeletalBodySetup.h" +#endif + +#if WITH_EDITOR +#include "UnrealEdGlobals.h" +#include "Editor/UnrealEdEngine.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNode_KawaiiPhysics) + +#if ENABLE_ANIM_DEBUG +TAutoConsoleVariable CVarAnimNodeKawaiiPhysicsEnable( + TEXT("a.AnimNode.KawaiiPhysics.Enable"), true, TEXT("Enable/Disable KawaiiPhysics")); +TAutoConsoleVariable CVarAnimNodeKawaiiPhysicsDebug( + TEXT("a.AnimNode.KawaiiPhysics.Debug"), false, TEXT("Turn on visualization debugging for KawaiiPhysics")); +TAutoConsoleVariable CVarAnimNodeKawaiiPhysicsDebugLengthRate( + TEXT("a.AnimNode.KawaiiPhysics.Debug.LengthRate"), false, + TEXT("Turn on visualization debugging for KawaiiPhysics Bone's LengthRate")); +#endif + +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_InitModifyBones"), STAT_KawaiiPhysics_InitModifyBones, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_Eval"), STAT_KawaiiPhysics_Eval, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_SimulatemodifyBones"), STAT_KawaiiPhysics_SimulatemodifyBones, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_Simulate"), STAT_KawaiiPhysics_Simulate, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_GetWindVelocity"), STAT_KawaiiPhysics_GetWindVelocity, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_WorldCollision"), STAT_KawaiiPhysics_WorldCollision, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_AdjustByCollision"), STAT_KawaiiPhysics_AdjustByCollision, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_AdjustByBoneConstraint"), STAT_KawaiiPhysics_AdjustByBoneConstraint, + STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_UpdateSphericalLimit"), STAT_KawaiiPhysics_UpdateSphericalLimit, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_UpdatePlanerLimit"), STAT_KawaiiPhysics_UpdatePlanerLimit, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_WarmUp"), STAT_KawaiiPhysics_WarmUp, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_UpdatePhysicsSetting"), STAT_KawaiiPhysics_UpdatePhysicsSetting, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_UpdateCapsuleLimit"), STAT_KawaiiPhysics_UpdateCapsuleLimit, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_UpdateBoxLimit"), STAT_KawaiiPhysics_UpdateBoxLimit, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_ConvertSimulationSpaceTransform"), STAT_KawaiiPhysics_ConvertSimulationSpaceTransform, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_ConvertSimulationSpaceVector"), STAT_KawaiiPhysics_ConvertSimulationSpaceVector, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_ConvertSimulationSpaceLocation"), STAT_KawaiiPhysics_ConvertSimulationSpaceLocation, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_ConvertSimulationSpaceRotation"), STAT_KawaiiPhysics_ConvertSimulationSpaceRotation, STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_ConvertSimulationSpace"), STAT_KawaiiPhysics_ConvertSimulationSpace, STATGROUP_Anim); + +FAnimNode_KawaiiPhysics::FAnimNode_KawaiiPhysics() +{ +} + +void FAnimNode_KawaiiPhysics::Initialize_AnyThread(const FAnimationInitializeContext& Context) +{ + FAnimNode_SkeletalControlBase::Initialize_AnyThread(Context); + const FBoneContainer& RequiredBones = Context.AnimInstanceProxy->GetRequiredBones(); + + SphericalLimitsData.Empty(); + CapsuleLimitsData.Empty(); + BoxLimitsData.Empty(); + PlanarLimitsData.Empty(); + + ApplyLimitsDataAsset(RequiredBones); + ApplyPhysicsAsset(RequiredBones); + ApplyBoneConstraintDataAsset(RequiredBones); + + ModifyBones.Empty(); + + // For Avoiding Zero Divide in the first frame + DeltaTimeOld = 1.0f / TargetFramerate; + + for (int i = 0; i < ExternalForces.Num(); ++i) + { + if (ExternalForces[i].IsValid()) + { + auto& Force = ExternalForces[i].GetMutable(); + Force.Initialize(Context); + } + } + +#if WITH_EDITORONLY_DATA + LastEvaluatedTime = FPlatformTime::Seconds(); +#endif +} + +void FAnimNode_KawaiiPhysics::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) +{ + FAnimNode_SkeletalControlBase::CacheBones_AnyThread(Context); +} + +void FAnimNode_KawaiiPhysics::ResetDynamics(ETeleportType InTeleportType) +{ + TeleportType = InTeleportType; + if (bUseWarmUpWhenResetDynamics) + { + bNeedWarmUp = true; + } +} + +void FAnimNode_KawaiiPhysics::UpdateInternal(const FAnimationUpdateContext& Context) +{ + FAnimNode_SkeletalControlBase::UpdateInternal(Context); + + DeltaTime = Context.GetDeltaTime(); +} + +void FAnimNode_KawaiiPhysics::GatherDebugData(FNodeDebugData& DebugData) +{ +#if ENABLE_ANIM_DEBUG + // TODO +#endif + Super::GatherDebugData(DebugData); +} + +#if ENABLE_ANIM_DEBUG +void FAnimNode_KawaiiPhysics::AnimDrawDebug(FComponentSpacePoseContext& Output) +{ + if (const UWorld* World = Output.AnimInstanceProxy->GetSkelMeshComponent()->GetWorld(); !World->IsPreviewWorld()) + { + if (Output.AnimInstanceProxy->GetSkelMeshComponent()->bRecentlyRendered) + { + if (CVarAnimNodeKawaiiPhysicsDebug.GetValueOnAnyThread()) + { + const auto AnimInstanceProxy = Output.AnimInstanceProxy; + + // Modify Bones + for (const auto& ModifyBone : ModifyBones) + { + const FVector LocationWS = + ConvertSimulationSpaceLocation(Output, SimulationSpace, + EKawaiiPhysicsSimulationSpace::WorldSpace, ModifyBone.Location); + + auto Color = ModifyBone.bDummy ? FColor::Red : FColor::Yellow; + AnimInstanceProxy->AnimDrawDebugSphere(LocationWS, ModifyBone.PhysicsSettings.Radius, 8, + Color, false, -1, 0, SDPG_Foreground); + +#if ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 3 + // print bone length rate + // In 5.4, there is an engine issue that AnimDrawDebugInWorldMessage does not respect SkeletalMeshComponent's world coordinates. + if (CVarAnimNodeKawaiiPhysicsDebugLengthRate.GetValueOnAnyThread()) + { + AnimInstanceProxy->AnimDrawDebugInWorldMessage( + FString::Printf(TEXT("%.2f"), ModifyBone.LengthRateFromRoot), + ModifyBone.Location, FColor::White, 1.0f); + } +#endif + } + // Sphere limit + for (const auto& SphericalLimit : SphericalLimits) + { + const FVector LocationWS = + ConvertSimulationSpaceLocation(Output, SimulationSpace, + EKawaiiPhysicsSimulationSpace::WorldSpace, SphericalLimit.Location); + + AnimInstanceProxy->AnimDrawDebugSphere(LocationWS, SphericalLimit.Radius, 8, FColor::Orange, + false, -1, 0, SDPG_Foreground); + } + for (const auto& SphericalLimit : SphericalLimitsData) + { + const FVector LocationWS = + ConvertSimulationSpaceLocation(Output, SimulationSpace, + EKawaiiPhysicsSimulationSpace::WorldSpace, SphericalLimit.Location); + AnimInstanceProxy->AnimDrawDebugSphere(LocationWS, SphericalLimit.Radius, 8, FColor::Blue, + false, -1, 0, SDPG_Foreground); + } + + // Box limit + for (const auto& BoxLimit : BoxLimits) + { + const FVector LocationWS = + ConvertSimulationSpaceLocation(Output, SimulationSpace, + EKawaiiPhysicsSimulationSpace::WorldSpace, BoxLimit.Location); + + // TODO + } + for (const auto& BoxLimit : BoxLimitsData) + { + const FVector LocationWS = + ConvertSimulationSpaceLocation(Output, SimulationSpace, + EKawaiiPhysicsSimulationSpace::WorldSpace, BoxLimit.Location); + + // TODO + } + +#if ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 4 + // Capsule limit + for (const auto& CapsuleLimit : CapsuleLimits) + { + FTransform TransformWS = + ConvertSimulationSpaceTransform(Output, SimulationSpace, EKawaiiPhysicsSimulationSpace::WorldSpace, + FTransform(CapsuleLimit.Rotation, CapsuleLimit.Location)); + + AnimInstanceProxy->AnimDrawDebugCapsule(TransformWS.GetTranslation(), CapsuleLimit.Length * 0.5f, + CapsuleLimit.Radius, TransformWS.GetRotation().Rotator(), + FColor::Orange); + } + for (const auto& CapsuleLimit : CapsuleLimitsData) + { + FTransform TransformWS = + ConvertSimulationSpaceTransform(Output, SimulationSpace, EKawaiiPhysicsSimulationSpace::WorldSpace, + FTransform(CapsuleLimit.Rotation, CapsuleLimit.Location)); + + AnimInstanceProxy->AnimDrawDebugCapsule(TransformWS.GetTranslation(), CapsuleLimit.Length * 0.5f, + CapsuleLimit.Radius, TransformWS.GetRotation().Rotator(), + FColor::Blue); + } +#endif + } + } + } +} + +#endif + +void FAnimNode_KawaiiPhysics::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, + TArray& OutBoneTransforms) +{ + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_Eval); + + check(OutBoneTransforms.Num() == 0); + + const FBoneContainer& BoneContainer = Output.Pose.GetPose().GetBoneContainer(); + FTransform ComponentTransform = Output.AnimInstanceProxy->GetComponentTransform(); + + if (TeleportType == ETeleportType::ResetPhysics) + { + ModifyBones.Empty(ModifyBones.Num()); + TeleportType = ETeleportType::None; + bInitPhysicsSettings = false; + } + + if (SimulationSpace != LastSimulationSpace) + { + ConvertSimulationSpace(Output, LastSimulationSpace, SimulationSpace); + } + LastSimulationSpace = SimulationSpace; + +#if WITH_EDITOR + // sync editing on other Nodes + ApplyLimitsDataAsset(BoneContainer); + ApplyPhysicsAsset(BoneContainer); + ApplyBoneConstraintDataAsset(BoneContainer); + + + if (GUnrealEd && !GUnrealEd->IsPlayingSessionInEditor()) + { + // for live editing ( sync before compile ) + InitializeBoneReferences(BoneContainer); + } + +#endif + + if (!RootBone.IsValidToEvaluate(BoneContainer)) + { + return; + } + for (auto& AdditionalRootBone : AdditionalRootBones) + { + if (!AdditionalRootBone.RootBone.IsValidToEvaluate(BoneContainer)) + { + return; + } + } + + if (SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + if (SimulationBaseBone.IsValidToEvaluate(BoneContainer)) + { + BaseBoneSpace2ComponentSpace = + Output.Pose.GetComponentSpaceTransform(SimulationBaseBone.GetCompactPoseIndex(BoneContainer)); + } + } + + if (ModifyBones.Num() == 0) + { + InitModifyBones(Output, BoneContainer); + InitBoneConstraints(); + PreSkelCompTransform = ComponentTransform; + } + + // Update each parameters and collision + if (!bInitPhysicsSettings || bUpdatePhysicsSettingsInGame) + { + UpdatePhysicsSettingsOfModifyBones(); + +#if WITH_EDITORONLY_DATA + if (!bEditing) +#endif + { + bInitPhysicsSettings = true; + } + } + UpdateSphericalLimits(SphericalLimits, Output, BoneContainer, ComponentTransform); + UpdateSphericalLimits(SphericalLimitsData, Output, BoneContainer, ComponentTransform); + UpdateCapsuleLimits(CapsuleLimits, Output, BoneContainer, ComponentTransform); + UpdateCapsuleLimits(CapsuleLimitsData, Output, BoneContainer, ComponentTransform); + UpdateBoxLimits(BoxLimits, Output, BoneContainer, ComponentTransform); + UpdateBoxLimits(BoxLimitsData, Output, BoneContainer, ComponentTransform); + UpdatePlanerLimits(PlanarLimits, Output, BoneContainer, ComponentTransform); + UpdatePlanerLimits(PlanarLimitsData, Output, BoneContainer, ComponentTransform); + + // Update Bone Pose Transform + UpdateModifyBonesPoseTransform(Output, BoneContainer); + + // Update SkeletalMeshComponent movement in World Space + UpdateSkelCompMove(Output, ComponentTransform); + + // Simulate Physics and Apply + if (bNeedWarmUp && WarmUpFrames > 0) + { + WarmUp(Output, BoneContainer, ComponentTransform); + bNeedWarmUp = false; + } + + // SkipSimulate if Teleport in WorldSpace + if (SimulationSpace == EKawaiiPhysicsSimulationSpace::WorldSpace && + TeleportType == ETeleportType::TeleportPhysics) + { + for (FKawaiiPhysicsModifyBone& Bone : ModifyBones) + { + FVector PrevLocationCS = PreSkelCompTransform.InverseTransformPosition(Bone.PrevLocation); + Bone.Location = ConvertSimulationSpaceLocation(Output, EKawaiiPhysicsSimulationSpace::ComponentSpace, + SimulationSpace, PrevLocationCS); + Bone.PrevLocation = Bone.Location; + } + } + else + { + SimulateModifyBones(Output, ComponentTransform); + } + + ApplySimulateResult(Output, BoneContainer, OutBoneTransforms); + + TeleportType = ETeleportType::None; + PreSkelCompTransform = ComponentTransform; + +#if ENABLE_ANIM_DEBUG + + AnimDrawDebug(Output); + +#endif + +#if WITH_EDITORONLY_DATA + LastEvaluatedTime = FPlatformTime::Seconds(); +#endif +} + +bool FAnimNode_KawaiiPhysics::IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) +{ +#if ENABLE_ANIM_DEBUG + if (!CVarAnimNodeKawaiiPhysicsEnable.GetValueOnAnyThread()) + { + return false; + } +#endif + + if (!RootBone.BoneName.IsValid()) + { + return false; + } + + for (auto& AdditionalRootBone : AdditionalRootBones) + { + if (!AdditionalRootBone.RootBone.BoneName.IsValid()) + { + return false; + } + } + + return true; +} + +bool FAnimNode_KawaiiPhysics::HasPreUpdate() const +{ +#if WITH_EDITOR + return true; +#else + return false; +#endif +} + +void FAnimNode_KawaiiPhysics::PreUpdate(const UAnimInstance* InAnimInstance) +{ +#if WITH_EDITOR + if (const UWorld* World = InAnimInstance->GetWorld()) + { + if (World->WorldType == EWorldType::Editor || + World->WorldType == EWorldType::EditorPreview) + { + bEditing = true; + } + } +#endif +} + +const FVector& FAnimNode_KawaiiPhysics::GetSkelCompMoveVector() const +{ + return this->SkelCompMoveVector; +} + +const FQuat& FAnimNode_KawaiiPhysics::GetSkelCompMoveRotation() const +{ + return this->SkelCompMoveRotation; +} + +float FAnimNode_KawaiiPhysics::GetDeltaTimeOld() const +{ + return this->DeltaTimeOld; +} + +FVector FAnimNode_KawaiiPhysics::GetBoneForwardVector(const FQuat& Rotation) const +{ + switch (BoneForwardAxis) + { + default: + case EBoneForwardAxis::X_Positive: + return Rotation.GetAxisX(); + case EBoneForwardAxis::X_Negative: + return -Rotation.GetAxisX(); + case EBoneForwardAxis::Y_Positive: + return Rotation.GetAxisY(); + case EBoneForwardAxis::Y_Negative: + return -Rotation.GetAxisY(); + case EBoneForwardAxis::Z_Positive: + return Rotation.GetAxisZ(); + case EBoneForwardAxis::Z_Negative: + return -Rotation.GetAxisZ(); + } +} + +void FAnimNode_KawaiiPhysics::InitializeBoneReferences(const FBoneContainer& RequiredBones) +{ + auto Initialize = [&RequiredBones](auto& Targets) + { + for (auto& Target : Targets) + { + Target.DrivingBone.Initialize(RequiredBones); + } + return true; + }; + + RootBone.Initialize(RequiredBones); + for (auto& AdditionalRootBone : AdditionalRootBones) + { + AdditionalRootBone.RootBone.Initialize(RequiredBones); + } + for (auto& Bone : ModifyBones) + { + Bone.BoneRef.Initialize(RequiredBones); + } + + SimulationBaseBone.Initialize(RequiredBones); + + Initialize(SphericalLimits); + Initialize(CapsuleLimits); + Initialize(BoxLimits); + Initialize(PlanarLimits); + + for (auto& BoneConstraint : BoneConstraints) + { + BoneConstraint.InitializeBone(RequiredBones); + } +} + +void FAnimNode_KawaiiPhysics::InitModifyBones(FComponentSpacePoseContext& Output, const FBoneContainer& BoneContainer) +{ + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_InitModifyBones); + + const USkeleton* Skeleton = BoneContainer.GetSkeletonAsset(); + auto& RefSkeleton = Skeleton->GetReferenceSkeleton(); + + auto InitRootBone = [&](const FName& RootBoneName, const TArray& InExcludeBones) + { + TArray Bones; + AddModifyBone(Bones, Output, BoneContainer, RefSkeleton, RefSkeleton.FindBoneIndex(RootBoneName), + InExcludeBones); + if (Bones.Num() > 0) + { + float TotalBoneLength = 0.0f; + CalcBoneLength(Bones[0], Bones, BoneContainer.GetRefPoseArray(), TotalBoneLength); + + for (auto& Bone : Bones) + { + if (Bone.LengthFromRoot > 0.0f) + { + Bone.LengthRateFromRoot = Bone.LengthFromRoot / TotalBoneLength; + } + + Bone.Index += ModifyBones.Num(); + if (Bone.ParentIndex >= 0) + { + Bone.ParentIndex += ModifyBones.Num(); + } + for (auto& ChildIndex : Bone.ChildIndices) + { + ChildIndex += ModifyBones.Num(); + } + } + ModifyBones.Append(Bones); + } + }; + + ModifyBones.Empty(); + InitRootBone(RootBone.BoneName, ExcludeBones); + for (auto& AdditionalRootBone : AdditionalRootBones) + { + InitRootBone(AdditionalRootBone.RootBone.BoneName, + AdditionalRootBone.bUseOverrideExcludeBones + ? AdditionalRootBone.OverrideExcludeBones + : ExcludeBones); + } +} + +void FAnimNode_KawaiiPhysics::ApplyLimitsDataAsset(const FBoneContainer& RequiredBones) +{ + auto Initialize = [&RequiredBones](auto& Targets) + { + for (auto& Target : Targets) + { + Target.DrivingBone.Initialize(RequiredBones); + } + }; + auto RemoveAllSourceDataAssets = [](auto& Targets) + { + Targets.RemoveAll([](const FCollisionLimitBase& Limit) + { + return Limit.SourceType == ECollisionSourceType::DataAsset; + }); + }; + + RemoveAllSourceDataAssets(SphericalLimitsData); + RemoveAllSourceDataAssets(CapsuleLimitsData); + RemoveAllSourceDataAssets(BoxLimitsData); + RemoveAllSourceDataAssets(PlanarLimitsData); + + if (LimitsDataAsset) + { + SphericalLimitsData.Append(LimitsDataAsset->SphericalLimits); + CapsuleLimitsData.Append(LimitsDataAsset->CapsuleLimits); + BoxLimitsData.Append(LimitsDataAsset->BoxLimits); + PlanarLimitsData.Append(LimitsDataAsset->PlanarLimits); + + Initialize(SphericalLimitsData); + Initialize(CapsuleLimitsData); + Initialize(BoxLimitsData); + Initialize(PlanarLimitsData); + } +} + +void FAnimNode_KawaiiPhysics::ApplyPhysicsAsset(const FBoneContainer& RequiredBones) +{ + auto Initialize = [&RequiredBones](auto& Targets) + { + for (auto& Target : Targets) + { + Target.DrivingBone.Initialize(RequiredBones); + } + }; + auto RemoveAllSourcePhysicsAssets = [](auto& Targets) + { + Targets.RemoveAll([](const FCollisionLimitBase& Limit) + { + return Limit.SourceType == ECollisionSourceType::PhysicsAsset; + }); + }; + + RemoveAllSourcePhysicsAssets(SphericalLimitsData); + RemoveAllSourcePhysicsAssets(CapsuleLimitsData); + RemoveAllSourcePhysicsAssets(BoxLimitsData); + + if (PhysicsAssetForLimits) + { + for (const auto& BodySetup : PhysicsAssetForLimits->SkeletalBodySetups) + { + FBoneReference DrivingBone = BodySetup->BoneName; + DrivingBone.Initialize(RequiredBones); + if (!DrivingBone.IsValidToEvaluate(RequiredBones)) + { + continue; + } + + const FKAggregateGeom& AggGeom = BodySetup->AggGeom; + for (const auto& SphereElem : AggGeom.SphereElems) + { + FSphericalLimit NewLimit; + NewLimit.DrivingBone = DrivingBone; + NewLimit.OffsetLocation = SphereElem.Center; + NewLimit.Radius = SphereElem.Radius; + NewLimit.SourceType = ECollisionSourceType::PhysicsAsset; + SphericalLimitsData.Add(NewLimit); + } + for (const auto& CapsuleElem : AggGeom.SphylElems) + { + FCapsuleLimit NewLimit; + NewLimit.DrivingBone = DrivingBone; + NewLimit.OffsetLocation = CapsuleElem.Center; + NewLimit.OffsetRotation = CapsuleElem.Rotation; + NewLimit.Length = CapsuleElem.Length; + NewLimit.Radius = CapsuleElem.Radius; + NewLimit.SourceType = ECollisionSourceType::PhysicsAsset; + CapsuleLimitsData.Add(NewLimit); + } + for (const auto& BoxElem : AggGeom.BoxElems) + { + FBoxLimit NewLimit; + NewLimit.DrivingBone = DrivingBone; + NewLimit.OffsetLocation = BoxElem.Center; + NewLimit.OffsetRotation = BoxElem.Rotation; + NewLimit.Extent = FVector(BoxElem.X, BoxElem.Y, BoxElem.Z) / 2.0f; + NewLimit.SourceType = ECollisionSourceType::PhysicsAsset; + BoxLimitsData.Add(NewLimit); + } + } + + Initialize(SphericalLimitsData); + Initialize(CapsuleLimitsData); + Initialize(BoxLimitsData); + } +} + +void FAnimNode_KawaiiPhysics::ApplyBoneConstraintDataAsset(const FBoneContainer& RequiredBones) +{ + BoneConstraintsData.Empty(); + if (BoneConstraintsDataAsset) + { + BoneConstraintsData = BoneConstraintsDataAsset->GenerateBoneConstraints(); + for (auto& BoneConstraint : BoneConstraintsData) + { + BoneConstraint.InitializeBone(RequiredBones); + } + } +} + +int32 FAnimNode_KawaiiPhysics::AddModifyBone(TArray& InModifyBones, + FComponentSpacePoseContext& Output, const FBoneContainer& BoneContainer, + const FReferenceSkeleton& RefSkeleton, int32 BoneIndex, + const TArray& InExcludeBones) +{ + if (BoneIndex < 0 || RefSkeleton.GetNum() < BoneIndex) + { + return INDEX_NONE; + } + + FBoneReference BoneRef; + BoneRef.BoneName = RefSkeleton.GetBoneName(BoneIndex); + + if (InExcludeBones.Num() > 0 && InExcludeBones.Find(BoneRef) >= 0) + { + return INDEX_NONE; + } + + FKawaiiPhysicsModifyBone NewModifyBone; + NewModifyBone.BoneRef = BoneRef; + NewModifyBone.BoneRef.Initialize(BoneContainer); + if (NewModifyBone.BoneRef.CachedCompactPoseIndex == INDEX_NONE) + { + return INDEX_NONE; + } + + FTransform RefBonePoseTransform = + GetBoneTransformInSimSpace(Output, NewModifyBone.BoneRef.CachedCompactPoseIndex); + + NewModifyBone.Location = RefBonePoseTransform.GetLocation(); + NewModifyBone.PrevLocation = NewModifyBone.Location; + NewModifyBone.PoseLocation = NewModifyBone.Location; + NewModifyBone.PrevRotation = RefBonePoseTransform.GetRotation(); + NewModifyBone.PoseRotation = NewModifyBone.PrevRotation; + NewModifyBone.PoseScale = RefBonePoseTransform.GetScale3D(); + + int32 ModifyBoneIndex = InModifyBones.Add(NewModifyBone); + InModifyBones[ModifyBoneIndex].Index = ModifyBoneIndex; + + TArray ChildBoneIndices; + CollectChildBones(RefSkeleton, BoneIndex, ChildBoneIndices); + bool AddedChildBone = false; + if (ChildBoneIndices.Num() > 0) + { + //for some mesh where tip bone is empty (without any skinning weight in the mesh), ChildBoneIndices > 0 but no actual child bones are created + for (auto ChildBoneIndex : ChildBoneIndices) + { + int32 ChildModifyBoneIndex = AddModifyBone(InModifyBones, Output, BoneContainer, RefSkeleton, + ChildBoneIndex, + InExcludeBones); + if (ChildModifyBoneIndex >= 0) + { + InModifyBones[ModifyBoneIndex].ChildIndices.Add(ChildModifyBoneIndex); + InModifyBones[ChildModifyBoneIndex].ParentIndex = ModifyBoneIndex; + AddedChildBone = true; + } + } + } + + if (!AddedChildBone && DummyBoneLength > 0.0f) + { + // Add dummy modify bone + FKawaiiPhysicsModifyBone DummyModifyBone; + DummyModifyBone.bDummy = true; + DummyModifyBone.Location = NewModifyBone.Location + GetBoneForwardVector(NewModifyBone.PrevRotation) * + DummyBoneLength; + DummyModifyBone.PrevLocation = DummyModifyBone.Location; + DummyModifyBone.PoseLocation = DummyModifyBone.Location; + DummyModifyBone.PrevRotation = NewModifyBone.PrevRotation; + DummyModifyBone.PoseRotation = DummyModifyBone.PrevRotation; + DummyModifyBone.PoseScale = RefBonePoseTransform.GetScale3D(); + + int32 DummyBoneIndex = InModifyBones.Add(DummyModifyBone); + InModifyBones[ModifyBoneIndex].ChildIndices.Add(DummyBoneIndex); + InModifyBones[DummyBoneIndex].Index = DummyBoneIndex; + InModifyBones[DummyBoneIndex].ParentIndex = ModifyBoneIndex; + } + + + return ModifyBoneIndex; +} + +int32 FAnimNode_KawaiiPhysics::CollectChildBones(const FReferenceSkeleton& RefSkeleton, const int32 ParentBoneIndex, + TArray& Children) const +{ + Children.Reset(); + + const int32 NumBones = RefSkeleton.GetNum(); + for (int32 ChildIndex = ParentBoneIndex + 1; ChildIndex < NumBones; ChildIndex++) + { + if (ParentBoneIndex == RefSkeleton.GetParentIndex(ChildIndex)) + { + Children.Add(ChildIndex); + } + } + + return Children.Num(); +} + +void FAnimNode_KawaiiPhysics::CalcBoneLength(FKawaiiPhysicsModifyBone& Bone, + TArray& InModifyBones, + const TArray& RefBonePose, + float& TotalBoneLength) +{ + if (Bone.ParentIndex < 0) + { + Bone.LengthFromRoot = 0.0f; + } + else + { + if (!Bone.bDummy) + { + Bone.LengthFromRoot = InModifyBones[Bone.ParentIndex].LengthFromRoot + + RefBonePose[Bone.BoneRef.BoneIndex].GetLocation().Size(); + } + else + { + Bone.LengthFromRoot = InModifyBones[Bone.ParentIndex].LengthFromRoot + DummyBoneLength; + } + + TotalBoneLength = FMath::Max(TotalBoneLength, Bone.LengthFromRoot); + } + + for (const int32 ChildIndex : Bone.ChildIndices) + { + CalcBoneLength(InModifyBones[ChildIndex], InModifyBones, RefBonePose, TotalBoneLength); + } +} + + +void FAnimNode_KawaiiPhysics::UpdatePhysicsSettingsOfModifyBones() +{ + for (FKawaiiPhysicsModifyBone& Bone : ModifyBones) + { + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_UpdatePhysicsSetting); + + const float LengthRate = Bone.LengthRateFromRoot; + + // Damping + Bone.PhysicsSettings.Damping = PhysicsSettings.Damping; + if (!DampingCurveData.GetRichCurve()->IsEmpty()) + { + Bone.PhysicsSettings.Damping *= DampingCurveData.GetRichCurve()->Eval(LengthRate); + } + Bone.PhysicsSettings.Damping = FMath::Clamp(Bone.PhysicsSettings.Damping, 0.0f, 1.0f); + + // WorldLocationDamping + Bone.PhysicsSettings.WorldDampingLocation = PhysicsSettings.WorldDampingLocation; + if (!WorldDampingLocationCurveData.GetRichCurve()->IsEmpty()) + { + Bone.PhysicsSettings.WorldDampingLocation *= WorldDampingLocationCurveData.GetRichCurve()->Eval(LengthRate); + } + Bone.PhysicsSettings.WorldDampingLocation = FMath::Clamp(Bone.PhysicsSettings.WorldDampingLocation, 0.0f, + 1.0f); + + // WorldRotationDamping + Bone.PhysicsSettings.WorldDampingRotation = PhysicsSettings.WorldDampingRotation; + if (!WorldDampingRotationCurveData.GetRichCurve()->IsEmpty()) + { + Bone.PhysicsSettings.WorldDampingRotation *= WorldDampingRotationCurveData.GetRichCurve()->Eval(LengthRate); + } + Bone.PhysicsSettings.WorldDampingRotation = FMath::Clamp(Bone.PhysicsSettings.WorldDampingRotation, 0.0f, + 1.0f); + + // Stiffness + Bone.PhysicsSettings.Stiffness = PhysicsSettings.Stiffness; + if (!StiffnessCurveData.GetRichCurve()->IsEmpty()) + { + Bone.PhysicsSettings.Stiffness *= StiffnessCurveData.GetRichCurve()->Eval(LengthRate); + } + Bone.PhysicsSettings.Stiffness = FMath::Clamp(Bone.PhysicsSettings.Stiffness, 0.0f, 1.0f); + + // Radius + Bone.PhysicsSettings.Radius = PhysicsSettings.Radius; + if (!RadiusCurveData.GetRichCurve()->IsEmpty()) + { + Bone.PhysicsSettings.Radius *= RadiusCurveData.GetRichCurve()->Eval(LengthRate); + } + Bone.PhysicsSettings.Radius = FMath::Max(Bone.PhysicsSettings.Radius, 0.0f); + + // LimitAngle + Bone.PhysicsSettings.LimitAngle = PhysicsSettings.LimitAngle; + if (!LimitAngleCurveData.GetRichCurve()->IsEmpty()) + { + Bone.PhysicsSettings.LimitAngle *= LimitAngleCurveData.GetRichCurve()->Eval(LengthRate); + } + Bone.PhysicsSettings.LimitAngle = FMath::Max(Bone.PhysicsSettings.LimitAngle, 0.0f); + } +} + + +void FAnimNode_KawaiiPhysics::UpdateSphericalLimits(TArray& Limits, FComponentSpacePoseContext& Output, + const FBoneContainer& BoneContainer, + const FTransform& ComponentTransform) const +{ + for (auto& Sphere : Limits) + { + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_UpdateSphericalLimit); + + if (Sphere.DrivingBone.IsValidToEvaluate(BoneContainer)) + { + const FCompactPoseBoneIndex CompactPoseIndex = Sphere.DrivingBone.GetCompactPoseIndex(BoneContainer); + FTransform BoneTransform = Output.Pose.GetComponentSpaceTransform(CompactPoseIndex); + + FAnimationRuntime::ConvertCSTransformToBoneSpace(ComponentTransform, Output.Pose, BoneTransform, + CompactPoseIndex, BCS_BoneSpace); + BoneTransform.SetRotation(Sphere.OffsetRotation.Quaternion() * BoneTransform.GetRotation()); + BoneTransform.AddToTranslation(Sphere.OffsetLocation); + + FAnimationRuntime::ConvertBoneSpaceTransformToCS(ComponentTransform, Output.Pose, BoneTransform, + CompactPoseIndex, BCS_BoneSpace); + + BoneTransform = + ConvertSimulationSpaceTransform(Output, EKawaiiPhysicsSimulationSpace::ComponentSpace, SimulationSpace, + BoneTransform); + Sphere.Location = BoneTransform.GetLocation(); + Sphere.Rotation = BoneTransform.GetRotation(); + + Sphere.bEnable = true; + } + else + { + Sphere.bEnable = false; + } + } +} + +void FAnimNode_KawaiiPhysics::UpdateCapsuleLimits(TArray& Limits, FComponentSpacePoseContext& Output, + const FBoneContainer& BoneContainer, + const FTransform& ComponentTransform) const +{ + for (auto& Capsule : Limits) + { + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_UpdateCapsuleLimit); + + if (Capsule.DrivingBone.IsValidToEvaluate(BoneContainer)) + { + const FCompactPoseBoneIndex CompactPoseIndex = Capsule.DrivingBone.GetCompactPoseIndex(BoneContainer); + FTransform BoneTransform = Output.Pose.GetComponentSpaceTransform(CompactPoseIndex); + + FAnimationRuntime::ConvertCSTransformToBoneSpace(ComponentTransform, Output.Pose, BoneTransform, + CompactPoseIndex, BCS_BoneSpace); + BoneTransform.SetRotation(Capsule.OffsetRotation.Quaternion() * BoneTransform.GetRotation()); + BoneTransform.AddToTranslation(Capsule.OffsetLocation); + + FAnimationRuntime::ConvertBoneSpaceTransformToCS(ComponentTransform, Output.Pose, BoneTransform, + CompactPoseIndex, BCS_BoneSpace); + + BoneTransform = + ConvertSimulationSpaceTransform(Output, EKawaiiPhysicsSimulationSpace::ComponentSpace, SimulationSpace, + BoneTransform); + Capsule.Location = BoneTransform.GetLocation(); + Capsule.Rotation = BoneTransform.GetRotation(); + + Capsule.bEnable = true; + } + else + { + Capsule.bEnable = false; + } + } +} + +void FAnimNode_KawaiiPhysics::UpdateBoxLimits(TArray& Limits, FComponentSpacePoseContext& Output, + const FBoneContainer& BoneContainer, + const FTransform& ComponentTransform) const +{ + for (auto& Box : Limits) + { + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_UpdateBoxLimit); + + if (Box.DrivingBone.IsValidToEvaluate(BoneContainer)) + { + const FCompactPoseBoneIndex CompactPoseIndex = Box.DrivingBone.GetCompactPoseIndex(BoneContainer); + FTransform BoneTransform = Output.Pose.GetComponentSpaceTransform(CompactPoseIndex); + + FAnimationRuntime::ConvertCSTransformToBoneSpace(ComponentTransform, Output.Pose, BoneTransform, + CompactPoseIndex, BCS_BoneSpace); + BoneTransform.SetRotation(Box.OffsetRotation.Quaternion() * BoneTransform.GetRotation()); + BoneTransform.AddToTranslation(Box.OffsetLocation); + + FAnimationRuntime::ConvertBoneSpaceTransformToCS(ComponentTransform, Output.Pose, BoneTransform, + CompactPoseIndex, BCS_BoneSpace); + + BoneTransform = + //GetSimSpaceTransformFromComponentSpace(SimulationSpace, Output, BoneTransform); + ConvertSimulationSpaceTransform(Output, EKawaiiPhysicsSimulationSpace::ComponentSpace, SimulationSpace, + BoneTransform); + Box.Location = BoneTransform.GetLocation(); + Box.Rotation = BoneTransform.GetRotation(); + + Box.bEnable = true; + } + else + { + Box.bEnable = false; + } + } +} + +void FAnimNode_KawaiiPhysics::UpdatePlanerLimits(TArray& Limits, FComponentSpacePoseContext& Output, + const FBoneContainer& BoneContainer, + const FTransform& ComponentTransform) const +{ + for (auto& Planar : Limits) + { + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_UpdatePlanerLimit); + + if (Planar.DrivingBone.IsValidToEvaluate(BoneContainer)) + { + const FCompactPoseBoneIndex CompactPoseIndex = Planar.DrivingBone.GetCompactPoseIndex(BoneContainer); + FTransform BoneTransform = Output.Pose.GetComponentSpaceTransform(CompactPoseIndex); + + FAnimationRuntime::ConvertCSTransformToBoneSpace(ComponentTransform, Output.Pose, BoneTransform, + CompactPoseIndex, BCS_BoneSpace); + BoneTransform.SetRotation(Planar.OffsetRotation.Quaternion() * BoneTransform.GetRotation()); + BoneTransform.AddToTranslation(Planar.OffsetLocation); + + FAnimationRuntime::ConvertBoneSpaceTransformToCS(ComponentTransform, Output.Pose, BoneTransform, + CompactPoseIndex, BCS_BoneSpace); + + BoneTransform = ConvertSimulationSpaceTransform(Output, EKawaiiPhysicsSimulationSpace::ComponentSpace, + SimulationSpace, BoneTransform); + Planar.Location = BoneTransform.GetLocation(); + Planar.Rotation = BoneTransform.GetRotation(); + Planar.Rotation.Normalize(); + Planar.Plane = FPlane(Planar.Location, Planar.Rotation.GetUpVector()); + + Planar.bEnable = true; + } + else + { + // Maybe the DrivingBone is set to empty for the floor + FTransform OffsetTransform(Planar.OffsetRotation, Planar.OffsetLocation); + OffsetTransform = ConvertSimulationSpaceTransform(Output, EKawaiiPhysicsSimulationSpace::ComponentSpace, + SimulationSpace, OffsetTransform); + + Planar.Location = OffsetTransform.GetLocation(); + Planar.Rotation = OffsetTransform.GetRotation(); + Planar.Rotation.Normalize(); + Planar.Plane = FPlane(Planar.Location, Planar.Rotation.GetUpVector()); + } + } +} + +void FAnimNode_KawaiiPhysics::UpdateModifyBonesPoseTransform(FComponentSpacePoseContext& Output, + const FBoneContainer& BoneContainer) +{ + for (auto& Bone : ModifyBones) + { + if (Bone.bDummy) + { + auto ParentBone = ModifyBones[Bone.ParentIndex]; + Bone.PoseLocation = ParentBone.PoseLocation + + GetBoneForwardVector(ParentBone.PoseRotation) * DummyBoneLength; + Bone.PoseRotation = ParentBone.PoseRotation; + Bone.PoseScale = ParentBone.PoseScale; + } + else + { + const auto CompactPoseIndex = Bone.BoneRef.GetCompactPoseIndex(BoneContainer); + if (CompactPoseIndex < 0) + { + // Reset bone location and rotation may cause trouble when switching between skeleton LODs #44 + if (ResetBoneTransformWhenBoneNotFound) + { + Bone.PoseLocation = FVector::ZeroVector; + Bone.PoseRotation = FQuat::Identity; + Bone.PoseScale = FVector::OneVector; + } + return; + } + + const auto BoneTransform = GetBoneTransformInSimSpace(Output, CompactPoseIndex); + Bone.PoseLocation = BoneTransform.GetLocation(); + Bone.PoseRotation = BoneTransform.GetRotation(); + Bone.PoseScale = BoneTransform.GetScale3D(); + } + } +} + +void FAnimNode_KawaiiPhysics::UpdateSkelCompMove(FComponentSpacePoseContext& Output, + const FTransform& ComponentTransform) +{ + SkelCompMoveVector = ComponentTransform.InverseTransformPosition(PreSkelCompTransform.GetLocation()); + SkelCompMoveVector *= SkelCompMoveScale; + SkelCompMoveRotation = ComponentTransform.InverseTransformRotation(PreSkelCompTransform.GetRotation()); + + if (TeleportDistanceThreshold > 0 && + SkelCompMoveVector.SizeSquared() > TeleportDistanceThreshold * TeleportDistanceThreshold) + { + TeleportType = ETeleportType::TeleportPhysics; + } + + if (TeleportRotationThreshold > 0 && + FMath::RadiansToDegrees(SkelCompMoveRotation.GetAngle()) > TeleportRotationThreshold) + { + TeleportType = ETeleportType::TeleportPhysics; + } +} + +void FAnimNode_KawaiiPhysics::SimulateModifyBones(FComponentSpacePoseContext& Output, + const FTransform& ComponentTransform) +{ + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_SimulatemodifyBones); + + if (DeltaTime <= 0.0f) + { + return; + } + + const USkeletalMeshComponent* SkelComp = Output.AnimInstanceProxy->GetSkelMeshComponent(); + + // Save Prev/Pose Info , Check SkipSimulate + for (FKawaiiPhysicsModifyBone& Bone : ModifyBones) + { + if (Bone.BoneRef.BoneIndex < 0 && !Bone.bDummy) + { + Bone.bSkipSimulate = true; + continue; + } + + if (Bone.ParentIndex < 0) + { + Bone.bSkipSimulate = true; + Bone.PrevLocation = Bone.Location; + Bone.Location = Bone.PoseLocation; + continue; + } + + Bone.bSkipSimulate = false; + } + + // External Force : PreApply + GravityInSimSpace = ConvertSimulationSpaceVector(Output, EKawaiiPhysicsSimulationSpace::ComponentSpace, + SimulationSpace, Gravity); + + // NOTE: if use foreach, you may get issue ( Array has changed during ranged-for iteration ) + for (int i = 0; i < CustomExternalForces.Num(); ++i) + { + if (CustomExternalForces[i]) + { + CustomExternalForces[i]->PreApply(*this, SkelComp); + } + } + for (int i = 0; i < ExternalForces.Num(); ++i) + { + if (ExternalForces[i].IsValid()) + { + auto& Force = ExternalForces[i].GetMutable(); + Force.PreApply(*this, SkelComp); + } + } + + // Simulate + const float Exponent = TargetFramerate * DeltaTime; + const UWorld* World = SkelComp ? SkelComp->GetWorld() : nullptr; + const FSceneInterface* Scene = World ? World->Scene : nullptr; + for (FKawaiiPhysicsModifyBone& Bone : ModifyBones) + { + if (Bone.bSkipSimulate) + { + continue; + } + Simulate(Bone, Scene, ComponentTransform, Exponent, SkelComp, Output); + } + + // External Force : PostApply + for (int i = 0; i < ExternalForces.Num(); ++i) + { + if (ExternalForces[i].IsValid()) + { + auto& Force = ExternalForces[i].GetMutable(); + Force.PostApply(*this); + } + } + + // Adjust by collisions + for (FKawaiiPhysicsModifyBone& Bone : ModifyBones) + { + if (Bone.bSkipSimulate) + { + continue; + } + + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_AdjustByCollision); + + AdjustBySphereCollision(Bone, SphericalLimits); + AdjustBySphereCollision(Bone, SphericalLimitsData); + AdjustByCapsuleCollision(Bone, CapsuleLimits); + AdjustByCapsuleCollision(Bone, CapsuleLimitsData); + AdjustByBoxCollision(Bone, BoxLimits); + AdjustByBoxCollision(Bone, BoxLimitsData); + AdjustByPlanerCollision(Bone, PlanarLimits); + AdjustByPlanerCollision(Bone, PlanarLimitsData); + if (bAllowWorldCollision) + { + AdjustByWorldCollision(Output, Bone, SkelComp); + } + } + + // Adjust by Bone Constraints After Collision + if (BoneConstraintIterationCountAfterCollision > 0) + { + for (FModifyBoneConstraint& BoneConstraint : MergedBoneConstraints) + { + BoneConstraint.Lambda = 0.0f; + } + for (int i = 0; i < BoneConstraintIterationCountAfterCollision; ++i) + { + AdjustByBoneConstraints(); + } + } + + // Adjust by Limits ane Bone Length + for (FKawaiiPhysicsModifyBone& Bone : ModifyBones) + { + if (Bone.bSkipSimulate) + { + continue; + } + + auto& ParentBone = ModifyBones[Bone.ParentIndex]; + + // Adjust by angle limit + AdjustByAngleLimit(Bone, ParentBone); + + // Adjust by Planar Constraint + AdjustByPlanarConstraint(Bone, ParentBone); + + // Restore Bone Length + const float BoneLength = (Bone.PoseLocation - ParentBone.PoseLocation).Size(); + Bone.Location = (Bone.Location - ParentBone.Location).GetSafeNormal() * BoneLength + ParentBone.Location; + } + + DeltaTimeOld = DeltaTime; +} + +void FAnimNode_KawaiiPhysics::Simulate(FKawaiiPhysicsModifyBone& Bone, const FSceneInterface* Scene, + const FTransform& ComponentTransform, + const float& Exponent, const USkeletalMeshComponent* SkelComp, + FComponentSpacePoseContext& Output) +{ + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_Simulate); + + const FKawaiiPhysicsModifyBone& ParentBone = ModifyBones[Bone.ParentIndex]; + + // Move using Velocity( = movement amount in pre frame ) and Damping + FVector Velocity = (Bone.Location - Bone.PrevLocation) / DeltaTimeOld; + Bone.PrevLocation = Bone.Location; + Velocity *= (1.0f - Bone.PhysicsSettings.Damping); + + // wind + if (bEnableWind && Scene) + { + Velocity += GetWindVelocity(Output, Scene, Bone) * TargetFramerate; + } + Bone.Location += Velocity * DeltaTime; + + // Follow World Movement + if (SimulationSpace != EKawaiiPhysicsSimulationSpace::WorldSpace && TeleportType != ETeleportType::TeleportPhysics) + { + // Follow Translation + if (SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + const FVector SkelCompMoveVectorBBS = + ConvertSimulationSpaceVector(Output, EKawaiiPhysicsSimulationSpace::ComponentSpace, + EKawaiiPhysicsSimulationSpace::BaseBoneSpace, SkelCompMoveVector); + Bone.Location += SkelCompMoveVectorBBS * (1.0f - Bone.PhysicsSettings.WorldDampingLocation); + } + else + { + Bone.Location += SkelCompMoveVector * (1.0f - Bone.PhysicsSettings.WorldDampingLocation); + } + + // Follow Rotation + if (SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + const FVector PrevLocationCS = BaseBoneSpace2ComponentSpace.TransformPosition(Bone.PrevLocation); + const FVector RotatedLocationCS = SkelCompMoveRotation.RotateVector(PrevLocationCS); + const FVector RotatedLocationBase = BaseBoneSpace2ComponentSpace.InverseTransformPosition(RotatedLocationCS); + + Bone.Location += (RotatedLocationBase - Bone.PrevLocation) * (1.0f - Bone.PhysicsSettings.WorldDampingRotation); + } + else + { + Bone.Location += (SkelCompMoveRotation.RotateVector(Bone.PrevLocation) - Bone.PrevLocation) + * (1.0f - Bone.PhysicsSettings.WorldDampingRotation); + } + } + + // Gravity + // TODO:Migrate if there are more good method (Currently copying AnimDynamics implementation) + Bone.Location += 0.5 * GravityInSimSpace * DeltaTime * DeltaTime; + + // External Force + // NOTE: if use foreach, you may get issue ( Array has changed during ranged-for iteration ) + for (int i = 0; i < CustomExternalForces.Num(); ++i) + { + if (CustomExternalForces[i] && CustomExternalForces[i]->bIsEnabled) + { + FTransform BoneTM = FTransform::Identity; + if (Bone.bDummy) + { + BoneTM = GetBoneTransformInSimSpace( + Output, ParentBone.BoneRef.GetCompactPoseIndex(Output.Pose.GetPose().GetBoneContainer())); + } + else + { + BoneTM = GetBoneTransformInSimSpace( + Output, Bone.BoneRef.GetCompactPoseIndex(Output.Pose.GetPose().GetBoneContainer())); + } + + CustomExternalForces[i]->Apply(*this, Bone.Index, SkelComp, BoneTM); + } + } + + for (int i = 0; i < ExternalForces.Num(); ++i) + { + if (ExternalForces[i].IsValid()) + { + if (const auto ExForce = ExternalForces[i].GetMutablePtr(); + ExForce->bIsEnabled) + { + if (ExForce->ExternalForceSpace == EExternalForceSpace::BoneSpace) + { + FTransform BoneTM = FTransform::Identity; + if (Bone.bDummy) + { + BoneTM = GetBoneTransformInSimSpace( + Output, ParentBone.BoneRef.GetCompactPoseIndex(Output.Pose.GetPose().GetBoneContainer())); + } + else + { + BoneTM = GetBoneTransformInSimSpace( + Output, Bone.BoneRef.GetCompactPoseIndex(Output.Pose.GetPose().GetBoneContainer())); + } + + ExForce->Apply(Bone, *this, Output, BoneTM); + } + else + { + ExForce->Apply(Bone, *this, Output); + } + } + } + } + + // // Pull to Pose Location + const FVector BaseLocation = ParentBone.Location + (Bone.PoseLocation - ParentBone.PoseLocation); + Bone.Location += (BaseLocation - Bone.Location) * + (1.0f - FMath::Pow(1.0f - Bone.PhysicsSettings.Stiffness, Exponent)); +} + +FVector FAnimNode_KawaiiPhysics::GetWindVelocity(const FComponentSpacePoseContext& Output, const FSceneInterface* Scene, + const FKawaiiPhysicsModifyBone& Bone) const +{ + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_GetWindVelocity); + + if (WindScale == 0.0f || !Scene) + { + return FVector::ZeroVector; + } + + FVector WindDirection = FVector::ZeroVector; + float WindSpeed = 0.0f; + float WindMinGust = 0.0f; + float WindMaxGust = 0.0f; + + Scene->GetWindParameters_GameThread( + ConvertSimulationSpaceLocation(Output, SimulationSpace, EKawaiiPhysicsSimulationSpace::WorldSpace, Bone.PoseLocation), + WindDirection, WindSpeed, WindMinGust, WindMaxGust); + + WindDirection = + ConvertSimulationSpaceVector(Output, EKawaiiPhysicsSimulationSpace::WorldSpace, SimulationSpace, WindDirection); + if (WindDirectionNoiseAngle > 0) + { + WindDirection = FMath::VRandCone(WindDirection, FMath::DegreesToRadians(WindDirectionNoiseAngle)); + } + + FVector WindVelocity = WindDirection * WindSpeed * WindScale; + + // TODO:Migrate if there are more good method (Currently copying AnimDynamics implementation) + WindVelocity *= FMath::FRandRange(0.0f, 2.0f); + + return WindVelocity; +} + +void FAnimNode_KawaiiPhysics::AdjustByWorldCollision(FComponentSpacePoseContext& Output, FKawaiiPhysicsModifyBone& Bone, + const USkeletalMeshComponent* OwningComp) +{ + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_WorldCollision); + + if (!OwningComp || !OwningComp->GetWorld() || Bone.ParentIndex < 0) + { + return; + } + + + /** the trace is not done in game thread, so TraceTag does not draw debug traces*/ + FCollisionQueryParams Params(SCENE_QUERY_STAT(KawaiiCollision)); + + if (bIgnoreSelfComponent) + { + Params.AddIgnoredComponent(OwningComp); + } + + // Get collision settings from component + ECollisionChannel TraceChannel = bOverrideCollisionParams + ? CollisionChannelSettings.GetObjectType() + : OwningComp->GetCollisionObjectType(); + FCollisionResponseParams ResponseParams = bOverrideCollisionParams + ? FCollisionResponseParams( + CollisionChannelSettings.GetResponseToChannels()) + : FCollisionResponseParams( + OwningComp->GetCollisionResponseToChannels()); + FTransform OwingCompTransform = OwningComp->GetComponentTransform(); + const UWorld* World = OwningComp->GetWorld(); + + const FVector TraceStartLocationWS = + ConvertSimulationSpaceLocation(Output, SimulationSpace, EKawaiiPhysicsSimulationSpace::WorldSpace, Bone.PrevLocation); + const FVector TraceEndLocationWS = + ConvertSimulationSpaceLocation(Output, SimulationSpace, EKawaiiPhysicsSimulationSpace::WorldSpace, Bone.Location); + + if (bIgnoreSelfComponent) + { + // Do sphere sweep + FHitResult Result; + bool bHit = World->SweepSingleByChannel( + Result, TraceStartLocationWS, TraceEndLocationWS, FQuat::Identity, + TraceChannel, FCollisionShape::MakeSphere(Bone.PhysicsSettings.Radius), Params, ResponseParams); + if (bHit) + { + if (Result.bStartPenetrating) + { + Bone.Location = + ConvertSimulationSpaceLocation(Output, EKawaiiPhysicsSimulationSpace::WorldSpace, SimulationSpace, + TraceEndLocationWS + Result.Normal * Result.PenetrationDepth); + } + else + { + Bone.Location = + ConvertSimulationSpaceLocation(Output, EKawaiiPhysicsSimulationSpace::WorldSpace, SimulationSpace, + Result.Location); + } + } + } + else + { + // Do sphere sweep and ignore bones later + TArray Results; + bool bHit = World->SweepMultiByChannel(Results, TraceStartLocationWS, + TraceEndLocationWS, FQuat::Identity, TraceChannel, + FCollisionShape::MakeSphere(Bone.PhysicsSettings.Radius), Params, + ResponseParams); + if (!bHit) + { + return; + } + + bool IsIgnoreHit; + for (const auto& Result : Results) + { + if (!Result.bBlockingHit) + { + continue; + } + + //should we ignore this hit? + IsIgnoreHit = false; + if (Result.Component == OwningComp && Result.BoneName != NAME_None) + { + IsIgnoreHit = Result.BoneName == Bone.BoneRef.BoneName; + if (!IsIgnoreHit) + { + for (auto BoneRef : IgnoreBones) + { + if (BoneRef.BoneName == Result.BoneName) + { + IsIgnoreHit = true; + break; + } + } + } + if (!IsIgnoreHit) + { + for (auto BoneNamePrefix : IgnoreBoneNamePrefix) + { + if (Result.BoneName.ToString().StartsWith(BoneNamePrefix.ToString())) + { + IsIgnoreHit = true; + break; + } + } + } + } + + //found the blocking hit we shouldn't ignore! + if (!IsIgnoreHit) + { + if (Result.bStartPenetrating) + { + Bone.Location = + ConvertSimulationSpaceLocation(Output, EKawaiiPhysicsSimulationSpace::WorldSpace, SimulationSpace, + TraceEndLocationWS + Result.Normal * Result.PenetrationDepth); + } + else + { + Bone.Location = + ConvertSimulationSpaceLocation(Output, EKawaiiPhysicsSimulationSpace::WorldSpace, SimulationSpace, + Result.Location); + } + break; + } + } + } +} + +void FAnimNode_KawaiiPhysics::AdjustBySphereCollision(FKawaiiPhysicsModifyBone& Bone, TArray& Limits) +{ + for (auto& Sphere : Limits) + { + if (!Sphere.bEnable || Sphere.Radius <= 0.0f) + { + continue; + } + + const float LimitDistance = Bone.PhysicsSettings.Radius + Sphere.Radius; + if (Sphere.LimitType == ESphericalLimitType::Outer) + { + if ((Bone.Location - Sphere.Location).SizeSquared() > LimitDistance * LimitDistance) + { + continue; + } + Bone.Location += (LimitDistance - (Bone.Location - Sphere.Location).Size()) + * (Bone.Location - Sphere.Location).GetSafeNormal(); + } + else + { + if ((Bone.Location - Sphere.Location).SizeSquared() < LimitDistance * LimitDistance) + { + continue; + } + Bone.Location = Sphere.Location + + (Sphere.Radius - Bone.PhysicsSettings.Radius) * (Bone.Location - Sphere.Location).GetSafeNormal(); + } + } +} + +void FAnimNode_KawaiiPhysics::AdjustByCapsuleCollision(FKawaiiPhysicsModifyBone& Bone, TArray& Limits) +{ + for (auto& Capsule : Limits) + { + if (!Capsule.bEnable || Capsule.Radius <= 0 || Capsule.Length <= 0) + { + continue; + } + + FVector StartPoint = Capsule.Location + Capsule.Rotation.GetAxisZ() * Capsule.Length * 0.5f; + FVector EndPoint = Capsule.Location + Capsule.Rotation.GetAxisZ() * Capsule.Length * -0.5f; + const float DistSquared = FMath::PointDistToSegmentSquared(Bone.Location, StartPoint, EndPoint); + + const float LimitDistance = Bone.PhysicsSettings.Radius + Capsule.Radius; + if (DistSquared < LimitDistance * LimitDistance) + { + FVector ClosestPoint = FMath::ClosestPointOnSegment(Bone.Location, StartPoint, EndPoint); + Bone.Location = ClosestPoint + (Bone.Location - ClosestPoint).GetSafeNormal() * LimitDistance; + } + } +} + +void FAnimNode_KawaiiPhysics::AdjustByBoxCollision(FKawaiiPhysicsModifyBone& Bone, TArray& Limits) +{ + for (auto& Box : Limits) + { + FTransform BoxTransform(Box.Rotation, Box.Location); + float SphereRadius = Bone.PhysicsSettings.Radius; + + FVector LocalSphereCenter = BoxTransform.InverseTransformPosition(Bone.Location); + FBox LocalBox(-Box.Extent, Box.Extent); + if (FMath::SphereAABBIntersection(FSphere(LocalSphereCenter, SphereRadius), LocalBox)) + { + // Calculate the point of the Box closest to the center of the Sphere + FVector ClosestPoint = LocalSphereCenter; + ClosestPoint.X = FMath::Clamp(ClosestPoint.X, LocalBox.Min.X, LocalBox.Max.X); + ClosestPoint.Y = FMath::Clamp(ClosestPoint.Y, LocalBox.Min.Y, LocalBox.Max.Y); + ClosestPoint.Z = FMath::Clamp(ClosestPoint.Z, LocalBox.Min.Z, LocalBox.Max.Z); + + FVector PushOutVector = LocalSphereCenter - ClosestPoint; + float Distance = PushOutVector.Size(); + + // When the bone sphere is completely buried inside the box, forced to push. + if (PushOutVector.IsNearlyZero()) + { + PushOutVector = LocalSphereCenter; + Distance = SphereRadius; + } + + // push + if (Distance <= SphereRadius) + { + FVector PushOutDirection = PushOutVector.GetSafeNormal(); + FVector NewLocalSphereCenter = ClosestPoint + PushOutDirection * SphereRadius; + Bone.Location = BoxTransform.TransformPosition(NewLocalSphereCenter); + } + } + } +} + +void FAnimNode_KawaiiPhysics::AdjustByPlanerCollision(FKawaiiPhysicsModifyBone& Bone, TArray& Limits) +{ + for (auto& Planar : Limits) + { + if (!Planar.bEnable) + { + continue; + } + + FVector PointOnPlane = FVector::PointPlaneProject(Bone.Location, Planar.Plane); + const float DistSquared = (Bone.Location - PointOnPlane).SizeSquared(); + + FVector IntersectionPoint; + if (DistSquared < Bone.PhysicsSettings.Radius * Bone.PhysicsSettings.Radius || + FMath::SegmentPlaneIntersection(Bone.Location, Bone.PrevLocation, Planar.Plane, IntersectionPoint)) + { + Bone.Location = PointOnPlane + Planar.Rotation.GetUpVector() * Bone.PhysicsSettings.Radius; + } + } +} + +void FAnimNode_KawaiiPhysics::AdjustByAngleLimit( + FKawaiiPhysicsModifyBone& Bone, + const FKawaiiPhysicsModifyBone& ParentBone) +{ + if (Bone.PhysicsSettings.LimitAngle == 0.0f) + { + return; + } + + FVector BoneDir = (Bone.Location - ParentBone.Location).GetSafeNormal(); + const FVector PoseDir = (Bone.PoseLocation - ParentBone.PoseLocation).GetSafeNormal(); + const FVector Axis = FVector::CrossProduct(PoseDir, BoneDir); + const float Angle = FMath::Atan2(Axis.Size(), FVector::DotProduct(PoseDir, BoneDir)); + const float AngleOverLimit = FMath::RadiansToDegrees(Angle) - Bone.PhysicsSettings.LimitAngle; + + if (AngleOverLimit > 0.0f) + { + BoneDir = BoneDir.RotateAngleAxis(-AngleOverLimit, Axis.GetSafeNormal()); + Bone.Location = BoneDir * (Bone.Location - ParentBone.Location).Size() + ParentBone.Location; + } +} + +void FAnimNode_KawaiiPhysics::AdjustByPlanarConstraint(FKawaiiPhysicsModifyBone& Bone, + const FKawaiiPhysicsModifyBone& ParentBone) +{ + if (PlanarConstraint != EPlanarConstraint::None) + { + FPlane Plane; + switch (PlanarConstraint) + { + case EPlanarConstraint::X: + Plane = FPlane(ParentBone.Location, ParentBone.PoseRotation.GetAxisX()); + break; + case EPlanarConstraint::Y: + Plane = FPlane(ParentBone.Location, ParentBone.PoseRotation.GetAxisY()); + break; + case EPlanarConstraint::Z: + Plane = FPlane(ParentBone.Location, ParentBone.PoseRotation.GetAxisZ()); + break; + case EPlanarConstraint::None: + break; + default: ; + } + Bone.Location = FVector::PointPlaneProject(Bone.Location, Plane); + } +} + +const TArray XPBDComplianceValues = +{ + 0.00000000004f, // 0.04 x 10^(-9) (M^2/N) Concrete + 0.00000000016f, // 0.16 x 10^(-9) (M^2/N) Wood + 0.000000001f, // 1.0 x 10^(-8) (M^2/N) Leather + 0.000000002f, // 0.2 x 10^(-7) (M^2/N) Tendon + 0.0000001f, // 1.0 x 10^(-6) (M^2/N) Rubber + 0.00002f, // 0.2 x 10^(-3) (M^2/N) Muscle + 0.0001f, // 1.0 x 10^(-3) (M^2/N) Fat +}; + +void FAnimNode_KawaiiPhysics::AdjustByBoneConstraints() +{ + for (FModifyBoneConstraint& BoneConstraint : MergedBoneConstraints) + { + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_AdjustByBoneConstraint); + + if (!BoneConstraint.IsValid()) + { + continue; + } + + FKawaiiPhysicsModifyBone& ModifyBone1 = ModifyBones[BoneConstraint.ModifyBoneIndex1]; + FKawaiiPhysicsModifyBone& ModifyBone2 = ModifyBones[BoneConstraint.ModifyBoneIndex2]; + EXPBDComplianceType ComplianceType = BoneConstraint.bOverrideCompliance + ? BoneConstraint.ComplianceType + : BoneConstraintGlobalComplianceType; + + FVector Delta = ModifyBone2.Location - ModifyBone1.Location; + float DeltaLength = Delta.Size(); + if (DeltaLength <= 0.0f) + { + continue; + } + + // PBD + // Delta *= (DeltaLength - BoneConstraint.Length) / DeltaLength * 0.5f; + // ModifyBone1.Location += Delta * Stiffness; + // ModifyBone2.Location -= Delta * Stiffness; + + // XBPD + float Constraint = DeltaLength - BoneConstraint.Length; + float Compliance = XPBDComplianceValues[static_cast(ComplianceType)]; + Compliance /= DeltaTime * DeltaTime; + float DeltaLambda = (Constraint - Compliance * BoneConstraint.Lambda) / (2 + Compliance); // 2 = SumMass + Delta = (Delta / DeltaLength) * DeltaLambda; + + ModifyBone1.Location += Delta; + ModifyBone2.Location -= Delta; + BoneConstraint.Lambda += DeltaLambda; + } +} + +void FAnimNode_KawaiiPhysics::WarmUp(FComponentSpacePoseContext& Output, const FBoneContainer& BoneContainer, + FTransform& ComponentTransform) +{ + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_WarmUp); + + for (int32 i = 0; i < WarmUpFrames; ++i) + { + SimulateModifyBones(Output, ComponentTransform); + } +} + +void FAnimNode_KawaiiPhysics::InitBoneConstraints() +{ + MergedBoneConstraints = BoneConstraints; + MergedBoneConstraints.Append(BoneConstraintsData); + + TArray DummyBoneConstraint; + for (FModifyBoneConstraint& Constraint : MergedBoneConstraints) + { + Constraint.ModifyBoneIndex1 = + ModifyBones.IndexOfByPredicate([Constraint](const FKawaiiPhysicsModifyBone& ModifyBone) + { + return ModifyBone.BoneRef == Constraint.Bone1; + }); + if (Constraint.ModifyBoneIndex1 < 0) + { + continue; + } + + Constraint.ModifyBoneIndex2 = + ModifyBones.IndexOfByPredicate([Constraint](const FKawaiiPhysicsModifyBone& ModifyBone) + { + return ModifyBone.BoneRef == Constraint.Bone2; + }); + if (Constraint.ModifyBoneIndex2 < 0) + { + continue; + } + + Constraint.Length = + (ModifyBones[Constraint.ModifyBoneIndex1].Location - ModifyBones[Constraint.ModifyBoneIndex2].Location). + Size(); + + // DummyBone"s constraint + if (bAutoAddChildDummyBoneConstraint) + { + const int32 ChildDummyBoneIndex1 = ModifyBones[Constraint.ModifyBoneIndex1].ChildIndices.IndexOfByPredicate( + [&](int32 Index) + { + return Index >= 0 && ModifyBones[Index].bDummy == true; + }); + const int32 ChildDummyBoneIndex2 = ModifyBones[Constraint.ModifyBoneIndex2].ChildIndices.IndexOfByPredicate( + [&](int32 Index) + { + return Index >= 0 && ModifyBones[Index].bDummy == true; + }); + + if (ChildDummyBoneIndex1 >= 0 && ChildDummyBoneIndex2 >= 0) + { + FModifyBoneConstraint NewDummyBoneConstraint; + NewDummyBoneConstraint.ModifyBoneIndex1 = ModifyBones[Constraint.ModifyBoneIndex1].ChildIndices[ + ChildDummyBoneIndex1]; + NewDummyBoneConstraint.ModifyBoneIndex2 = ModifyBones[Constraint.ModifyBoneIndex2].ChildIndices[ + ChildDummyBoneIndex2]; + NewDummyBoneConstraint.Length = + (ModifyBones[NewDummyBoneConstraint.ModifyBoneIndex1].Location - ModifyBones[NewDummyBoneConstraint. + ModifyBoneIndex2].Location). + Size(); + NewDummyBoneConstraint.bIsDummy = true; + DummyBoneConstraint.Add(NewDummyBoneConstraint); + } + } + } + + MergedBoneConstraints.Append(DummyBoneConstraint); +} + +void FAnimNode_KawaiiPhysics::ApplySimulateResult(FComponentSpacePoseContext& Output, + const FBoneContainer& BoneContainer, + TArray& OutBoneTransforms) +{ + for (int32 i = 0; i < ModifyBones.Num(); ++i) + { + FTransform PoseTransform = FTransform(ModifyBones[i].PoseRotation, ModifyBones[i].PoseLocation, + ModifyBones[i].PoseScale); + PoseTransform = + ConvertSimulationSpaceTransform(Output, SimulationSpace, EKawaiiPhysicsSimulationSpace::ComponentSpace, PoseTransform); + OutBoneTransforms.Add(FBoneTransform(ModifyBones[i].BoneRef.GetCompactPoseIndex(BoneContainer), PoseTransform)); + } + + + for (int32 i = 0; i < ModifyBones.Num(); ++i) + { + FKawaiiPhysicsModifyBone& Bone = ModifyBones[i]; + if (!Bone.HasParent()) + { + continue; + } + + FKawaiiPhysicsModifyBone& ParentBone = ModifyBones[Bone.ParentIndex]; + + if (ParentBone.ChildIndices.Num() <= 1) + { + if (ParentBone.BoneRef.BoneIndex >= 0) + { + FVector PoseVector = Bone.PoseLocation - ParentBone.PoseLocation; + FVector SimulateVector = Bone.Location - ParentBone.Location; + + if (PoseVector.GetSafeNormal() == SimulateVector.GetSafeNormal()) + { + continue; + } + + if (BoneForwardAxis == EBoneForwardAxis::X_Negative || BoneForwardAxis == EBoneForwardAxis::Y_Negative + || BoneForwardAxis == EBoneForwardAxis::Z_Negative) + { + PoseVector *= -1; + SimulateVector *= -1; + } + + FQuat SimulateRotation = + FQuat::FindBetweenVectors(PoseVector, SimulateVector) * ParentBone.PoseRotation; + ParentBone.PrevRotation = SimulateRotation; + + SimulateRotation = + ConvertSimulationSpaceRotation(Output, SimulationSpace, + EKawaiiPhysicsSimulationSpace::ComponentSpace, SimulateRotation); + OutBoneTransforms[Bone.ParentIndex].Transform.SetRotation(SimulateRotation); + } + } + + if (Bone.BoneRef.BoneIndex >= 0 && !Bone.bDummy) + { + OutBoneTransforms[i].Transform.SetLocation( + ConvertSimulationSpaceLocation(Output, SimulationSpace, EKawaiiPhysicsSimulationSpace::ComponentSpace, + Bone.Location)); + } + } + + OutBoneTransforms.RemoveAll([](const FBoneTransform& BoneTransform) + { + return BoneTransform.BoneIndex < 0; + }); + + // for check in FCSPose::LocalBlendCSBoneTransforms + OutBoneTransforms.Sort(FCompareBoneTransformIndex()); +} + +FTransform FAnimNode_KawaiiPhysics::GetBoneTransformInSimSpace(FComponentSpacePoseContext& Output, + const FCompactPoseBoneIndex& BoneIndex) const +{ + return ConvertSimulationSpaceTransform(Output, EKawaiiPhysicsSimulationSpace::ComponentSpace, SimulationSpace, + Output.Pose.GetComponentSpaceTransform(BoneIndex)); +} + +FTransform FAnimNode_KawaiiPhysics::ConvertSimulationSpaceTransform(const FComponentSpacePoseContext& Output, + const EKawaiiPhysicsSimulationSpace From, + const EKawaiiPhysicsSimulationSpace To, + const FTransform& InTransform) const +{ + if (From == To) + { + return InTransform; + } + + FTransform ResultTransform = InTransform; + + // From -> ComponentSpace + if (From == EKawaiiPhysicsSimulationSpace::WorldSpace) + { + ResultTransform = ResultTransform.GetRelativeTransform(Output.AnimInstanceProxy->GetComponentTransform()); + } + else if (From == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + ResultTransform = ResultTransform * BaseBoneSpace2ComponentSpace; + } + + // ComponentSpace -> To + if (To == EKawaiiPhysicsSimulationSpace::WorldSpace) + { + ResultTransform = ResultTransform * Output.AnimInstanceProxy->GetComponentTransform(); + } + else if (To == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + ResultTransform = ResultTransform.GetRelativeTransform(BaseBoneSpace2ComponentSpace); + } + + return ResultTransform; +} + +FVector FAnimNode_KawaiiPhysics::ConvertSimulationSpaceVector(const FComponentSpacePoseContext& Output, + const EKawaiiPhysicsSimulationSpace From, + const EKawaiiPhysicsSimulationSpace To, const FVector& InVector) const +{ + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_ConvertSimulationSpaceVector); + if (From == To) + { + return InVector; + } + + FVector ResultVector = InVector; + + // From -> ComponentSpace + if (From == EKawaiiPhysicsSimulationSpace::WorldSpace) + { + ResultVector = Output.AnimInstanceProxy->GetComponentTransform().InverseTransformVector(ResultVector); + } + else if (From == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + ResultVector = BaseBoneSpace2ComponentSpace.TransformVector(ResultVector); + } + + // ComponentSpace -> To + if (To == EKawaiiPhysicsSimulationSpace::WorldSpace) + { + ResultVector = Output.AnimInstanceProxy->GetComponentTransform().TransformVector(ResultVector); + } + else if (To == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + ResultVector = BaseBoneSpace2ComponentSpace.InverseTransformVector(ResultVector); + } + return ResultVector; +} + +FVector FAnimNode_KawaiiPhysics::ConvertSimulationSpaceLocation(const FComponentSpacePoseContext& Output, + const EKawaiiPhysicsSimulationSpace From, const EKawaiiPhysicsSimulationSpace To, + const FVector& InLocation) const +{ + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_ConvertSimulationSpaceLocation); + if (From == To) + { + return InLocation; + } + + FVector ResultLocation = InLocation; + + // From -> ComponentSpace + if (From == EKawaiiPhysicsSimulationSpace::WorldSpace) + { + ResultLocation = Output.AnimInstanceProxy->GetComponentTransform().InverseTransformPosition(ResultLocation); + } + else if (From == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + ResultLocation = BaseBoneSpace2ComponentSpace.TransformPosition(ResultLocation); + } + + // ComponentSpace -> To + if (To == EKawaiiPhysicsSimulationSpace::WorldSpace) + { + ResultLocation = Output.AnimInstanceProxy->GetComponentTransform().TransformPosition(ResultLocation); + } + else if (To == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + ResultLocation = BaseBoneSpace2ComponentSpace.InverseTransformPosition(ResultLocation); + } + + return ResultLocation; +} + +FQuat FAnimNode_KawaiiPhysics::ConvertSimulationSpaceRotation(FComponentSpacePoseContext& Output, EKawaiiPhysicsSimulationSpace From, + EKawaiiPhysicsSimulationSpace To, const FQuat& InRotation) const +{ + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_ConvertSimulationSpaceRotation); + if (From == To) + { + return InRotation; + } + + FQuat ResultRotation = InRotation; + + // From -> ComponentSpace + if (From == EKawaiiPhysicsSimulationSpace::WorldSpace) + { + ResultRotation = Output.AnimInstanceProxy->GetComponentTransform().InverseTransformRotation(ResultRotation); + } + else if (From == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + ResultRotation = BaseBoneSpace2ComponentSpace.TransformRotation(ResultRotation); + } + + // ComponentSpace -> To + if (To == EKawaiiPhysicsSimulationSpace::WorldSpace) + { + ResultRotation = Output.AnimInstanceProxy->GetComponentTransform().TransformRotation(ResultRotation); + } + else if (To == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + ResultRotation = BaseBoneSpace2ComponentSpace.InverseTransformRotation(ResultRotation); + } + + return ResultRotation; +} + +void FAnimNode_KawaiiPhysics::ConvertSimulationSpace(FComponentSpacePoseContext& Output, EKawaiiPhysicsSimulationSpace From, + EKawaiiPhysicsSimulationSpace To) +{ + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_ConvertSimulationSpace); + for (FKawaiiPhysicsModifyBone& Bone : ModifyBones) + { + Bone.Location = ConvertSimulationSpaceLocation(Output, From, To, Bone.Location); + Bone.PrevLocation = ConvertSimulationSpaceLocation(Output, From, To, Bone.PrevLocation); + Bone.PrevRotation = ConvertSimulationSpaceRotation(Output, From, To, Bone.PrevRotation); + } +} diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysics.cpp b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysics.cpp new file mode 100644 index 00000000..9031efe1 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysics.cpp @@ -0,0 +1,21 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#include "KawaiiPhysics.h" +#include "Modules/ModuleManager.h" + +#define LOCTEXT_NAMESPACE "FKawaiiPhysicsModule" + +void FKawaiiPhysicsModule::StartupModule() +{ + // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module +} + +void FKawaiiPhysicsModule::ShutdownModule() +{ + // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, + // we call this function before unloading the module. +} + +#undef LOCTEXT_NAMESPACE + +IMPLEMENT_MODULE(FKawaiiPhysicsModule, KawaiiPhysics) diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsBoneConstraintsDataAsset.cpp b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsBoneConstraintsDataAsset.cpp new file mode 100644 index 00000000..e33bd5c3 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsBoneConstraintsDataAsset.cpp @@ -0,0 +1,173 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + + +#include "KawaiiPhysicsBoneConstraintsDataAsset.h" + +#include "KawaiiPhysics.h" +#include "Internationalization/Regex.h" + +#if WITH_EDITOR +#include "Editor.h" +#endif + +#include UE_INLINE_GENERATED_CPP_BY_NAME(KawaiiPhysicsBoneConstraintsDataAsset) + +struct FBoneConstraintDataCustomVersion +{ + enum Type + { + // FNameからFBoneReferenceに移行 + ChangeToBoneReference = 0, + + // ------------------------------------------------------ + VersionPlusOne, + LatestVersion = VersionPlusOne - 1 + }; + + // The GUID for this custom version number + const static FGuid GUID; + +private: + FBoneConstraintDataCustomVersion() + { + } +}; + +const FGuid FBoneConstraintDataCustomVersion::GUID(0xA1C4D3F6, 0x5B2E7A8D, 0x9F6E4B3C, 0xD7E1A8B2); +FCustomVersionRegistration GRegisterBoneConstraintDataCustomVersion(FBoneConstraintDataCustomVersion::GUID, + FBoneConstraintDataCustomVersion::LatestVersion, + TEXT("BoneConstraintData")); + +void FModifyBoneConstraintData::Update(const FModifyBoneConstraint& BoneConstraint) +{ + BoneReference1 = BoneConstraint.Bone1; + BoneReference2 = BoneConstraint.Bone2; + bOverrideCompliance = BoneConstraint.bOverrideCompliance; + ComplianceType = BoneConstraint.ComplianceType; +} + +TArray UKawaiiPhysicsBoneConstraintsDataAsset::GenerateBoneConstraints() +{ + TArray BoneConstraints; + + for (const FModifyBoneConstraintData& BoneConstraintData : BoneConstraintsData) + { + FModifyBoneConstraint BoneConstraint; + BoneConstraint.Bone1 = BoneConstraintData.BoneReference1; + BoneConstraint.Bone2 = BoneConstraintData.BoneReference2; + BoneConstraint.bOverrideCompliance = BoneConstraintData.bOverrideCompliance; + BoneConstraint.ComplianceType = BoneConstraintData.ComplianceType; + + BoneConstraints.Add(BoneConstraint); + } + + return BoneConstraints; +} + +void UKawaiiPhysicsBoneConstraintsDataAsset::Serialize(FStructuredArchiveRecord Record) +{ + Super::Serialize(Record); + + Record.GetUnderlyingArchive().UsingCustomVersion(FBoneConstraintDataCustomVersion::GUID); +} + +void UKawaiiPhysicsBoneConstraintsDataAsset::PostLoad() +{ + Super::PostLoad(); + + if (GetLinkerCustomVersion(FBoneConstraintDataCustomVersion::GUID) < + FBoneConstraintDataCustomVersion::ChangeToBoneReference) + { + for (auto& Data : BoneConstraintsData) + { + Data.BoneReference1 = FBoneReference(Data.BoneName1); + Data.BoneReference2 = FBoneReference(Data.BoneName2); + } + +#if WITH_EDITOR + UpdatePreviewBoneList(); +#endif + UE_LOG(LogKawaiiPhysics, Log, TEXT("Update : BoneName -> BoneReference (%s)"), *this->GetName()); + } +} + +USkeleton* UKawaiiPhysicsBoneConstraintsDataAsset::GetSkeleton(bool& bInvalidSkeletonIsError, + const IPropertyHandle* PropertyHandle) +{ +#if WITH_EDITOR + return PreviewSkeleton.LoadSynchronous(); +#else + return nullptr; +#endif +} + +#if WITH_EDITOR +#define LOCTEXT_NAMESPACE "KawaiiPhysicsBoneConstraintsDataAsset" + +void UKawaiiPhysicsBoneConstraintsDataAsset::ApplyRegex() +{ + GEditor->BeginTransaction(FText::FromString("ApplyRegex")); + Modify(); + + UpdatePreviewBoneList(); + + for (FRegexPatternBoneSet& Pattern : RegexPatternList) + { + const FRegexPattern Pattern1 = FRegexPattern(Pattern.RegexPatternBone1); + const FRegexPattern Pattern2 = FRegexPattern(Pattern.RegexPatternBone2); + + FRegexMatcher Matcher1(Pattern1, PreviewBoneListString); + FRegexMatcher Matcher2(Pattern2, PreviewBoneListString); + + while (Matcher1.FindNext() && Matcher2.FindNext()) + { + FModifyBoneConstraintData BoneConstraintData; + BoneConstraintData.BoneReference1 = FBoneReference(FName(*Matcher1.GetCaptureGroup(0))); + BoneConstraintData.BoneReference2 = FBoneReference(FName(*Matcher2.GetCaptureGroup(0))); + BoneConstraintsData.Add(BoneConstraintData); + } + } + + GEditor->EndTransaction(); +} + + +void UKawaiiPhysicsBoneConstraintsDataAsset::UpdatePreviewBoneList() +{ + PreviewBoneList.Empty(); + PreviewBoneListString.Empty(); + + if (!PreviewSkeleton.IsValid()) + { + PreviewSkeleton.LoadSynchronous(); + } + + if (PreviewSkeleton.IsValid()) + { + const FReferenceSkeleton& RefSkeleton = PreviewSkeleton->GetReferenceSkeleton(); + const TArray& RefBoneInfo = RefSkeleton.GetRefBoneInfo(); + + for (const FMeshBoneInfo& BoneInfo : RefBoneInfo) + { + PreviewBoneList.Add(BoneInfo.Name); + PreviewBoneListString.Append(BoneInfo.Name.ToString()); + PreviewBoneListString.Append(TEXT(", ")); + } + } +} + +void UKawaiiPhysicsBoneConstraintsDataAsset::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) +{ + const FName PropertyName = PropertyChangedEvent.MemberProperty + ? PropertyChangedEvent.MemberProperty->GetFName() + : NAME_None; + + if (PropertyName == FName(TEXT("PreviewSkeleton"))) + { + UpdatePreviewBoneList(); + } +} + +#undef LOCTEXT_NAMESPACE + +#endif diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsCustomExternalForce.cpp b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsCustomExternalForce.cpp new file mode 100644 index 00000000..12946a0e --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsCustomExternalForce.cpp @@ -0,0 +1,5 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#include "KawaiiPhysicsCustomExternalForce.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(KawaiiPhysicsCustomExternalForce) diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsExternalForce.cpp b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsExternalForce.cpp new file mode 100644 index 00000000..aff21c7a --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsExternalForce.cpp @@ -0,0 +1,322 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#include "KawaiiPhysicsExternalForce.h" + +#include "SceneInterface.h" +#include "GameFramework/Character.h" +#include "GameFramework/CharacterMovementComponent.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(KawaiiPhysicsExternalForce) + +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_ExternalForce_Basic_Apply"), STAT_KawaiiPhysics_ExternalForce_Basic_Apply, + STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_ExternalForce_Gravity_Apply"), STAT_KawaiiPhysics_ExternalForce_Gravity_Apply, + STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_ExternalForce_Curve_Apply"), STAT_KawaiiPhysics_ExternalForce_Curve_Apply, + STATGROUP_Anim); +DECLARE_CYCLE_STAT(TEXT("KawaiiPhysics_ExternalForce_Wind_Apply"), STAT_KawaiiPhysics_ExternalForce_Wind_Apply, + STATGROUP_Anim); + +/// +/// Basic +/// +void FKawaiiPhysics_ExternalForce_Basic::PreApply(FAnimNode_KawaiiPhysics& Node, + const USkeletalMeshComponent* SkelComp) +{ + Super::PreApply(Node, SkelComp); + + PrevTime = Time; + Time += Node.DeltaTime; + if (Interval > 0.0f) + { + if (Time > Interval) + { + Force = ForceDir * RandomizedForceScale; + Time = FMath::Fmod(Time, Interval); + } + else + { + Force = FVector::ZeroVector; + } + } + else + { + Force = ForceDir * RandomizedForceScale; + } + + if (ExternalForceSpace == EExternalForceSpace::WorldSpace) + { + Force = ComponentTransform.InverseTransformVector(Force); + } +} + +void FKawaiiPhysics_ExternalForce_Basic::Apply(FKawaiiPhysicsModifyBone& Bone, FAnimNode_KawaiiPhysics& Node, + const FComponentSpacePoseContext& PoseContext, const FTransform& BoneTM) +{ + if (!CanApply(Bone)) + { + return; + } + + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_ExternalForce_Basic_Apply); + + float ForceRate = 1.0f; + if (const auto Curve = ForceRateByBoneLengthRate.GetRichCurve(); !Curve->IsEmpty()) + { + ForceRate = Curve->Eval(Bone.LengthRateFromRoot); + } + + if (ExternalForceSpace == EExternalForceSpace::BoneSpace) + { + const FVector BoneForce = BoneTM.TransformVector(Force); + Bone.Location += BoneForce * ForceRate * Node.DeltaTime; + +#if ENABLE_ANIM_DEBUG + BoneForceMap.Add(Bone.BoneRef.BoneName, BoneForce); +#endif + } + else + { + Bone.Location += Force * ForceRate * Node.DeltaTime; + +#if ENABLE_ANIM_DEBUG + BoneForceMap.Add(Bone.BoneRef.BoneName, Force * ForceRate); +#endif + } +} + +/// +/// Gravity +/// +void FKawaiiPhysics_ExternalForce_Gravity::PreApply(FAnimNode_KawaiiPhysics& Node, + const USkeletalMeshComponent* SkelComp) +{ + Super::PreApply(Node, SkelComp); + + Force = bUseOverrideGravityDirection ? OverrideGravityDirection : FVector(0, 0, -1.0f); + + // For Character's Custom Gravity Direction + if (const ACharacter* Character = Cast(SkelComp->GetOwner())) + { +#if ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 3 + if (bUseCharacterGravityDirection) + { + Force = Character->GetGravityDirection(); + } +#endif + + if (bUseCharacterGravityScale) + { + if (const UCharacterMovementComponent* CharacterMovementComponent = Character-> + GetCharacterMovement()) + { + Force *= CharacterMovementComponent->GetGravityZ(); + } + } + } + + Force *= RandomizedForceScale; + Force = ComponentTransform.InverseTransformVector(Force); +} + +void FKawaiiPhysics_ExternalForce_Gravity::Apply(FKawaiiPhysicsModifyBone& Bone, FAnimNode_KawaiiPhysics& Node, + const FComponentSpacePoseContext& PoseContext, + const FTransform& BoneTM) +{ + if (!CanApply(Bone)) + { + return; + } + + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_ExternalForce_Gravity_Apply); + + float ForceRate = 1.0f; + if (const auto Curve = ForceRateByBoneLengthRate.GetRichCurve(); !Curve->IsEmpty()) + { + ForceRate = Curve->Eval(Bone.LengthRateFromRoot); + } + + Bone.Location += 0.5f * Force * ForceRate * Node.DeltaTime * Node.DeltaTime; + +#if ENABLE_ANIM_DEBUG + BoneForceMap.Add(Bone.BoneRef.BoneName, Force * ForceRate); + AnimDrawDebug(Bone, Node, PoseContext); +#endif +} + +/// +/// Curve +/// +void FKawaiiPhysics_ExternalForce_Curve::InitMaxCurveTime() +{ + if (const FRichCurve* CurveX = ForceCurve.GetRichCurve(0); CurveX && !CurveX->IsEmpty()) + { + MaxCurveTime = FMath::Max(MaxCurveTime, CurveX->GetLastKey().Time); + } + if (const FRichCurve* CurveY = ForceCurve.GetRichCurve(1); CurveY && !CurveY->IsEmpty()) + { + MaxCurveTime = FMath::Max(MaxCurveTime, CurveY->GetLastKey().Time); + } + if (const FRichCurve* CurveZ = ForceCurve.GetRichCurve(2); CurveZ && !CurveZ->IsEmpty()) + { + MaxCurveTime = FMath::Max(MaxCurveTime, CurveZ->GetLastKey().Time); + } +} + +void FKawaiiPhysics_ExternalForce_Curve::Initialize(const FAnimationInitializeContext& Context) +{ + FKawaiiPhysics_ExternalForce::Initialize(Context); + + InitMaxCurveTime(); +} + +void FKawaiiPhysics_ExternalForce_Curve::PreApply(FAnimNode_KawaiiPhysics& Node, const USkeletalMeshComponent* SkelComp) +{ + Super::PreApply(Node, SkelComp); + +#if WITH_EDITOR + InitMaxCurveTime(); +#endif + + PrevTime = Time; + + if (CurveEvaluateType == EExternalForceCurveEvaluateType::Single) + { + Time += Node.DeltaTime * TimeScale; + if (MaxCurveTime > 0 && Time > MaxCurveTime) + { + Time = FMath::Fmod(Time, MaxCurveTime); + } + Force = ForceCurve.GetValue(Time) * RandomizedForceScale; + } + else + { + TArray CurveValues; + const float SubStep = Node.DeltaTime * TimeScale / SubstepCount; + + for (int i = 0; i < SubstepCount; ++i) + { + Time += SubStep; + if (MaxCurveTime > 0 && Time > MaxCurveTime) + { + Time = FMath::Fmod(Time, MaxCurveTime); + } + CurveValues.Add(ForceCurve.GetValue(Time)); + } + + Force = FVector::ZeroVector; + switch (CurveEvaluateType) + { + case EExternalForceCurveEvaluateType::Average: + for (const auto& CurveValue : CurveValues) + { + Force += CurveValue; + } + Force /= static_cast(SubstepCount); + + break; + + case EExternalForceCurveEvaluateType::Max: + Force = FVector(FLT_MIN); + for (const auto& CurveValue : CurveValues) + { + Force = FVector::Max(Force, CurveValue); + } + break; + case EExternalForceCurveEvaluateType::Min: + Force = FVector(FLT_MAX); + for (const auto& CurveValue : CurveValues) + { + Force = FVector::Min(Force, CurveValue); + } + break; + default: + break; + } + + Force *= RandomizedForceScale; + } + + if (ExternalForceSpace == EExternalForceSpace::WorldSpace) + { + Force = ComponentTransform.InverseTransformVector(Force); + } +} + +void FKawaiiPhysics_ExternalForce_Curve::Apply(FKawaiiPhysicsModifyBone& Bone, FAnimNode_KawaiiPhysics& Node, + const FComponentSpacePoseContext& PoseContext, const FTransform& BoneTM) +{ + if (!CanApply(Bone)) + { + return; + } + + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_ExternalForce_Curve_Apply); + + float ForceRate = 1.0f; + if (const auto Curve = ForceRateByBoneLengthRate.GetRichCurve(); !Curve->IsEmpty()) + { + ForceRate = Curve->Eval(Bone.LengthRateFromRoot); + } + + if (ExternalForceSpace == EExternalForceSpace::BoneSpace) + { + const FVector BoneForce = BoneTM.TransformVector(Force); + Bone.Location += BoneForce * ForceRate * Node.DeltaTime; + +#if ENABLE_ANIM_DEBUG + BoneForceMap.Add(Bone.BoneRef.BoneName, BoneForce * ForceRate); +#endif + } + else + { + Bone.Location += Force * ForceRate * Node.DeltaTime; + +#if ENABLE_ANIM_DEBUG + BoneForceMap.Add(Bone.BoneRef.BoneName, Force * ForceRate); +#endif + } + +#if ENABLE_ANIM_DEBUG + AnimDrawDebug(Bone, Node, PoseContext); +#endif +} + +void FKawaiiPhysics_ExternalForce_Wind::PreApply(FAnimNode_KawaiiPhysics& Node, const USkeletalMeshComponent* SkelComp) +{ + Super::PreApply(Node, SkelComp); + + World = SkelComp ? SkelComp->GetWorld() : nullptr; +} + +void FKawaiiPhysics_ExternalForce_Wind::Apply(FKawaiiPhysicsModifyBone& Bone, FAnimNode_KawaiiPhysics& Node, + const FComponentSpacePoseContext& PoseContext, const FTransform& BoneTM) +{ + const FSceneInterface* Scene = World && World->Scene ? World->Scene : nullptr; + if (!CanApply(Bone) || !Scene) + { + return; + } + + SCOPE_CYCLE_COUNTER(STAT_KawaiiPhysics_ExternalForce_Wind_Apply); + + float ForceRate = 1.0f; + if (const auto Curve = ForceRateByBoneLengthRate.GetRichCurve(); !Curve->IsEmpty()) + { + ForceRate = Curve->Eval(Bone.LengthRateFromRoot); + } + + FVector WindDirection = FVector::ZeroVector; + float WindSpeed, WindMinGust, WindMaxGust = 0.0f; + Scene->GetWindParameters(ComponentTransform.TransformPosition(Bone.PoseLocation), WindDirection, + WindSpeed, WindMinGust, WindMaxGust); + WindDirection = ComponentTransform.InverseTransformVector(WindDirection); + WindDirection *= WindSpeed; + + Bone.Location += WindDirection * ForceRate * RandomizedForceScale * Node.DeltaTime; + +#if ENABLE_ANIM_DEBUG + BoneForceMap.Add(Bone.BoneRef.BoneName, WindDirection * ForceRate * RandomizedForceScale); + AnimDrawDebug(Bone, Node, PoseContext); +#endif +} diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsLibrary.cpp b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsLibrary.cpp new file mode 100644 index 00000000..eb514056 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsLibrary.cpp @@ -0,0 +1,348 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#include "KawaiiPhysicsLibrary.h" + +#include "AnimNode_KawaiiPhysics.h" +#include "BlueprintGameplayTagLibrary.h" +#include "KawaiiPhysicsExternalForce.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(KawaiiPhysicsLibrary) + +DEFINE_LOG_CATEGORY_STATIC(LogKawaiiPhysicsLibrary, Verbose, All); + +FKawaiiPhysicsReference UKawaiiPhysicsLibrary::ConvertToKawaiiPhysics(const FAnimNodeReference& Node, + EAnimNodeReferenceConversionResult& Result) +{ + return FAnimNodeReference::ConvertToType(Node, Result); +} + +bool UKawaiiPhysicsLibrary::CollectKawaiiPhysicsNodes(TArray& Nodes, + UAnimInstance* AnimInstance, + const FGameplayTagContainer& FilterTags, bool bFilterExactMatch) +{ + if (!ensure(AnimInstance && AnimInstance->GetClass())) + { + return false; + } + + bool bResult = false; + if (const IAnimClassInterface* AnimClassInterface = + IAnimClassInterface::GetFromClass((AnimInstance->GetClass()))) + { + const TArray& AnimNodeProperties = AnimClassInterface->GetAnimNodeProperties(); + for (int i = 0; i < AnimNodeProperties.Num(); ++i) + { + if (AnimNodeProperties[i]->Struct-> + IsChildOf(FKawaiiPhysicsReference::FInternalNodeType::StaticStruct())) + { + EAnimNodeReferenceConversionResult Result; + FKawaiiPhysicsReference KawaiiPhysicsReference = ConvertToKawaiiPhysics( + FAnimNodeReference(AnimInstance, i), Result); + + if (Result == EAnimNodeReferenceConversionResult::Succeeded) + { + auto& Tag = KawaiiPhysicsReference.GetAnimNode().KawaiiPhysicsTag; + if (FilterTags.IsEmpty() || UBlueprintGameplayTagLibrary::MatchesAnyTags( + Tag, FilterTags, bFilterExactMatch)) + { + Nodes.Add(KawaiiPhysicsReference); + bResult = true; + } + } + } + } + } + + return bResult; +} + +bool UKawaiiPhysicsLibrary::CollectKawaiiPhysicsNodes(TArray& Nodes, + USkeletalMeshComponent* MeshComp, + const FGameplayTagContainer& FilterTags, bool bFilterExactMatch) +{ + if (!ensure(MeshComp)) + { + return false; + } + + const int NodeNum = Nodes.Num(); + + if (UAnimInstance* AnimInstance = MeshComp->GetAnimInstance()) + { + CollectKawaiiPhysicsNodes(Nodes, AnimInstance, FilterTags, + bFilterExactMatch); + } + + const TArray& LinkedInstances = + const_cast(MeshComp)->GetLinkedAnimInstances(); + for (UAnimInstance* LinkedInstance : LinkedInstances) + { + CollectKawaiiPhysicsNodes(Nodes, LinkedInstance, FilterTags, + bFilterExactMatch); + } + + if (UAnimInstance* PostProcessAnimInstance = MeshComp->GetPostProcessInstance()) + { + CollectKawaiiPhysicsNodes(Nodes, PostProcessAnimInstance, FilterTags, + bFilterExactMatch); + } + + return NodeNum != Nodes.Num(); +} + +FKawaiiPhysicsReference UKawaiiPhysicsLibrary::ResetDynamics(const FKawaiiPhysicsReference& KawaiiPhysics) +{ + KawaiiPhysics.CallAnimNodeFunction( + TEXT("ResetDynamics"), + [](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + InKawaiiPhysics.ResetDynamics(ETeleportType::ResetPhysics); + }); + + return KawaiiPhysics; +} + + +FKawaiiPhysicsReference UKawaiiPhysicsLibrary::SetRootBoneName(const FKawaiiPhysicsReference& KawaiiPhysics, + FName& RootBoneName) +{ + KawaiiPhysics.CallAnimNodeFunction( + TEXT("SetRootBoneName"), + [RootBoneName](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + InKawaiiPhysics.RootBone = FBoneReference(RootBoneName); + }); + + return KawaiiPhysics; +} + +FName UKawaiiPhysicsLibrary::GetRootBoneName(const FKawaiiPhysicsReference& KawaiiPhysics) +{ + FName RootBoneName; + + KawaiiPhysics.CallAnimNodeFunction( + TEXT("GetRootBoneName"), + [&RootBoneName](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + RootBoneName = InKawaiiPhysics.RootBone.BoneName; + }); + + return RootBoneName; +} + +FKawaiiPhysicsReference UKawaiiPhysicsLibrary::SetExcludeBoneNames(const FKawaiiPhysicsReference& KawaiiPhysics, + TArray& ExcludeBoneNames) +{ + KawaiiPhysics.CallAnimNodeFunction( + TEXT("SetExcludeBoneNames"), + [&ExcludeBoneNames](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + InKawaiiPhysics.ExcludeBones.Empty(); + for (auto& ExcludeBoneName : ExcludeBoneNames) + { + InKawaiiPhysics.ExcludeBones.Add(FBoneReference(ExcludeBoneName)); + } + }); + + return KawaiiPhysics; +} + +TArray UKawaiiPhysicsLibrary::GetExcludeBoneNames(const FKawaiiPhysicsReference& KawaiiPhysics) +{ + TArray ExcludeBoneNames; + + KawaiiPhysics.CallAnimNodeFunction( + TEXT("GetExcludeBoneNames"), + [&ExcludeBoneNames](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + for (auto& ExcludeBone : InKawaiiPhysics.ExcludeBones) + { + ExcludeBoneNames.Add(ExcludeBone.BoneName); + } + }); + + return ExcludeBoneNames; +} + +FKawaiiPhysicsReference UKawaiiPhysicsLibrary::AddExternalForceWithExecResult( + EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + FInstancedStruct& ExternalForce, UObject* Owner) +{ + ExecResult = EKawaiiPhysicsAccessExternalForceResult::NotValid; + + if (AddExternalForce(KawaiiPhysics, ExternalForce, Owner)) + { + ExecResult = EKawaiiPhysicsAccessExternalForceResult::Valid; + } + + return KawaiiPhysics; +} + +bool UKawaiiPhysicsLibrary::AddExternalForce(const FKawaiiPhysicsReference& KawaiiPhysics, + FInstancedStruct& ExternalForce, UObject* Owner, bool bIsOneShot) +{ + bool bResult = false; + + if (ExternalForce.IsValid()) + { + if (auto* ExternalForcePtr = ExternalForce.GetMutablePtr()) + { + ExternalForcePtr->ExternalOwner = Owner; + ExternalForcePtr->bIsOneShot = bIsOneShot; + + KawaiiPhysics.CallAnimNodeFunction( + TEXT("AddExternalForce"), + [&](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + InKawaiiPhysics.ExternalForces.Add(ExternalForce); + }); + + bResult = true; + } + } + + return bResult; +} + +bool UKawaiiPhysicsLibrary::AddExternalForcesToComponent(USkeletalMeshComponent* MeshComp, + TArray& ExternalForces, + UObject* Owner, + FGameplayTagContainer& FilterTags, + bool bFilterExactMatch, bool bIsOneShot) +{ + bool bResult = false; + + TArray KawaiiPhysicsReferences; + CollectKawaiiPhysicsNodes(KawaiiPhysicsReferences, MeshComp, FilterTags, bFilterExactMatch); + for (auto& KawaiiPhysicsReference : KawaiiPhysicsReferences) + { + for (auto& AExternalForce : ExternalForces) + { + if (AExternalForce.IsValid()) + { + if (AddExternalForce(KawaiiPhysicsReference, AExternalForce, Owner, bIsOneShot)) + { + bResult = true; + } + } + } + } + + return bResult; +} + +bool UKawaiiPhysicsLibrary::RemoveExternalForcesFromComponent(USkeletalMeshComponent* MeshComp, UObject* Owner, + FGameplayTagContainer& FilterTags, bool bFilterExactMatch) +{ + bool bResult = false; + + TArray KawaiiPhysicsReferences; + CollectKawaiiPhysicsNodes(KawaiiPhysicsReferences, MeshComp, FilterTags, bFilterExactMatch); + for (auto& KawaiiPhysicsReference : KawaiiPhysicsReferences) + { + KawaiiPhysicsReference.CallAnimNodeFunction( + TEXT("RemoveExternalForce"), + [&](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + const int32 NumRemoved = InKawaiiPhysics.ExternalForces.RemoveAll([&](FInstancedStruct& InstancedStruct) + { + const auto* ExternalForcePtr = InstancedStruct.GetMutablePtr(); + return ExternalForcePtr && ExternalForcePtr->ExternalOwner == Owner; + }); + + if (NumRemoved > 0) + { + bResult = true; + } + }); + } + + return bResult; +} + +DEFINE_FUNCTION(UKawaiiPhysicsLibrary::execSetExternalForceWildcardProperty) +{ + P_GET_ENUM_REF(EKawaiiPhysicsAccessExternalForceResult, ExecResult); + P_GET_STRUCT_REF(FKawaiiPhysicsReference, KawaiiPhysics); + P_GET_PROPERTY(FIntProperty, ExternalForceIndex); + P_GET_STRUCT_REF(FName, PropertyName); + + ExecResult = EKawaiiPhysicsAccessExternalForceResult::NotValid; + + // Read wildcard Value input. + Stack.MostRecentPropertyAddress = nullptr; + Stack.MostRecentPropertyContainer = nullptr; + Stack.StepCompiledIn(nullptr); + + const FProperty* ValueProp = CastField(Stack.MostRecentProperty); + void* ValuePtr = Stack.MostRecentPropertyAddress; + + KawaiiPhysics.CallAnimNodeFunction( + TEXT("GetExternalForceWildcardProperty"), + [&ExecResult, &ExternalForceIndex, &PropertyName, &ValuePtr](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + if (InKawaiiPhysics.ExternalForces.IsValidIndex(ExternalForceIndex) && + InKawaiiPhysics.ExternalForces[ExternalForceIndex].IsValid()) + { + const auto* ScriptStruct = InKawaiiPhysics.ExternalForces[ExternalForceIndex].GetScriptStruct(); + auto& Force = InKawaiiPhysics.ExternalForces[ExternalForceIndex].GetMutable< + FKawaiiPhysics_ExternalForce>(); + + if (const FProperty* Property = FindFProperty(ScriptStruct, PropertyName)) + { + Property->CopyCompleteValue(Property->ContainerPtrToValuePtr(&Force), ValuePtr); + ExecResult = EKawaiiPhysicsAccessExternalForceResult::Valid; + } + } + }); + + P_FINISH; +} + +DEFINE_FUNCTION(UKawaiiPhysicsLibrary::execGetExternalForceWildcardProperty) +{ + P_GET_ENUM_REF(EKawaiiPhysicsAccessExternalForceResult, ExecResult); + P_GET_STRUCT_REF(FKawaiiPhysicsReference, KawaiiPhysics); + P_GET_PROPERTY(FIntProperty, ExternalForceIndex); + P_GET_STRUCT_REF(FName, PropertyName); + + ExecResult = EKawaiiPhysicsAccessExternalForceResult::NotValid; + + // Read wildcard Value input. + Stack.MostRecentPropertyAddress = nullptr; + Stack.MostRecentPropertyContainer = nullptr; + Stack.StepCompiledIn(nullptr); + + const FProperty* ValueProp = CastField(Stack.MostRecentProperty); + void* ValuePtr = Stack.MostRecentPropertyAddress; + + void* Result = nullptr; + KawaiiPhysics.CallAnimNodeFunction( + TEXT("GetExternalForceWildcardProperty"), + [&Result, &ExecResult, &ExternalForceIndex, &PropertyName](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + if (InKawaiiPhysics.ExternalForces.IsValidIndex(ExternalForceIndex) && + InKawaiiPhysics.ExternalForces[ExternalForceIndex].IsValid()) + { + const auto* ScriptStruct = InKawaiiPhysics.ExternalForces[ExternalForceIndex].GetScriptStruct(); + auto& Force = InKawaiiPhysics.ExternalForces[ExternalForceIndex].GetMutable< + FKawaiiPhysics_ExternalForce>(); + + if (const FProperty* Property = FindFProperty(ScriptStruct, PropertyName)) + { + Result = Property->ContainerPtrToValuePtr(&Force); + ExecResult = EKawaiiPhysicsAccessExternalForceResult::Valid; + } + } + }); + + P_FINISH; + + if (ValuePtr && Result) + { + P_NATIVE_BEGIN; + ValueProp->CopyCompleteValue(ValuePtr, Result); + P_NATIVE_END; + } +} diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsLimitsDataAsset.cpp b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsLimitsDataAsset.cpp new file mode 100644 index 00000000..70ecf35a --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Private/KawaiiPhysicsLimitsDataAsset.cpp @@ -0,0 +1,203 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + + +#include "KawaiiPhysicsLimitsDataAsset.h" +#include "AnimNode_KawaiiPhysics.h" +#include "KawaiiPhysics.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(KawaiiPhysicsLimitsDataAsset) + +DEFINE_LOG_CATEGORY(LogKawaiiPhysics); + +struct FCollisionLimitDataCustomVersion +{ + enum Type + { + // FNameからFBoneReferenceに移行 + ChangeToBoneReference = 0, + DeprecateLimitData, + + // ------------------------------------------------------ + VersionPlusOne, + LatestVersion = VersionPlusOne - 1 + }; + + // The GUID for this custom version number + const static FGuid GUID; + +private: + FCollisionLimitDataCustomVersion() + { + } +}; + +const FGuid FCollisionLimitDataCustomVersion::GUID(0x3A1F7B2E, 0x7B9D6E8C, 0x4C2A9F1D, 0x85B3E4F1); +FCustomVersionRegistration GRegisterCollisionLimitDataCustomVersion(FCollisionLimitDataCustomVersion::GUID, + FCollisionLimitDataCustomVersion::LatestVersion, + TEXT("CollisionLimitData")); + +#if WITH_EDITOR +template +void UpdateCollisionLimit(TArray& CollisionLimitsData, const CollisionLimitType& NewLimit) +{ + for (auto& LimitData : CollisionLimitsData) + { + if (LimitData.Guid == NewLimit.Guid) + { + LimitData = NewLimit; + break; + } + } +} + + +void UKawaiiPhysicsLimitsDataAsset::UpdateLimit(FCollisionLimitBase* Limit) +{ + switch (Limit->Type) + { + case ECollisionLimitType::Spherical: + UpdateCollisionLimit(SphericalLimits, *static_cast(Limit)); + break; + case ECollisionLimitType::Capsule: + UpdateCollisionLimit(CapsuleLimits, *static_cast(Limit)); + break; + case ECollisionLimitType::Box: + UpdateCollisionLimit(BoxLimits, *static_cast(Limit)); + break; + case ECollisionLimitType::Planar: + UpdateCollisionLimit(PlanarLimits, *static_cast(Limit)); + break; + case ECollisionLimitType::None: + break; + default: + break; + } + + MarkPackageDirty(); +} + +template +void SyncCollisionLimits(const TArray& CollisionLimitData, + TArray& CollisionLimits) +{ + CollisionLimits.Empty(); + for (const auto& Data : CollisionLimitData) + { + CollisionLimits.Add(Data.Convert()); + } +} + +void UKawaiiPhysicsLimitsDataAsset::Sync() +{ + SyncCollisionLimits(SphericalLimitsData, SphericalLimits); + SyncCollisionLimits(CapsuleLimitsData, CapsuleLimits); + SyncCollisionLimits(BoxLimitsData, BoxLimits); + SyncCollisionLimits(PlanarLimitsData, PlanarLimits); +} + +void UKawaiiPhysicsLimitsDataAsset::PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) +{ + Super::PostEditChangeChainProperty(PropertyChangedEvent); + + + FName ArrayPropertyName = PropertyChangedEvent.MemberProperty + ? PropertyChangedEvent.MemberProperty->GetFName() + : NAME_None; + if (PropertyChangedEvent.ChangeType == EPropertyChangeType::ValueSet && + PropertyChangedEvent.PropertyChain.GetActiveMemberNode()) + { + ArrayPropertyName = PropertyChangedEvent.PropertyChain.GetActiveMemberNode()->GetValue()->GetFName(); + } + + auto UpdateLimits = [&](auto& Limits) + { + int32 ArrayIndex = PropertyChangedEvent.GetArrayIndex(ArrayPropertyName.ToString()); + + if (PropertyChangedEvent.ChangeType == EPropertyChangeType::ArrayAdd || + PropertyChangedEvent.ChangeType == EPropertyChangeType::ValueSet) + { + Limits[ArrayIndex].SourceType = ECollisionSourceType::DataAsset; + } + else if (PropertyChangedEvent.ChangeType == EPropertyChangeType::Duplicate) + { + Limits[ArrayIndex].Guid = FGuid::NewGuid(); + } + }; + + if (ArrayPropertyName == GET_MEMBER_NAME_CHECKED(UKawaiiPhysicsLimitsDataAsset, SphericalLimits)) + { + UpdateLimits(SphericalLimits); + } + else if (ArrayPropertyName == GET_MEMBER_NAME_CHECKED(UKawaiiPhysicsLimitsDataAsset, CapsuleLimits)) + { + UpdateLimits(CapsuleLimits); + } + else if (ArrayPropertyName == GET_MEMBER_NAME_CHECKED(UKawaiiPhysicsLimitsDataAsset, BoxLimits)) + { + UpdateLimits(BoxLimits); + } + else if (ArrayPropertyName == GET_MEMBER_NAME_CHECKED(UKawaiiPhysicsLimitsDataAsset, PlanarLimits)) + { + UpdateLimits(PlanarLimits); + } + + OnLimitsChanged.Broadcast(PropertyChangedEvent); +} +#endif + +#if WITH_EDITORONLY_DATA +void UKawaiiPhysicsLimitsDataAsset::Serialize(FStructuredArchiveRecord Record) +{ + Super::Serialize(Record); + + Record.GetUnderlyingArchive().UsingCustomVersion(FCollisionLimitDataCustomVersion::GUID); +} +#endif + +USkeleton* UKawaiiPhysicsLimitsDataAsset::GetSkeleton(bool& bInvalidSkeletonIsError, + const IPropertyHandle* PropertyHandle) +{ +#if WITH_EDITORONLY_DATA + return Skeleton; +#else + return nullptr; +#endif +} + +void UKawaiiPhysicsLimitsDataAsset::PostLoad() +{ + Super::PostLoad(); + + if (GetLinkerCustomVersion(FCollisionLimitDataCustomVersion::GUID) < + FCollisionLimitDataCustomVersion::ChangeToBoneReference) + { +#if WITH_EDITORONLY_DATA + for (auto& Data : SphericalLimitsData) + { + Data.DrivingBoneReference = FBoneReference(Data.DrivingBoneName); + } + for (auto& Data : CapsuleLimitsData) + { + Data.DrivingBoneReference = FBoneReference(Data.DrivingBoneName); + } + for (auto& Data : BoxLimitsData) + { + Data.DrivingBoneReference = FBoneReference(Data.DrivingBoneName); + } + for (auto& Data : PlanarLimitsData) + { + Data.DrivingBoneReference = FBoneReference(Data.DrivingBoneName); + } + UE_LOG(LogKawaiiPhysics, Log, TEXT("Update : BoneName -> BoneReference (%s)"), *this->GetName()); +#endif + } + + if (GetLinkerCustomVersion(FCollisionLimitDataCustomVersion::GUID) < + FCollisionLimitDataCustomVersion::DeprecateLimitData) + { +#if WITH_EDITORONLY_DATA + Sync(); + UE_LOG(LogKawaiiPhysics, Log, TEXT("Update : Deprecate LimitData (%s)"), *this->GetName()); +#endif + } +} diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/AnimNode_KawaiiPhysics.h b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/AnimNode_KawaiiPhysics.h new file mode 100644 index 00000000..c0e232cb --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/AnimNode_KawaiiPhysics.h @@ -0,0 +1,1359 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#pragma once + +#include "BoneContainer.h" +#include "BonePose.h" +#include "GameplayTagContainer.h" + +#include "BoneControllers/AnimNode_AnimDynamics.h" +#include "BoneControllers/AnimNode_RigidBody.h" +#include "BoneControllers/AnimNode_SkeletalControlBase.h" + +#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 +#include "StructUtils/InstancedStruct.h" +#else +#include "InstancedStruct.h" +#endif + +#include "AnimNode_KawaiiPhysics.generated.h" + +class UKawaiiPhysics_CustomExternalForce; +class UKawaiiPhysicsLimitsDataAsset; +class UKawaiiPhysicsBoneConstraintsDataAsset; + +#if ENABLE_ANIM_DEBUG +extern KAWAIIPHYSICS_API TAutoConsoleVariable CVarAnimNodeKawaiiPhysicsEnable; +extern KAWAIIPHYSICS_API TAutoConsoleVariable CVarAnimNodeKawaiiPhysicsDebug; +extern KAWAIIPHYSICS_API TAutoConsoleVariable CVarAnimNodeKawaiiPhysicsDebugLengthRate; +#endif + +UENUM(BlueprintType) +enum class EKawaiiPhysicsSimulationSpace : uint8 +{ + /** Simulate in component space */ + ComponentSpace, + /** Simulate in world space. This fixes the issues of root bones moving suddenly */ + WorldSpace, + /** Simulate in another bone space */ + BaseBoneSpace, +}; + +/** + * Enum representing the planar constraint axis in KawaiiPhysics. + */ +UENUM(meta=(ScriptName = "KP_PlanarConstraint")) +enum class EPlanarConstraint : uint8 +{ + /** No planar constraint */ + None, + /** Constrain to the X axis */ + X, + /** Constrain to the Y axis */ + Y, + /** Constrain to the Z axis */ + Z, +}; + +/** + * Enum representing the forward axis of a bone in KawaiiPhysics. + */ +UENUM() +enum class EBoneForwardAxis : uint8 +{ + X_Positive, + X_Negative, + Y_Positive, + Y_Negative, + Z_Positive, + Z_Negative, +}; + +/** + * Enum representing the type of collision limit in KawaiiPhysics. + */ +UENUM() +enum class ECollisionLimitType : uint8 +{ + None, + Spherical, + Capsule, + Box, + Planar, +}; + +/** + * Enum representing the source type of the collision limit in KawaiiPhysics. + */ +UENUM() +enum class ECollisionSourceType : uint8 +{ + /** Use the value set in the AnimNode */ + AnimNode, + /** Use the value set in the DataAsset */ + DataAsset, + /** Use the value set in the PhysicsAsset */ + PhysicsAsset, +}; + +/** + * Base structure for defining collision limits in KawaiiPhysics. + */ +USTRUCT() +struct FCollisionLimitBase +{ + GENERATED_BODY() + + /** Bone to attach the sphere to */ + UPROPERTY(EditAnywhere, Category = CollisionLimitBase) + FBoneReference DrivingBone; + + /** Offset location from the driving bone */ + UPROPERTY(EditAnywhere, Category = CollisionLimitBase) + FVector OffsetLocation = FVector::ZeroVector; + + /** Offset rotation from the driving bone */ + UPROPERTY(EditAnywhere, Category = CollisionLimitBase, meta = (ClampMin = "-360", ClampMax = "360")) + FRotator OffsetRotation = FRotator::ZeroRotator; + + /** Location of the collision limit */ + UPROPERTY() + FVector Location = FVector::ZeroVector; + + /** Rotation of the collision limit */ + UPROPERTY() + FQuat Rotation = FQuat::Identity; + + /** Whether the collision limit is enabled */ + UPROPERTY() + bool bEnable = true; + + /** Source type of the collision limit */ + UPROPERTY(VisibleAnywhere, Category = CollisionLimitBase) + ECollisionSourceType SourceType = ECollisionSourceType::AnimNode; + +#if WITH_EDITORONLY_DATA + + /** Unique identifier for the collision limit (editor only) */ + UPROPERTY(VisibleAnywhere, Category = Debug, meta = (IgnoreForMemberInitializationTest)) + FGuid Guid = FGuid::NewGuid(); + + /** Type of the collision limit (editor only) */ + UPROPERTY() + ECollisionLimitType Type = ECollisionLimitType::None; + +#endif + + /** Assignment operator */ + FCollisionLimitBase& operator=(const FCollisionLimitBase& Other) + { + DrivingBone = Other.DrivingBone; + OffsetLocation = Other.OffsetLocation; + OffsetRotation = Other.OffsetRotation; + Location = Other.Location; + Rotation = Other.Rotation; + bEnable = Other.bEnable; +#if WITH_EDITORONLY_DATA + SourceType = Other.SourceType; + Guid = Other.Guid; + Type = Other.Type; +#endif + return *this; + } +}; + +/** + * Structure representing a spherical limit for collision in KawaiiPhysics. + */ +USTRUCT(BlueprintType) +struct FSphericalLimit : public FCollisionLimitBase +{ + GENERATED_BODY() + + /** Default constructor */ + FSphericalLimit() + { +#if WITH_EDITORONLY_DATA + // Set the collision limit type to spherical + Type = ECollisionLimitType::Spherical; +#endif + } + + /** Radius of the sphere */ + UPROPERTY(EditAnywhere, Category = SphericalLimit, meta = (ClampMin = "0")) + float Radius = 5.0f; + + /** Whether to lock bodies inside or outside of the sphere */ + UPROPERTY(EditAnywhere, Category = SphericalLimit) + ESphericalLimitType LimitType = ESphericalLimitType::Outer; + + /** Assignment operator */ + FSphericalLimit& operator=(const FSphericalLimit& Other) + { + FCollisionLimitBase::operator=(Other); + Radius = Other.Radius; + LimitType = Other.LimitType; + return *this; + } +}; + +/** + * Structure representing a capsule limit for collision in KawaiiPhysics. + */ +USTRUCT(BlueprintType) +struct FCapsuleLimit : public FCollisionLimitBase +{ + GENERATED_BODY() + + /** Default constructor */ + FCapsuleLimit() + { +#if WITH_EDITORONLY_DATA + // Set the collision limit type to capsule + Type = ECollisionLimitType::Capsule; +#endif + } + + /** Radius of the capsule */ + UPROPERTY(EditAnywhere, Category = CapsuleLimit, meta = (ClampMin = "0")) + float Radius = 5.0f; + + /** Length of the capsule */ + UPROPERTY(EditAnywhere, Category = CapsuleLimit, meta = (ClampMin = "0")) + float Length = 10.0f; + + /** Assignment operator */ + FCapsuleLimit& operator=(const FCapsuleLimit& Other) + { + FCollisionLimitBase::operator=(Other); + Radius = Other.Radius; + Length = Other.Length; + return *this; + } +}; + +/** + * Structure representing a box limit for collision in KawaiiPhysics. + */ +USTRUCT(BlueprintType) +struct FBoxLimit : public FCollisionLimitBase +{ + GENERATED_BODY() + + /** Default constructor */ + FBoxLimit() + { +#if WITH_EDITORONLY_DATA + // Set the collision limit type to box + Type = ECollisionLimitType::Box; +#endif + } + + /** The extent of the box defining the box limit */ + UPROPERTY(EditAnywhere, Category = BoxLimit) + FVector Extent = FVector(5.0f, 5.0f, 5.0f); + + /** Assignment operator */ + FBoxLimit& operator=(const FBoxLimit& Other) + { + FCollisionLimitBase::operator=(Other); + Extent = Other.Extent; + return *this; + } +}; + +/** + * Structure representing a planar limit for collision in KawaiiPhysics. + */ +USTRUCT(BlueprintType) +struct FPlanarLimit : public FCollisionLimitBase +{ + GENERATED_BODY() + + /** Default constructor */ + FPlanarLimit() + { +#if WITH_EDITORONLY_DATA + // Set the collision limit type to planar + Type = ECollisionLimitType::Planar; +#endif + } + + /** The plane defining the planar limit */ + UPROPERTY() + FPlane Plane = FPlane(0, 0, 0, 0); + + /** Assignment operator */ + FPlanarLimit& operator=(const FPlanarLimit& Other) + { + FCollisionLimitBase::operator=(Other); + Plane = Other.Plane; + return *this; + } +}; + +/** + * Structure representing the root bone settings for KawaiiPhysics. + */ +USTRUCT(BlueprintType) +struct KAWAIIPHYSICS_API FKawaiiPhysicsRootBoneSetting +{ + GENERATED_BODY() + + /** + * 指定ボーンとそれ以下のボーンを制御対象に + * Control the specified bone and the bones below it + */ + UPROPERTY(EditAnywhere, Category = "Bones") + FBoneReference RootBone; + + /** + * 指定したボーンとそれ以下のボーンを制御対象から除去 + * Do NOT control the specified bone and the bones below it + */ + UPROPERTY(EditAnywhere, Category = "Bones", meta = (EditCondition = "bUseOverrideExcludeBones")) + TArray OverrideExcludeBones; + UPROPERTY(EditAnywhere, Category = "Bones", meta = (InlineEditConditionToggle)) + bool bUseOverrideExcludeBones = false; +}; + + +/** + * Structure representing the settings for KawaiiPhysics. + */ +USTRUCT(BlueprintType) +struct KAWAIIPHYSICS_API FKawaiiPhysicsSettings +{ + GENERATED_BODY() + + /** + * 減衰度:揺れの強さを制御。値が小さいほど、加速度を物理挙動に反映 + * Damping physical behavior. As the value is smaller, the acceleration is more reflected to the physical behavior + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = "0"), category = "KawaiiPhysics") + float Damping = 0.1f; + + /** + * 剛性度:値が大きいほど、元の形状を維持 + * Stiffness of physical behavior.As the value is larger, pre-physics shape is more respected + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = "0"), category = "KawaiiPhysics") + float Stiffness = 0.05f; + + /** + * ワールド座標系におけるSkeletal Mesh Componentの移動量の反映度 + * Influence from movement in world coordinate system of Skeletal Mesh Component + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = "0"), category = "KawaiiPhysics") + float WorldDampingLocation = 0.8f; + + /** + * ワールド座標系におけるSkeletal Mesh Componentの回転量の反映度 + * Influence from rotation in world coordinate system of Skeletal Mesh Component + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = "0"), category = "KawaiiPhysics") + float WorldDampingRotation = 0.8f; + + /** + * 各ボーンのコリジョン半径 + * Radius of bone's collision + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = "0", DisplayName="Collision Radius"), + category = "KawaiiPhysics") + float Radius = 3.0f; + + /** + * 物理挙動による回転制限。適切に設定することで荒ぶりを抑制 + * Rotational limitations in physical behavior. Setting the value properly can prevent rampage + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = "0"), category = "KawaiiPhysics") + float LimitAngle = 0.0f; +}; + +/** + * Structure representing a bone that can be modified by the KawaiiPhysics system. + */ +USTRUCT(BlueprintType) +struct KAWAIIPHYSICS_API FKawaiiPhysicsModifyBone +{ + GENERATED_USTRUCT_BODY() + + /** Reference to the bone */ + UPROPERTY() + FBoneReference BoneRef; + + /** Index of the bone */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + int32 Index = -1; + + /** Index of the parent bone */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + int32 ParentIndex = -1; + + /** Indices of the child bones */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + TArray ChildIndices; + + /** Physics settings for the bone */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + FKawaiiPhysicsSettings PhysicsSettings; + + /** Current location of the bone */ + UPROPERTY(BlueprintReadWrite, Category = "KawaiiPhysics|ModifyBone") + FVector Location = FVector::ZeroVector; + + /** Previous location of the bone */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + FVector PrevLocation = FVector::ZeroVector; + + /** Previous rotation of the bone */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + FQuat PrevRotation = FQuat::Identity; + + /** Pose location of the bone */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + FVector PoseLocation = FVector::ZeroVector; + + /** Pose rotation of the bone */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + FQuat PoseRotation = FQuat::Identity; + + /** Pose scale of the bone */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + FVector PoseScale = FVector::OneVector; + + /** Length from the root bone */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + float LengthFromRoot = 0.0f; + + /** Length rate from the root bone */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + float LengthRateFromRoot = 0.0f; + + /** Flag indicating if this is a dummy bone */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + bool bDummy = false; + + /** Flag indicating if simulation should be skipped for this bone */ + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics|ModifyBone") + bool bSkipSimulate = false; + + /** + * Checks if the bone has a parent. + * + * @return True if the bone has a parent, false otherwise. + */ + bool HasParent() const { return ParentIndex >= 0; } + + /** Default constructor */ + FKawaiiPhysicsModifyBone() + { + } +}; + +UENUM() +enum class EXPBDComplianceType : uint8 +{ + Concrete UMETA(DisplayName = "Concrete"), + Wood UMETA(DisplayName = "Wood"), + Leather UMETA(DisplayName = "Leather"), + Tendon UMETA(DisplayName = "Tendon"), + Rubber UMETA(DisplayName = "Rubber"), + Muscle UMETA(DisplayName = "Muscle"), + Fat UMETA(DisplayName = "Fat"), +}; + +/** + * Structure representing a constraint between two bones for the KawaiiPhysics system. + */ +USTRUCT() +struct FModifyBoneConstraint +{ + GENERATED_BODY() + + FModifyBoneConstraint() + { + } + + /** The first bone reference in the constraint */ + UPROPERTY(EditAnywhere, category = "KawaiiPhysics") + FBoneReference Bone1; + + /** The second bone reference in the constraint */ + UPROPERTY(EditAnywhere, category = "KawaiiPhysics") + FBoneReference Bone2; + + /** Flag to override the compliance type */ + UPROPERTY(EditAnywhere, category = "KawaiiPhysics", meta=(InlineEditConditionToggle)) + bool bOverrideCompliance = false; + + /** The compliance type to use if overridden */ + UPROPERTY(EditAnywhere, category = "KawaiiPhysics", meta=(EditCondition="bOverrideCompliance")) + EXPBDComplianceType ComplianceType = EXPBDComplianceType::Leather; + + /** Index of the first modify bone */ + UPROPERTY() + int32 ModifyBoneIndex1 = -1; + + /** Index of the second modify bone */ + UPROPERTY() + int32 ModifyBoneIndex2 = -1; + + /** Length of the constraint */ + UPROPERTY() + float Length = -1.0f; + + /** Flag indicating if this is a dummy constraint */ + UPROPERTY() + bool bIsDummy = false; + + /** Lambda value for the constraint */ + UPROPERTY() + float Lambda = 0.0f; + + /** Equality operator to compare two constraints */ + FORCEINLINE bool operator ==(const FModifyBoneConstraint& Other) const + { + return ((Bone1 == Other.Bone1 && Bone2 == Other.Bone2) || (Bone1 == Other.Bone2 && Bone2 == Other.Bone1)) && + ComplianceType == Other.ComplianceType; + } + + /** Initializes the bone references with the required bones */ + void InitializeBone(const FBoneContainer& RequiredBones) + { + Bone1.Initialize(RequiredBones); + Bone2.Initialize(RequiredBones); + } + + /** Checks if the bone references are valid */ + bool IsBoneReferenceValid() const + { + return ModifyBoneIndex1 >= 0 && ModifyBoneIndex2 >= 0; + } + + /** Checks if the constraint is valid */ + bool IsValid() const + { + return Length > 0.0f; + } +}; + +USTRUCT(BlueprintType) +struct KAWAIIPHYSICS_API FAnimNode_KawaiiPhysics : public FAnimNode_SkeletalControlBase +{ + GENERATED_USTRUCT_BODY() + + /** + * 指定ボーンとそれ以下のボーンを制御対象に + * Control the specified bone and the bones below it + */ + UPROPERTY(EditAnywhere, Category = "Bones") + FBoneReference RootBone; + + /** + * 指定したボーンとそれ以下のボーンを制御対象から除去 + * Do NOT control the specified bone and the bones below it + */ + UPROPERTY(EditAnywhere, Category = "Bones") + TArray ExcludeBones; + + /** + * 指定ボーンとそれ以下のボーンを制御対象に(追加用) + * Control the specified bone and the bones below it (For Addition) + */ + UPROPERTY(EditAnywhere, Category = "Bones") + TArray AdditionalRootBones; + + /** + * 0より大きい場合は、制御ボーンの末端にダミーボーンを追加。ダミーボーンを追加することで、末端のボーンの物理制御を改善 + * Add a dummy bone to the end bone if it's above 0. It affects end bone rotation. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Bones", meta = (PinHiddenByDefault, ClampMin = "0")) + float DummyBoneLength = 0.0f; + + /** + * ボーンの前方。物理制御やダミーボーンの配置位置に影響 + * Bone forward direction. Affects the placement of physical controls and dummy bones + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Bones", meta = (PinHiddenByDefault)) + EBoneForwardAxis BoneForwardAxis = EBoneForwardAxis::X_Positive; + + /** + * 物理制御の基本設定 + * Basic physics settings + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", + meta = (PinHiddenByDefault, DisplayPriority=0)) + FKawaiiPhysicsSettings PhysicsSettings; + + /** + * 物理制御を行う座標系(Component以外の場合は微小のパフォーマンス低下が発生しますが、急激なRootボーンの移動・回転の影響を回避することができます) + * Simulation space for physics control (Using anything other than ComponentSpace may cause a slight performance drop, but it can avoid the impact of sudden Root bone movement and rotation) + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", meta = (PinHiddenByDefault)) + EKawaiiPhysicsSimulationSpace SimulationSpace = EKawaiiPhysicsSimulationSpace::ComponentSpace; + + /** + * BaseBone座標系時の基準となるボーン + * BaseBone coordinate system reference bone + */ + UPROPERTY(EditAnywhere, Category = "Physics Settings", + meta = (PinHiddenByDefault, EditCondition= "SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace", + EditConditionHides)) + FBoneReference SimulationBaseBone; + + /** + * ターゲットとなるフレームレート + * Target Frame Rate + */ + UPROPERTY(EditAnywhere, Category = "Physics Settings", meta = (EditCondition = "OverrideTargetFramerate")) + int32 TargetFramerate = 60; + UPROPERTY(EditAnywhere, Category = "Physics Settings", meta = (InlineEditConditionToggle)) + bool OverrideTargetFramerate = false; + + /** + * 物理の空回し回数。物理処理が落ち着いてから開始・表示したい際に使用 + * Number of times physics has been idle. Used when you want to start/display after physics processing has settled down + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", + meta = (PinHiddenByDefault, EditCondition="bNeedWarmUp", ClampMin = "0")) + int32 WarmUpFrames = 0; + /** + * ResetDynamics時に物理の空回しを行うフラグ + * Flags to use warmup physics when ResetDynamics + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", + meta = (PinHiddenByDefault, EditCondition="bNeedWarmUp")) + bool bUseWarmUpWhenResetDynamics = true; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", + meta = (PinHiddenByDefault, InlineEditConditionToggle)) + bool bNeedWarmUp = false; + + /** + * 1フレームにおけるSkeletalMeshComponentの移動量が設定値を超えた場合、その移動量を物理制御に反映しない + * If the amount of movement of a SkeletalMeshComponent in one frame exceeds the set value, that amount of movement will not be reflected in the physics control. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", meta = (PinHiddenByDefault)) + float TeleportDistanceThreshold = 300.0f; + + /** + * 1フレームにおけるSkeletalMeshComponentの回転量が設定値を超えた場合、その回転量を物理制御に反映しない + * If the rotation amount of SkeletalMeshComponent in one frame exceeds the set value, the rotation amount will not be reflected in the physics control. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", meta = (PinHiddenByDefault)) + float TeleportRotationThreshold = 10.0f; + + /** + * 指定した軸に応じた平面上に各ボーンを固定 + * Fix the bone on the specified plane + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", meta = (PinHiddenByDefault)) + EPlanarConstraint PlanarConstraint = EPlanarConstraint::None; + + /** + * SkeletalMeshComponentの移動量を物理挙動に反映する際に適用されるスケール。 + * Scale to apply when reflecting the movement of the SkeletalMeshComponent in physical behavior. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", + meta = (PinHiddenByDefault)) + FVector SkelCompMoveScale = FVector::One(); + + /** + * 各ボーンの物理パラメータを毎フレーム更新するフラグ。 + * 無効にするとパフォーマンスが僅かに改善するが、実行中に物理パラメータを変更することが不可能に + * Flag to update the physics parameters of each bone every frame. + * Disabling this will slightly improve performance, but it will make it impossible to change physics parameters during execution. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", AdvancedDisplay, + meta = (PinHiddenByDefault)) + bool bUpdatePhysicsSettingsInGame = true; + + /** + * 制御対象のボーンが見つからない場合にTransformをリセットするフラグ。基本的には無効を推奨 + * Flag to reset Transform when the controlled bone is not found. It is generally recommended to disable this. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", AdvancedDisplay, + meta = (PinHiddenByDefault)) + bool ResetBoneTransformWhenBoneNotFound = false; + + /** + * 各ボーンに適用するPhysics Settings/ Damping パラメータを補正。 + * 「RootBoneから特定のボーンまでの長さ / RootBoneから末端のボーンまでの長さ」(0.0~1.0)の値におけるカーブの値を各パラメータに乗算 + * Corrects the Physics Settings/Damping parameters applied to each bone. + * Multiplies each parameter by the curve value for "Length from RootBone to specific bone / Length from RootBone to end bone" (0.0~1.0). + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", AdvancedDisplay, + meta = (PinHiddenByDefault, DisplayName = "Damping Rate by Bone Length Rate")) + FRuntimeFloatCurve DampingCurveData; + + /** + * 各ボーンに適用するPhysics Settings/ Stiffness パラメータを補正。 + * 「RootBoneから特定のボーンまでの長さ / RootBoneから末端のボーンまでの長さ」(0.0~1.0)の値におけるカーブの値を各パラメータに乗算 + * Corrects the Physics Settings/Stiffness parameters applied to each bone. + * Multiplies each parameter by the curve value for "Length from RootBone to specific bone / Length from RootBone to end bone" (0.0~1.0). + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", AdvancedDisplay, + meta = (PinHiddenByDefault, DisplayName = "Stiffness Rate by Bone Length Rate")) + FRuntimeFloatCurve StiffnessCurveData; + + /** + * 各ボーンに適用するPhysics Settings/ WorldDampingLocation パラメータを補正。 + * 「RootBoneから特定のボーンまでの長さ / RootBoneから末端のボーンまでの長さ」(0.0~1.0)の値におけるカーブの値を各パラメータに乗算 + * Corrects the Physics Settings/WorldDampingLocation parameters applied to each bone. + * Multiplies each parameter by the curve value for "Length from RootBone to specific bone / Length from RootBone to end bone" (0.0~1.0). + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", AdvancedDisplay, + meta = (PinHiddenByDefault, DisplayName = "World Damping Location Rate by Bone Length Rate")) + FRuntimeFloatCurve WorldDampingLocationCurveData; + + /** + * 各ボーンに適用するPhysics Settings/ WorldDampingRotation パラメータを補正。 + * 「RootBoneから特定のボーンまでの長さ / RootBoneから末端のボーンまでの長さ」(0.0~1.0)の値におけるカーブの値を各パラメータに乗算 + * Corrects the Physics Settings/WorldDampingRotation parameters applied to each bone. + * Multiplies each parameter by the curve value for "Length from RootBone to specific bone / Length from RootBone to end bone" (0.0~1.0). + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", AdvancedDisplay, + meta = (PinHiddenByDefault, DisplayName = "World Damping Rotation Rate by Bone Length Rate")) + FRuntimeFloatCurve WorldDampingRotationCurveData; + + /** + * 各ボーンに適用するPhysics Settings/ CollisionRadius パラメータを補正。 + * 「RootBoneから特定のボーンまでの長さ / RootBoneから末端のボーンまでの長さ」(0.0~1.0)の値におけるカーブの値を各パラメータに乗算 + * Corrects the Physics Settings/CollisionRadius parameters applied to each bone. + * Multiplies each parameter by the curve value for "Length from RootBone to specific bone / Length from RootBone to end bone" (0.0~1.0). + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", AdvancedDisplay, + meta = (PinHiddenByDefault, DisplayName = "Radius Rate by Bone Length Rate")) + FRuntimeFloatCurve RadiusCurveData; + + /** + * 各ボーンに適用するPhysics Settings/ LimitAngle パラメータを補正。 + * 「RootBoneから特定のボーンまでの長さ / RootBoneから末端のボーンまでの長さ」(0.0~1.0)の値におけるカーブの値を各パラメータに乗算 + * Corrects the Physics Settings/LimitAngle parameters applied to each bone. + * Multiplies each parameter by the curve value for "Length from RootBone to specific bone / Length from RootBone to end bone" (0.0~1.0). + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings", AdvancedDisplay, + meta = (PinHiddenByDefault, DisplayName = "LimitAngle Rate by Bone Length Rate")) + FRuntimeFloatCurve LimitAngleCurveData; + + /** + * コリジョン(球) + * Spherical Collision + */ + UPROPERTY(EditAnywhere, Category = "Limits") + TArray SphericalLimits; + /** + * コリジョン(カプセル) + * Capsule Collision + */ + UPROPERTY(EditAnywhere, Category = "Limits") + TArray CapsuleLimits; + /** + * コリジョン(ボックス) + * Box Collision + */ + UPROPERTY(EditAnywhere, Category = "Limits") + TArray BoxLimits; + /** + * コリジョン(平面) + * Planar Collision + */ + UPROPERTY(EditAnywhere, Category = "Limits") + TArray PlanarLimits; + + /** + * コリジョン設定(DataAsset版)。別AnimNode・ABPで設定を流用したい場合はこちらを推奨 + * Collision settings (DataAsset version). This is recommended if you want to reuse the settings for another AnimNode or ABP. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Limits", meta = (PinHiddenByDefault)) + TObjectPtr LimitsDataAsset = nullptr; + + /** + * コリジョン設定(PhyiscsAsset版)。別AnimNode・ABPで設定を流用したい場合はこちらを推奨 + * Collision settings (PhyiscsAsset版 version). This is recommended if you want to reuse the settings for another AnimNode or ABP. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Limits", meta = (PinHiddenByDefault)) + TObjectPtr PhysicsAssetForLimits = nullptr; + + /** + * コリジョン設定(DataAsset版)における球コリジョンのプレビュー + * Preview of sphere collision in collision settings (DataAsset version) + */ + UPROPERTY(VisibleAnywhere, AdvancedDisplay, Category = "Limits") + TArray SphericalLimitsData; + /** + * コリジョン設定(DataAsset版)におけるカプセルコリジョンのプレビュー + * Preview of capsule collision in collision settings (DataAsset version) + */ + UPROPERTY(VisibleAnywhere, AdvancedDisplay, Category = "Limits") + TArray CapsuleLimitsData; + /** + * コリジョン設定(DataAsset版)におけるボックスコリジョンのプレビュー + * Preview of box collision in collision settings (DataAsset version) + */ + UPROPERTY(VisibleAnywhere, AdvancedDisplay, Category = "Limits") + TArray BoxLimitsData; + /** + * コリジョン設定(DataAsset版)における平面コリジョンのプレビュー + * Preview of planar collision in collision settings (DataAsset version) + */ + UPROPERTY(VisibleAnywhere, AdvancedDisplay, Category = "Limits") + TArray PlanarLimitsData; + + /** + * Bone Constraintで用いる剛性タイプ + * Stiffness type to use in Bone Constraint + * http://blog.mmacklin.com/2016/10/12/xpbd-slides-and-stiffness/ + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Bone Constraint", + meta = (PinHiddenByDefault)) + EXPBDComplianceType BoneConstraintGlobalComplianceType = EXPBDComplianceType::Leather; + /** + * Bone Constraintの処理回数(コリジョン処理前) + * Number of Bone Constraints processed before collision processing + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Bone Constraint", + meta = (PinHiddenByDefault)) + int32 BoneConstraintIterationCountBeforeCollision = 1; + /** + * Bone Constraintの処理回数(コリジョン処理後) + * Number of Bone Constraints processed after collision processing + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Bone Constraint", + meta = (PinHiddenByDefault)) + int32 BoneConstraintIterationCountAfterCollision = 1; + /** + * 末端ボーンをBoneConstraint処理の対象にした場合、自動的にダミーボーンも処理対象にするフラグ + * Flag to automatically processes dummy bones when the end bones are subject to BoneConstraint processing. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Bone Constraint", + meta = (PinHiddenByDefault)) + bool bAutoAddChildDummyBoneConstraint = true; + + /** + * BoneConstraint処理の対象となるボーンのペアを設定。スカートのように、ボーン間の距離を維持したい場合に使用 + * Sets the bone pair to be processed by BoneConstraint. Used when you want to maintain the distance between bones, such as a skirt. + */ + UPROPERTY(EditAnywhere, Category = "Bone Constraint", meta=(TitleProperty="{Bone1} - {Bone2}")) + TArray BoneConstraints; + + /** + * BoneConstraint処理の対象となるボーンのペアを設定 (DataAsset版)。別AnimNode・ABPで設定を流用したい場合はこちらを推奨 + * Set the bone pairs to be processed by BoneConstraint (DataAsset version). If you want to reuse the settings for another AnimNode or another ABP, this is recommended. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Bone Constraint", + meta = (PinHiddenByDefault)) + TObjectPtr BoneConstraintsDataAsset; + + /** + * BoneConstraint処理の対象となるボーンのペアのプレビュー + * Preview of bone pairs that will be processed by BoneConstraint + */ + UPROPERTY(VisibleAnywhere, Category = "Bone Constraint", AdvancedDisplay, + meta=(TitleProperty="{Bone1} - {Bone2}")) + TArray BoneConstraintsData; + UPROPERTY() + TArray MergedBoneConstraints; + + /** + * 外力(重力など) + * External forces (gravity, etc.) + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ExternalForce", + meta = (PinHiddenByDefault, DisplayName="External Force")) + FVector Gravity = FVector::ZeroVector; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ExternalForce", meta = (PinHiddenByDefault)) + bool bEnableWind = false; + + /** + * WindDirectionalSourceによる風の影響度。ClothやSpeedTreeとの併用目的 + * Influence of wind by WindDirectionalSource. For use with Cloth and SpeedTree + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ExternalForce", + meta = (EditCondition = "bEnableWind", PinHiddenByDefault)) + float WindScale = 1.0f; + + /** + * WindDirectionalSourceによる風方向に与えるノイズ(角度) + * Noise(Degree) of wind by WindDirectionalSource. For use with Cloth and SpeedTree + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ExternalForce", + meta = (EditCondition = "bEnableWind", Units = "Degrees", ClampMin=0, PinHiddenByDefault)) + float WindDirectionNoiseAngle = 0.0f; + + /** + * 外力のプリセット。C++で独自のプリセットを追加可能(Instanced Struct) + * External force presets. You can add your own presets in C++. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ExternalForce", + meta = (BaseStruct = "/Script/KawaiiPhysics.KawaiiPhysics_ExternalForce", ExcludeBaseStruct)) + TArray ExternalForces; + + /** + * !!! VERY VERY EXPERIMENTAL !!! + * 外力のプリセット。BP・C++で独自のプリセットを追加可能(Instanced Property) + * 注意:AnimNodeをクリック or ABPをコンパイルしないと正常に動作しません + * External force presets. You can add your own presets in BP or C++ + * Note: If you do not click on AnimNode or compile ABP, it will not work properly. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced, Category = "ExternalForce", + meta=(DisplayName="CustomExternalForces(EXPERIMENTAL)")) + TArray> CustomExternalForces; + + /** + * レベル上の各コリジョンとの判定を行うフラグ。有効にすると物理処理の負荷が大幅に上がります + * Flag for collision detection with each collision on the level. Enabling this will significantly increase the load of physics processing. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Collision", meta = (PinHiddenByDefault)) + bool bAllowWorldCollision = false; + + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Collision", + meta = (PinHiddenByDefault, InlineEditConditionToggle)) + bool bOverrideCollisionParams = false; + /** + * SkeletalMeshComponentが持つコリジョン設定ではなく、独自のコリジョン設定をWorldCollisionで使用する際に設定 + * Use custom collision settings in WorldCollision instead of the collision settings set in SkeletalMeshComponent. + */ + UPROPERTY(EditAnywhere, Category = "World Collision", + meta = (PinHiddenByDefault, EditCondition = "bOverrideCollisionParams", DisplayName= + "Override SkelComp Collision Params")) + FBodyInstance CollisionChannelSettings; + + /** + * WorldCollisionにて、SkeletalMeshComponentが持つコリジョン(PhysicsAsset)を無視するフラグ + * In WorldCollision, Flag to ignore collisions for SkeletalMeshComponent(PhysicsAsset) in WorldCollision + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Collision", + meta = (PinHiddenByDefault, EditCondition = "bAllowWorldCollision")) + bool bIgnoreSelfComponent = true; + + /** + * WorldCollisionにて、SkeletalMeshComponentが持つコリジョン(PhysicsAsset)を無視する設定(骨) + * In WorldCollision, set to ignore collision (PhysicsAsset) of SkeletalMeshComponent using bone + */ + UPROPERTY(EditAnywhere, Category = "World Collision", meta = (EditCondition = "!bIgnoreSelfComponent")) + TArray IgnoreBones; + + /** + * WorldCollisionにて、SkeletalMeshComponentが持つコリジョン(PhysicsAsset)を無視する設定(骨名のプリフィックス) + * In WorldCollision, set to ignore collision (PhysicsAsset) of SkeletalMeshComponent using bone name prefix + */ + UPROPERTY(EditAnywhere, Category = "World Collision", meta = (EditCondition = "!bIgnoreSelfComponent")) + TArray IgnoreBoneNamePrefix; + + /** + * ExternalForceなどで使用するフィルタリング用タグ + * Tag for filtering of ExternalForce etc + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Tag") + FGameplayTag KawaiiPhysicsTag; + + UPROPERTY(BlueprintReadWrite, Category = "Bones") + TArray ModifyBones; + + UPROPERTY(BlueprintReadOnly, Category = "KawaiiPhysics") + float DeltaTime = 0.0f; + +private: + /** + * Flag indicating whether the physics settings have been initialized. + */ + bool bInitPhysicsSettings = false; + + /** + * Transform of the skeletal component in last frame. + */ + FTransform PreSkelCompTransform; + + /** + * Vector representing the movement of the skeletal component. + */ + FVector SkelCompMoveVector = FVector::ZeroVector; + + /** + * Quaternion representing the rotation of the skeletal component. + */ + FQuat SkelCompMoveRotation = FQuat::Identity; + + /** + * Flag indicating whether to reset or skip the dynamics. + */ + ETeleportType TeleportType = ETeleportType::None; + + /** + * Flag indicating whether to reset the dynamics. + */ + FVector GravityInSimSpace = FVector::ZeroVector; + + /** + * The last simulation space used for the physics simulation. + */ + EKawaiiPhysicsSimulationSpace LastSimulationSpace = EKawaiiPhysicsSimulationSpace::ComponentSpace; + + /** + * Base bone space to component space transform. + */ + FTransform BaseBoneSpace2ComponentSpace = FTransform::Identity; + + /** + * Stores the delta time from the previous frame. + */ + float DeltaTimeOld = 0.0f; + +#if WITH_EDITORONLY_DATA + bool bEditing = false; + double LastEvaluatedTime = 0.0; +#endif + +public: + FAnimNode_KawaiiPhysics(); + + // FAnimNode_Base interface + virtual void UpdateInternal(const FAnimationUpdateContext& Context) override; + virtual void GatherDebugData(FNodeDebugData& DebugData) override; + virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override; + virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override; + virtual bool NeedsDynamicReset() const override { return true; } + virtual void ResetDynamics(ETeleportType InTeleportType) override; + // End of FAnimNode_Base interface + + // FAnimNode_SkeletalControlBase interface + virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, + TArray& OutBoneTransforms) override; + virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override; + virtual bool HasPreUpdate() const override; + virtual void PreUpdate(const UAnimInstance* InAnimInstance) override; + // End of FAnimNode_SkeletalControlBase interface + +#if WITH_EDITORONLY_DATA + + bool IsRecentlyEvaluated() const + { + return (FPlatformTime::Seconds() - LastEvaluatedTime) < 0.1; + } +#endif + + /** + * Gets the vector representing the movement of the skeletal component. + * + * @return The vector representing the movement of the skeletal component. + */ + const FVector& GetSkelCompMoveVector() const; + + /** + * Gets the quaternion representing the rotation of the skeletal component. + * + * @return The quaternion representing the rotation of the skeletal component. + */ + const FQuat& GetSkelCompMoveRotation() const; + + /** + * Gets the delta time from the previous frame. + * + * @return The delta time from the previous frame. + */ + float GetDeltaTimeOld() const; + + /** + * Get Transform from BaseBoneSpace to ComponentSpace. + */ + FTransform GetBaseBoneSpace2ComponentSpace() const { return BaseBoneSpace2ComponentSpace; } + +protected: + /** + * Gets the forward vector of a bone based on its rotation. + * + * @param Rotation The quaternion representing the bone's rotation. + * @return The forward vector of the bone. + */ + FVector GetBoneForwardVector(const FQuat& Rotation) const; + + // FAnimNode_SkeletalControlBase interface + virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override; + // End of FAnimNode_SkeletalControlBase interface + + /** + * Initializes the modify bones array with the current pose context and bone container. + * + * @param Output The component space pose context. + * @param BoneContainer The bone container containing bone hierarchy information. + */ + void InitModifyBones(FComponentSpacePoseContext& Output, const FBoneContainer& BoneContainer); + + /** + * Initializes the bone constraints for the physics simulation. + */ + void InitBoneConstraints(); + + /** + * Applies the data asset to LimitData. + * + * @param RequiredBones The bone container containing the required bones. + */ + void ApplyLimitsDataAsset(const FBoneContainer& RequiredBones); + + /** + * Applies the physics asset to LimitData. + * + * @param RequiredBones The bone container containing the required bones. + */ + void ApplyPhysicsAsset(const FBoneContainer& RequiredBones); + + /** + * Applies the bone constraint data asset to BoneConstraints. + * + * @param RequiredBones The bone container containing the required bones. + */ + void ApplyBoneConstraintDataAsset(const FBoneContainer& RequiredBones); + + /** + * Adds a modify bone to the modify bones array. + * + * @param InModifyBones The array of modify bones to add to. + * @param Output The component space pose context. + * @param BoneContainer The bone container containing bone hierarchy information. + * @param RefSkeleton The reference skeleton containing bone hierarchy information. + * @param BoneIndex The index of the bone to add. + * @param InExcludeBones The array of bones to exclude. + * @return The index of the added modify bone. + */ + int32 AddModifyBone(TArray& InModifyBones, FComponentSpacePoseContext& Output, + const FBoneContainer& BoneContainer, + const FReferenceSkeleton& RefSkeleton, int32 BoneIndex, + const TArray& InExcludeBones); + + /** + * Collects the indices of all child bones for a given parent bone index. + * + * @param RefSkeleton The reference skeleton containing bone hierarchy information. + * @param ParentBoneIndex The index of the parent bone. + * @param Children An array to store the indices of the child bones. + * @return The number of child bones collected. + */ + int32 CollectChildBones(const FReferenceSkeleton& RefSkeleton, int32 ParentBoneIndex, + TArray& Children) const; + /** + * Calculates the length of a bone from the root and updates the total bone length. + * + * @param Bone The bone to calculate the length for. + * @param InModifyBones An array of bones to modify. + * @param RefBonePose The reference bone pose. + * @param TotalBoneLength The total length of all bones. + */ + void CalcBoneLength(FKawaiiPhysicsModifyBone& Bone, TArray& InModifyBones, + const TArray& RefBonePose, float& TotalBoneLength); + + /** + * Updates the physics settings for all modified bones based on the current physics settings and curves. + */ + void UpdatePhysicsSettingsOfModifyBones(); + + /** + * Updates the spherical limits for the given bones. + * + * @param Limits An array of spherical limits to update. + * @param Output The pose context. + * @param BoneContainer The bone container. + * @param ComponentTransform The component transform. + */ + void UpdateSphericalLimits(TArray& Limits, FComponentSpacePoseContext& Output, + const FBoneContainer& BoneContainer, const FTransform& ComponentTransform) const; + + /** + * Updates the capsule limits for the given bones. + * + * @param Limits An array of capsule limits to update. + * @param Output The pose context. + * @param BoneContainer The bone container. + * @param ComponentTransform The component transform. + */ + void UpdateCapsuleLimits(TArray& Limits, FComponentSpacePoseContext& Output, + const FBoneContainer& BoneContainer, const FTransform& ComponentTransform) const; + + + /** + * Updates the box limits for the given bones. + * + * @param Limits An array of box limits to update. + * @param Output The pose context. + * @param BoneContainer The bone container. + * @param ComponentTransform The component transform. + */ + void UpdateBoxLimits(TArray& Limits, FComponentSpacePoseContext& Output, + const FBoneContainer& BoneContainer, const FTransform& ComponentTransform) const; + + /** + * Updates the planar limits for the given bones. + * + * @param Limits An array of planar limits to update. + * @param Output The pose context. + * @param BoneContainer The bone container. + * @param ComponentTransform The component transform. + */ + void UpdatePlanerLimits(TArray& Limits, FComponentSpacePoseContext& Output, + const FBoneContainer& BoneContainer, const FTransform& ComponentTransform) const; + + /** + * Updates the pose transform for all modified bones. + * + * @param Output The pose context. + * @param BoneContainer The bone container. + */ + void UpdateModifyBonesPoseTransform(FComponentSpacePoseContext& Output, const FBoneContainer& BoneContainer); + + /** + * Updates the skeletal component movement vector and rotation. + * + * @param ComponentTransform The current component transform. + */ + void UpdateSkelCompMove(FComponentSpacePoseContext& Output, const FTransform& ComponentTransform); + + /** + * Simulates the physics for all modified bones. + * + * @param Output The pose context. + * @param ComponentTransform The component transform. + */ + void SimulateModifyBones(FComponentSpacePoseContext& Output, + const FTransform& ComponentTransform); + + /** + * Simulates the physics for a single bone. + * + * @param Bone The bone to simulate. + * @param Scene The scene interface. + * @param ComponentTransform The component transform. + * @param GravityCS The gravity vector in component space. + * @param Exponent The exponent for the simulation. + * @param SkelComp The skeletal mesh component. + * @param Output The pose context. + */ + void Simulate(FKawaiiPhysicsModifyBone& Bone, const FSceneInterface* Scene, const FTransform& ComponentTransform, + const float& Exponent, const USkeletalMeshComponent* SkelComp, + FComponentSpacePoseContext& Output); + + /** + * Adjusts the bone position based on world collision. + * + * @param Bone The bone to adjust. + * @param OwningComp The owning skeletal mesh component. + */ + void AdjustByWorldCollision(FComponentSpacePoseContext& Output, FKawaiiPhysicsModifyBone& Bone, + const USkeletalMeshComponent* OwningComp); + + /** + * Adjusts the bone position based on spherical collision limits. + * + * @param Bone The bone to adjust. + * @param Limits An array of spherical limits. + */ + void AdjustBySphereCollision(FKawaiiPhysicsModifyBone& Bone, TArray& Limits); + + /** + * Adjusts the bone position based on capsule collision limits. + * + * @param Bone The bone to adjust. + * @param Limits An array of capsule limits. + */ + void AdjustByCapsuleCollision(FKawaiiPhysicsModifyBone& Bone, TArray& Limits); + + /** + * Adjusts the bone position based on box collision limits. + * + * @param Bone The bone to adjust. + * @param Limits An array of box limits. + */ + void AdjustByBoxCollision(FKawaiiPhysicsModifyBone& Bone, TArray& Limits); + + /** + * Adjusts the bone position based on planar collision limits. + * + * @param Bone The bone to adjust. + * @param Limits An array of planar limits. + */ + void AdjustByPlanerCollision(FKawaiiPhysicsModifyBone& Bone, TArray& Limits); + + /** + * Adjusts the bone position based on angle limits. + * + * @param Bone The bone to adjust. + * @param ParentBone The parent bone. + */ + void AdjustByAngleLimit( + FKawaiiPhysicsModifyBone& Bone, + const FKawaiiPhysicsModifyBone& ParentBone); + + /** + * Adjusts the bone position based on planar constraints. + * + * @param Bone The bone to adjust. + * @param ParentBone The parent bone. + */ + void AdjustByPlanarConstraint(FKawaiiPhysicsModifyBone& Bone, const FKawaiiPhysicsModifyBone& ParentBone); + + /** + * Adjusts the bone positions based on bone constraints. + */ + void AdjustByBoneConstraints(); + + /** + * Applies the simulation results to the bone transforms. + * + * @param Output The pose context. + * @param BoneContainer The bone container. + * @param OutBoneTransforms An array to store the resulting bone transforms. + */ + void ApplySimulateResult(FComponentSpacePoseContext& Output, const FBoneContainer& BoneContainer, + TArray& OutBoneTransforms); + + /** + * Warms up the simulation by running it for a specified number of frames. + * + * @param Output The pose context. + * @param BoneContainer The bone container. + * @param ComponentTransform The component transform. + */ + void WarmUp(FComponentSpacePoseContext& Output, const FBoneContainer& BoneContainer, + FTransform& ComponentTransform); + + /** + * Gets the wind velocity for a given bone. + * + * @param Scene The scene interface. + * @param ComponentTransform The component transform. + * @param Bone The bone to get the wind velocity for. + * @return The wind velocity vector. + */ + FVector GetWindVelocity(const FComponentSpacePoseContext& Output, const FSceneInterface* Scene, + const FKawaiiPhysicsModifyBone& Bone) const; + +#if ENABLE_ANIM_DEBUG + void AnimDrawDebug(FComponentSpacePoseContext& Output); +#endif + +private: + // Given a bone index, get it's transform in the currently selected simulation space + FTransform GetBoneTransformInSimSpace(FComponentSpacePoseContext& Output, + const FCompactPoseBoneIndex& BoneIndex) const; + + // Convert a transform from one simulation space to another + FTransform ConvertSimulationSpaceTransform(const FComponentSpacePoseContext& Output, EKawaiiPhysicsSimulationSpace From, + EKawaiiPhysicsSimulationSpace To, const FTransform& InTransform) const; + + // Convert a vector from one simulation space to another + FVector ConvertSimulationSpaceVector(const FComponentSpacePoseContext& Output, EKawaiiPhysicsSimulationSpace From, + EKawaiiPhysicsSimulationSpace To, const FVector& InVector) const; + + // Convert a location from one simulation space to another + FVector ConvertSimulationSpaceLocation(const FComponentSpacePoseContext& Output, EKawaiiPhysicsSimulationSpace From, + EKawaiiPhysicsSimulationSpace To, const FVector& InLocation) const; + + // Convert a rotation from one simulation space to another + FQuat ConvertSimulationSpaceRotation(FComponentSpacePoseContext& Output, EKawaiiPhysicsSimulationSpace From, + EKawaiiPhysicsSimulationSpace To, const FQuat& InRotation) const; + + void ConvertSimulationSpace(FComponentSpacePoseContext& Output, EKawaiiPhysicsSimulationSpace From, EKawaiiPhysicsSimulationSpace To); +}; diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysics.h b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysics.h new file mode 100644 index 00000000..03ec7cbd --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysics.h @@ -0,0 +1,16 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#pragma once + +#include "CoreMinimal.h" +#include "Modules/ModuleInterface.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogKawaiiPhysics, Log, All); + +class FKawaiiPhysicsModule : public IModuleInterface +{ +public: + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; +}; diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsBoneConstraintsDataAsset.h b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsBoneConstraintsDataAsset.h new file mode 100644 index 00000000..eaa58d9c --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsBoneConstraintsDataAsset.h @@ -0,0 +1,124 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#pragma once + +#include "AnimNode_KawaiiPhysics.h" +#include "Engine/DataAsset.h" +#include "Interfaces/Interface_BoneReferenceSkeletonProvider.h" +#include "KawaiiPhysicsBoneConstraintsDataAsset.generated.h" + +/** + * Struct representing the data for modifying bone constraints in KawaiiPhysics. + */ +USTRUCT(BlueprintType) +struct KAWAIIPHYSICS_API FModifyBoneConstraintData +{ + GENERATED_BODY() + + /** Name of the first bone (deprecated) */ + UPROPERTY() + FName BoneName1; + + /** Name of the second bone (deprecated) */ + UPROPERTY() + FName BoneName2; + + /** Reference to the first bone */ + UPROPERTY(EditAnywhere, category = "KawaiiPhysics") + FBoneReference BoneReference1; + + /** Reference to the second bone */ + UPROPERTY(EditAnywhere, category = "KawaiiPhysics") + FBoneReference BoneReference2; + + /** Whether to override the compliance type */ + UPROPERTY(EditAnywhere, category = "KawaiiPhysics", meta=(InlineEditConditionToggle)) + bool bOverrideCompliance = false; + + /** The compliance type to use if overriding */ + UPROPERTY(EditAnywhere, category = "KawaiiPhysics", meta=(EditCondition="bOverrideCompliance")) + EXPBDComplianceType ComplianceType = EXPBDComplianceType::Leather; + + /** + * Updates the bone constraint data with the given constraint. + * @param BoneConstraint The bone constraint to update from. + */ + void Update(const FModifyBoneConstraint& BoneConstraint); +}; + +/** + * Struct representing a set of regex patterns for bones in KawaiiPhysics. + */ +USTRUCT(BlueprintType) +struct FRegexPatternBoneSet +{ + GENERATED_BODY() + + /** Regex pattern for the first bone */ + UPROPERTY(EditAnywhere, Category="Helper") + FString RegexPatternBone1; + + /** Regex pattern for the second bone */ + UPROPERTY(EditAnywhere, Category="Helper") + FString RegexPatternBone2; +}; + + +/** + * Data asset for managing bone constraints in KawaiiPhysics. + */ +UCLASS(Blueprintable) +class KAWAIIPHYSICS_API UKawaiiPhysicsBoneConstraintsDataAsset : public UDataAsset, + public IBoneReferenceSkeletonProvider +{ + GENERATED_BODY() + +public: + /** Array of bone constraint data */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Bone Constraint (Experimental)", + meta=(TitleProperty="{BoneReference1} - {BoneReference2}")) + TArray BoneConstraintsData; + +#if WITH_EDITORONLY_DATA + + /** List of regex patterns for bones */ + UPROPERTY(EditAnywhere, Category="Helper") + TArray RegexPatternList; + + /** Preview skeleton for editor */ + UPROPERTY(EditAnywhere, Category = "Skeleton") + TSoftObjectPtr PreviewSkeleton; + + /** List of preview bones */ + UPROPERTY(VisibleAnywhere, Category = "Skeleton", meta= (EditCondition=false)) + TArray PreviewBoneList; + + /** String representation of the preview bone list */ + UPROPERTY() + FString PreviewBoneListString; +#endif + + // Begin UObject Interface. + virtual void Serialize(FStructuredArchiveRecord Record) override; + virtual void PostLoad() override; + // End UObject Interface. + + // IBoneReferenceSkeletonProvider interface + virtual USkeleton* GetSkeleton(bool& bInvalidSkeletonIsError, const IPropertyHandle* PropertyHandle) override; + + /** Generates bone constraints based on the current data */ + TArray GenerateBoneConstraints(); + +#if WITH_EDITOR + + /** Applies regex patterns to the bone constraints */ + UFUNCTION(BlueprintCallable, CallInEditor, Category="Helper") + void ApplyRegex(); + + /** Updates the preview bone list */ + void UpdatePreviewBoneList(); + + /** Handles property changes in the editor */ + virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; +#endif +}; diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsCustomExternalForce.h b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsCustomExternalForce.h new file mode 100644 index 00000000..54ffc55c --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsCustomExternalForce.h @@ -0,0 +1,50 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#pragma once +#include "AnimNode_KawaiiPhysics.h" +#include "KawaiiPhysicsCustomExternalForce.generated.h" + + +UCLASS(Abstract, Blueprintable, EditInlineNew, CollapseCategories) +class KAWAIIPHYSICS_API UKawaiiPhysics_CustomExternalForce : public UObject +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(DisplayPriority=1), Category="KawaiiPhysics|CustomExternalForce") + bool bIsEnabled = true; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(DisplayPriority=1), Category="KawaiiPhysics|CustomExternalForce") + bool bDrawDebug = false; + +public: + UFUNCTION(BlueprintNativeEvent) + void PreApply(UPARAM(ref) FAnimNode_KawaiiPhysics& Node, + const USkeletalMeshComponent* SkelComp); + + virtual void PreApply_Implementation( + UPARAM(ref) FAnimNode_KawaiiPhysics& Node, const USkeletalMeshComponent* SkelComp)PURE_VIRTUAL(,); + + UFUNCTION(BlueprintNativeEvent) + void Apply(UPARAM(ref) FAnimNode_KawaiiPhysics& Node, int32 ModifyBoneIndex, + const USkeletalMeshComponent* SkelComp, const FTransform& BoneTransform); + + virtual void Apply_Implementation( + UPARAM(ref) FAnimNode_KawaiiPhysics& Node, int32 ModifyBoneIndex, const USkeletalMeshComponent* SkelComp, + const FTransform& BoneTransform) + { + } + + UFUNCTION(BlueprintCallable, Category="KawaiiPhysics|CustomExternalForce") + virtual bool IsDebugEnabled() + { +#if ENABLE_ANIM_DEBUG + if (CVarAnimNodeKawaiiPhysicsDebug.GetValueOnAnyThread()) + { + return bDrawDebug; + } +#endif + + return false; + } +}; diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsExternalForce.h b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsExternalForce.h new file mode 100644 index 00000000..cf17043f --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsExternalForce.h @@ -0,0 +1,448 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#pragma once +#include "AnimNode_KawaiiPhysics.h" +#include "SceneManagement.h" +#include "Curves/CurveVector.h" +#include "KawaiiPhysicsExternalForce.generated.h" + +/** + * Enum representing the space in which external forces are simulated. + */ +UENUM(BlueprintType) +enum class EExternalForceSpace : uint8 +{ + /** Simulate in component space. Moving the entire skeletal mesh will have no affect on velocities */ + ComponentSpace, + /** Simulate in world space. Moving the skeletal mesh will generate velocity changes */ + WorldSpace, + /** Simulate in another bone space. Moving the entire skeletal mesh and individually modifying the base bone will have no affect on velocities */ + BoneSpace, +}; + +/** + * Enum representing the evaluation type for external force curves. + */ +UENUM(BlueprintType) +enum class EExternalForceCurveEvaluateType : uint8 +{ + /** Evaluate the curve at a single point */ + Single, + /** Evaluate the curve by averaging multiple points */ + Average, + /** Evaluate the curve by taking the maximum value from multiple points */ + Max, + /** Evaluate the curve by taking the minimum value from multiple points */ + Min +}; + + +/// +/// Base +/// +USTRUCT(BlueprintType) +struct KAWAIIPHYSICS_API FKawaiiPhysics_ExternalForce +{ + GENERATED_BODY() + + /** Whether the external force is enabled */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(DisplayPriority=1), Category="KawaiiPhysics|ExternalForce") + bool bIsEnabled = true; + + /** Whether to draw debug information for the external force */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(DisplayPriority=1), Category="KawaiiPhysics|ExternalForce") + bool bDrawDebug = false; + + /** + * 外力を適応するボーンを指定(=指定しなかったボーンには適応しない) + * Specify the bones to which the external force will be applied (= the force will not be applied to bones that are not specified) + */ + UPROPERTY(EditAnywhere, meta=(DisplayPriority=1), Category="KawaiiPhysics|ExternalForce") + TArray ApplyBoneFilter; + + /** + * 外力を適応しないボーンを指定 + * Specify the bones to which the external force will be NOT applied + */ + UPROPERTY(EditAnywhere, meta=(DisplayPriority=1), Category="KawaiiPhysics|ExternalForce") + TArray IgnoreBoneFilter; + + /** The space in which the external force is simulated */ + UPROPERTY(EditAnywhere, meta=(DisplayPriority=1, EditCondition=bCanSelectForceSpace, EditConditionHides), + Category="KawaiiPhysics|ExternalForce") + EExternalForceSpace ExternalForceSpace = EExternalForceSpace::WorldSpace; + + /** Range for randomizing the force scale */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(DisplayPriority=1), Category="KawaiiPhysics|ExternalForce") + FFloatInterval RandomForceScaleRange = FFloatInterval(1.0f, 1.0f); + + /** Owner of the external force */ + UPROPERTY() + TObjectPtr ExternalOwner; + + /** Whether the external force is applied only once */ + UPROPERTY() + bool bIsOneShot = false; + +#if ENABLE_ANIM_DEBUG + /** Length of the debug arrow */ + float DebugArrowLength = 5.0f; + + /** Size of the debug arrow */ + float DebugArrowSize = 1.0f; + + /** Offset for the debug arrow */ + FVector DebugArrowOffset = FVector::Zero(); + + /** Map of bone names to forces for debugging */ + TMap BoneForceMap; +#endif + +protected: + /** Randomized scale of the force */ + UPROPERTY() + float RandomizedForceScale = 0.0f; + + /** The force vector */ + UPROPERTY() + FVector Force = FVector::Zero(); + + /** Transform of the component */ + UPROPERTY() + FTransform ComponentTransform; + + /** Whether the force space can be selected */ + UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="KawaiiPhysics|ExternalForce") + bool bCanSelectForceSpace = true; + +public: + virtual ~FKawaiiPhysics_ExternalForce() = default; + + virtual void Initialize(const FAnimationInitializeContext& Context) + { + } + + /** Prepares the external force before applying it */ + virtual void PreApply(FAnimNode_KawaiiPhysics& Node, const USkeletalMeshComponent* SkelComp) + { + ComponentTransform = SkelComp->GetComponentTransform(); + RandomizedForceScale = FMath::RandRange(RandomForceScaleRange.Min, RandomForceScaleRange.Max); + } + + /** Applies the external force to a bone */ + virtual void Apply(FKawaiiPhysicsModifyBone& Bone, FAnimNode_KawaiiPhysics& Node, + const FComponentSpacePoseContext& PoseContext, const FTransform& BoneTM = FTransform::Identity) + { + } + + /** Finalizes the external force after applying it */ + virtual void PostApply(FAnimNode_KawaiiPhysics& Node) + { + if (bIsOneShot) + { + Node.ExternalForces.RemoveAll([&](FInstancedStruct& InstancedStruct) + { + const auto* ExternalForcePtr = InstancedStruct.GetMutablePtr(); + return ExternalForcePtr == this; + }); + } + } + + /** Checks if debug information should be drawn */ + virtual bool IsDebugEnabled(bool bInPersona = false) + { + if (bInPersona) + { + return bDrawDebug && bIsEnabled; + } + +#if ENABLE_ANIM_DEBUG + if (CVarAnimNodeKawaiiPhysicsDebug.GetValueOnAnyThread()) + { + return bDrawDebug && bIsEnabled; + } +#endif + + return false; + } + +#if ENABLE_ANIM_DEBUG + /** Draws debug information for the external force */ + virtual void AnimDrawDebug(FKawaiiPhysicsModifyBone& Bone, FAnimNode_KawaiiPhysics& Node, + const FComponentSpacePoseContext& PoseContext) + { + if (IsDebugEnabled() && !Force.IsZero()) + { + const auto AnimInstanceProxy = PoseContext.AnimInstanceProxy; + const FVector ModifyRootBoneLocationWS = AnimInstanceProxy->GetComponentTransform().TransformPosition( + Bone.Location); + + AnimInstanceProxy->AnimDrawDebugDirectionalArrow( + ModifyRootBoneLocationWS + DebugArrowOffset, + ModifyRootBoneLocationWS + DebugArrowOffset + BoneForceMap.Find(Bone.BoneRef.BoneName)->GetSafeNormal() + * + DebugArrowLength, + DebugArrowSize, FColor::Red, false, 0.f, 2); + } + } +#endif + +#if WITH_EDITOR + /** Draws debug information for the external force in edit mode */ + virtual void AnimDrawDebugForEditMode(const FKawaiiPhysicsModifyBone& ModifyBone, + const FAnimNode_KawaiiPhysics& Node, FPrimitiveDrawInterface* PDI) + { + if (IsDebugEnabled(true) && CanApply(ModifyBone) && !Force.IsNearlyZero() && BoneForceMap.Contains( + ModifyBone.BoneRef.BoneName)) + { + const FTransform ArrowTransform = FTransform( + BoneForceMap.Find(ModifyBone.BoneRef.BoneName)->GetSafeNormal().ToOrientationRotator(), + ModifyBone.Location + DebugArrowOffset); + DrawDirectionalArrow(PDI, ArrowTransform.ToMatrixNoScale(), FColor::Red, DebugArrowLength, DebugArrowSize, + SDPG_Foreground, 1.0f); + } + } +#endif + +protected: + /** Checks if the external force can be applied to a bone */ + bool CanApply(const FKawaiiPhysicsModifyBone& Bone) const + { + if (!ApplyBoneFilter.IsEmpty() && !ApplyBoneFilter.Contains(Bone.BoneRef)) + { + return false; + } + + if (!IgnoreBoneFilter.IsEmpty() && IgnoreBoneFilter.Contains(Bone.BoneRef)) + { + return false; + } + + return true; + } +}; + +/// +/// Basic +/// +USTRUCT(BlueprintType, DisplayName = "Basic") +struct KAWAIIPHYSICS_API FKawaiiPhysics_ExternalForce_Basic : public FKawaiiPhysics_ExternalForce +{ + GENERATED_BODY() + + /** Direction of the force */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="KawaiiPhysics|ExternalForce") + FVector ForceDir = FVector::Zero(); + + /** + * 各ボーンに適用するForce Rateを補正。 + * 「RootBoneから特定のボーンまでの長さ / RootBoneから末端のボーンまでの長さ」(0.0~1.0)の値におけるカーブの値をForceRateに乗算 + * Corrects the Force Rate applied to each bone. + * Multiplies the ForceRate by the curve value for "Length from RootBone to specific bone / Length from RootBone to end bone" (0.0~1.0) + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="KawaiiPhysics|ExternalForce") + FRuntimeFloatCurve ForceRateByBoneLengthRate; + + /** Interval for applying the force */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="KawaiiPhysics|ExternalForce") + float Interval = 0.0f; + + virtual void PreApply(FAnimNode_KawaiiPhysics& Node, const USkeletalMeshComponent* SkelComp) override; + virtual void Apply(FKawaiiPhysicsModifyBone& Bone, FAnimNode_KawaiiPhysics& Node, + const FComponentSpacePoseContext& PoseContext, + const FTransform& BoneTM = FTransform::Identity) override; + +private: + /** Current time */ + UPROPERTY() + float Time = 0.0f; + + /** Previous time */ + UPROPERTY() + float PrevTime = 0.0f; +}; + +/// +/// Gravity +/// +USTRUCT(BlueprintType, DisplayName = "Gravity") +struct KAWAIIPHYSICS_API FKawaiiPhysics_ExternalForce_Gravity : public FKawaiiPhysics_ExternalForce +{ + GENERATED_BODY() + + FKawaiiPhysics_ExternalForce_Gravity() + { + bCanSelectForceSpace = false; + ExternalForceSpace = EExternalForceSpace::WorldSpace; + } + + /** + * 各ボーンに適用するForce Rateを補正。 + * 「RootBoneから特定のボーンまでの長さ / RootBoneから末端のボーンまでの長さ」(0.0~1.0)の値におけるカーブの値をForceRateに乗算 + * Corrects the Force Rate applied to each bone. + * Multiplies the ForceRate by the curve value for "Length from RootBone to specific bone / Length from RootBone to end bone" (0.0~1.0) + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="KawaiiPhysics|ExternalForce") + FRuntimeFloatCurve ForceRateByBoneLengthRate; + + /** + * Character側で設定されたCustomGravityDirectionを使用するフラグ(UE5.4以降) + * Flag to use CustomGravityDirection set on the Character side (UE5.4 and later) + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="KawaiiPhysics|ExternalForce") + bool bUseCharacterGravityDirection = false; + + /** + * Character側で設定されたGravityScaleを使用するフラグ + * Flag to use GravityScale set on the Character side + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="KawaiiPhysics|ExternalForce") + bool bUseCharacterGravityScale = false; + + /** + * Direction to override the gravity. + * This direction is used when bUseOverrideGravityDirection is true. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, + meta = (EditCondition = "bUseOverrideGravityDirection"), Category="KawaiiPhysics|ExternalForce") + FVector OverrideGravityDirection = FVector::Zero(); + + /** + * Flag to determine whether to use the override gravity direction. + * If true, the gravity direction will be overridden by OverrideGravityDirection. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (InlineEditConditionToggle), + Category="KawaiiPhysics|ExternalForce") + bool bUseOverrideGravityDirection = false; + + virtual void PreApply(FAnimNode_KawaiiPhysics& Node, const USkeletalMeshComponent* SkelComp) override; + virtual void Apply(FKawaiiPhysicsModifyBone& Bone, FAnimNode_KawaiiPhysics& Node, + const FComponentSpacePoseContext& PoseContext, + const FTransform& BoneTM = FTransform::Identity) override; +}; + +/// +/// Curve +/// +USTRUCT(BlueprintType, DisplayName = "Curve") +struct KAWAIIPHYSICS_API FKawaiiPhysics_ExternalForce_Curve : public FKawaiiPhysics_ExternalForce +{ + GENERATED_BODY() + + /** + * 時間に応じて変化する外力をカーブで設定。X軸:Time Y軸:Force + * Set the external force that changes over time using a curve. X-axis: Time Y-axis: Force + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (XAxisName="Time", YAxisName="Force"), + Category="KawaiiPhysics|ExternalForce") + FRuntimeVectorCurve ForceCurve; + + /** + * カーブの評価方式。 + * Single以外に設定した場合:前フレームからの経過時間をSubstepCountで分割し、 + * 分割後の各時間におけるカーブの値の平均・最大値・最小値を外力として使用 + * Curve evaluation method + * If set to anything other than Single: The time elapsed from the previous frame is divided by SubstepCount, + * and the Average, Maximum, or Minimum values of the curve at each time point after division are used as external forces. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="KawaiiPhysics|ExternalForce") + EExternalForceCurveEvaluateType CurveEvaluateType = EExternalForceCurveEvaluateType::Single; + + /** + * 経過時間の分割数 + * Number of divisions of elapsed time + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, + meta=(EditCondition="CurveEvaluateType!=EExternalForceCurveEvaluateType::Single"), + Category="KawaiiPhysics|ExternalForce") + int SubstepCount = 10; + + /** + * Scale factor for the time. + * This value is used to scale the time for the external force. + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category ="KawaiiPhysics|ExternalForce") + float TimeScale = 1.0f; + + /** + * 各ボーンに適用するForce Rateを補正。 + * 「RootBoneから特定のボーンまでの長さ / RootBoneから末端のボーンまでの長さ」(0.0~1.0)の値におけるカーブの値をForceRateに乗算 + * Corrects the Force Rate applied to each bone. + * Multiplies the ForceRate by the curve value for "Length from RootBone to specific bone / Length from RootBone to end bone" (0.0~1.0) + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="KawaiiPhysics|ExternalForce") + FRuntimeFloatCurve ForceRateByBoneLengthRate; + +private: + /** + * Current time. + * This value is used to track the current time for the external force. + */ + UPROPERTY() + float Time = 0.0f; + + /** + * Previous time. + * This value is used to track the previous time for the external force. + */ + UPROPERTY() + float PrevTime = 0.0f; + + /** + * Maximum curve time. + * This value is used to track the maximum time for the force curve. + */ + UPROPERTY() + float MaxCurveTime = 0.0f; + +public: + /** + * Initializes the maximum curve time. + * This function calculates the maximum time value from the ForceCurve and sets it to MaxCurveTime. + */ + void InitMaxCurveTime(); + + virtual void Initialize(const FAnimationInitializeContext& Context) override; + virtual void PreApply(FAnimNode_KawaiiPhysics& Node, const USkeletalMeshComponent* SkelComp) override; + virtual void Apply(FKawaiiPhysicsModifyBone& Bone, FAnimNode_KawaiiPhysics& Node, + const FComponentSpacePoseContext& PoseContext, + const FTransform& BoneTM = FTransform::Identity) override; +}; + +/// +/// Wind +/// +USTRUCT(BlueprintType, DisplayName = "Wind") +struct KAWAIIPHYSICS_API FKawaiiPhysics_ExternalForce_Wind : public FKawaiiPhysics_ExternalForce +{ + GENERATED_BODY() + + FKawaiiPhysics_ExternalForce_Wind() + { + bCanSelectForceSpace = false; + ExternalForceSpace = EExternalForceSpace::WorldSpace; + } + + /** + * 各ボーンに適用するForce Rateを補正。 + * 「RootBoneから特定のボーンまでの長さ / RootBoneから末端のボーンまでの長さ」(0.0~1.0)の値におけるカーブの値をForceRateに乗算 + * Corrects the Force Rate applied to each bone. + * Multiplies the ForceRate by the curve value for "Length from RootBone to specific bone / Length from RootBone to end bone" (0.0~1.0) + */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="KawaiiPhysics|ExternalForce") + FRuntimeFloatCurve ForceRateByBoneLengthRate; + +private: + /** + * Pointer to the world. + * This is used to access the world context for the external force. + */ + UPROPERTY() + TObjectPtr World; + +public: + virtual void PreApply(FAnimNode_KawaiiPhysics& Node, const USkeletalMeshComponent* SkelComp) override; + virtual void Apply(FKawaiiPhysicsModifyBone& Bone, FAnimNode_KawaiiPhysics& Node, + const FComponentSpacePoseContext& PoseContext, + const FTransform& BoneTM = FTransform::Identity) override; +}; diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsLibrary.h b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsLibrary.h new file mode 100644 index 00000000..7d319236 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsLibrary.h @@ -0,0 +1,584 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#pragma once + +#include "AnimNode_KawaiiPhysics.h" +#include "KawaiiPhysicsExternalForce.h" +#include "Animation/AnimNodeReference.h" +#include "Kismet/BlueprintFunctionLibrary.h" +#include "KawaiiPhysicsLibrary.generated.h" + +UENUM() +enum class EKawaiiPhysicsAccessExternalForceResult : uint8 +{ + Valid, + NotValid, +}; + +#define KAWAIIPHYSICS_VALUE_SETTER(PropertyType, PropertyName) \ +{ \ + KawaiiPhysics.CallAnimNodeFunction( \ + TEXT("Set" #PropertyName), \ + [PropertyName](FAnimNode_KawaiiPhysics& InKawaiiPhysics) { \ + InKawaiiPhysics.PropertyName = PropertyName; \ + }); \ + return KawaiiPhysics; \ +} + +#define KAWAIIPHYSICS_VALUE_GETTER(PropertyType, PropertyName) \ + { \ + PropertyType Value; \ + KawaiiPhysics.CallAnimNodeFunction( \ + TEXT("Get" #PropertyName), \ + [&Value](FAnimNode_KawaiiPhysics& InKawaiiPhysics) { \ + Value = InKawaiiPhysics.PropertyName; \ + }); \ + return Value; \ +} + + +USTRUCT(BlueprintType) +struct FKawaiiPhysicsReference : public FAnimNodeReference +{ + GENERATED_BODY() + + using FInternalNodeType = FAnimNode_KawaiiPhysics; +}; + +/** + * Exposes operations to be performed on a blend space anim node. + */ +UCLASS() +class KAWAIIPHYSICS_API UKawaiiPhysicsLibrary : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + /** Get a KawaiiPhysics from an anim node */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta = (BlueprintThreadSafe, ExpandEnumAsExecs = "Result")) + static FKawaiiPhysicsReference ConvertToKawaiiPhysics(const FAnimNodeReference& Node, + EAnimNodeReferenceConversionResult& Result); + + /** Get a KawaiiPhysics from an anim node (pure). */ + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", + meta = (BlueprintThreadSafe, DisplayName = "Convert to Kawaii Physics (Pure)")) + static void ConvertToKawaiiPhysicsPure(const FAnimNodeReference& Node, FKawaiiPhysicsReference& KawaiiPhysics, + bool& Result) + { + EAnimNodeReferenceConversionResult ConversionResult; + KawaiiPhysics = ConvertToKawaiiPhysics(Node, ConversionResult); + Result = (ConversionResult == EAnimNodeReferenceConversionResult::Succeeded); + } + + /** Collect KawaiiPhysics Node References from AnimInstance(ABP) */ + static bool CollectKawaiiPhysicsNodes(TArray& Nodes, + UAnimInstance* AnimInstance, const FGameplayTagContainer& FilterTags, + bool bFilterExactMatch); + + /** Collect KawaiiPhysics Node References from SkeletalMeshComponent */ + static bool CollectKawaiiPhysicsNodes(TArray& Nodes, + USkeletalMeshComponent* MeshComp, const FGameplayTagContainer& FilterTags, + bool bFilterExactMatch); + + /** ResetDynamics */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference ResetDynamics(const FKawaiiPhysicsReference& KawaiiPhysics); + + /** Set RootBone */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference SetRootBoneName(const FKawaiiPhysicsReference& KawaiiPhysics, + UPARAM(ref) FName& RootBoneName); + /** Get RootBone */ + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FName GetRootBoneName(const FKawaiiPhysicsReference& KawaiiPhysics); + + /** Set ExcludeBones */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference SetExcludeBoneNames(const FKawaiiPhysicsReference& KawaiiPhysics, + UPARAM(ref) TArray& ExcludeBoneNames); + /** Get ExcludeBones */ + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static TArray GetExcludeBoneNames(const FKawaiiPhysicsReference& KawaiiPhysics); + + // PhysicsSettings + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference SetPhysicsSettings(const FKawaiiPhysicsReference& KawaiiPhysics, + UPARAM(ref) FKawaiiPhysicsSettings& PhysicsSettings) + { + KAWAIIPHYSICS_VALUE_SETTER(FKawaiiPhysicsSettings, PhysicsSettings); + } + + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsSettings GetPhysicsSettings(const FKawaiiPhysicsReference& KawaiiPhysics) + { + KAWAIIPHYSICS_VALUE_GETTER(FKawaiiPhysicsSettings, PhysicsSettings); + } + + // DummyBoneLength + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference SetDummyBoneLength(const FKawaiiPhysicsReference& KawaiiPhysics, + float DummyBoneLength) + { + KAWAIIPHYSICS_VALUE_SETTER(float, DummyBoneLength); + } + + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static float GetDummyBoneLength(const FKawaiiPhysicsReference& KawaiiPhysics) + { + KAWAIIPHYSICS_VALUE_GETTER(float, DummyBoneLength); + } + + /** TeleportDistanceThreshold */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference SetTeleportDistanceThreshold(const FKawaiiPhysicsReference& KawaiiPhysics, + float TeleportDistanceThreshold) + { + KAWAIIPHYSICS_VALUE_SETTER(float, TeleportDistanceThreshold); + } + + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static float GetTeleportDistanceThreshold(const FKawaiiPhysicsReference& KawaiiPhysics) + { + KAWAIIPHYSICS_VALUE_GETTER(float, TeleportDistanceThreshold); + } + + /** TeleportRotationThreshold */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference SetTeleportRotationThreshold(const FKawaiiPhysicsReference& KawaiiPhysics, + float TeleportRotationThreshold) + { + KAWAIIPHYSICS_VALUE_SETTER(float, TeleportRotationThreshold); + } + + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static float GetTeleportRotationThreshold(const FKawaiiPhysicsReference& KawaiiPhysics) + { + KAWAIIPHYSICS_VALUE_GETTER(float, TeleportRotationThreshold); + } + + /** Gravity */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference SetGravity(const FKawaiiPhysicsReference& KawaiiPhysics, FVector Gravity) + { + KAWAIIPHYSICS_VALUE_SETTER(FVector, Gravity); + } + + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FVector GetGravity(const FKawaiiPhysicsReference& KawaiiPhysics) + { + KAWAIIPHYSICS_VALUE_GETTER(FVector, Gravity); + } + + /** EnableWind */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference SetEnableWind(const FKawaiiPhysicsReference& KawaiiPhysics, bool bEnableWind) + { + KAWAIIPHYSICS_VALUE_SETTER(bool, bEnableWind); + } + + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static bool GetEnableWind(const FKawaiiPhysicsReference& KawaiiPhysics) + { + KAWAIIPHYSICS_VALUE_GETTER(bool, bEnableWind); + } + + /** WindScale */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference SetWindScale(const FKawaiiPhysicsReference& KawaiiPhysics, float WindScale) + { + KAWAIIPHYSICS_VALUE_SETTER(float, WindScale); + } + + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static float GetWindScale(const FKawaiiPhysicsReference& KawaiiPhysics) + { + KAWAIIPHYSICS_VALUE_GETTER(float, WindScale); + } + + /** AllowWorldCollision */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference SetAllowWorldCollision(const FKawaiiPhysicsReference& KawaiiPhysics, + bool bAllowWorldCollision) + { + KAWAIIPHYSICS_VALUE_SETTER(bool, bAllowWorldCollision); + } + + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static bool GetAllowWorldCollision(const FKawaiiPhysicsReference& KawaiiPhysics) + { + KAWAIIPHYSICS_VALUE_GETTER(bool, bAllowWorldCollision); + } + + /** NeedWarmUp */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference SetNeedWarmUp(const FKawaiiPhysicsReference& KawaiiPhysics, bool bNeedWarmUp) + { + KAWAIIPHYSICS_VALUE_SETTER(bool, bNeedWarmUp); + } + + /** NeedWarmUp */ + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static bool GetNeedWarmUp(const FKawaiiPhysicsReference& KawaiiPhysics) + { + KAWAIIPHYSICS_VALUE_GETTER(bool, bNeedWarmUp); + } + + /** LimitsDataAsset */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static FKawaiiPhysicsReference SetLimitsDataAsset(const FKawaiiPhysicsReference& KawaiiPhysics, + UKawaiiPhysicsLimitsDataAsset* LimitsDataAsset) + { + KAWAIIPHYSICS_VALUE_SETTER(TObjectPtr, LimitsDataAsset); + } + + /** LimitsDataAsset */ + UFUNCTION(BlueprintPure, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static UKawaiiPhysicsLimitsDataAsset* GetLimitsDataAsset(const FKawaiiPhysicsReference& KawaiiPhysics) + { + KAWAIIPHYSICS_VALUE_GETTER(TObjectPtr, LimitsDataAsset); + } + + /** Add ExternalForce With ExecResult */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static FKawaiiPhysicsReference AddExternalForceWithExecResult(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + FInstancedStruct& ExternalForce, UObject* Owner); + + /** Add ExternalForce */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static bool AddExternalForce(const FKawaiiPhysicsReference& KawaiiPhysics, + FInstancedStruct& ExternalForce, UObject* Owner, bool bIsOneShot = false); + + /** Add ExternalForces to SkeletalMeshComponent */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static bool AddExternalForcesToComponent(USkeletalMeshComponent* MeshComp, + UPARAM(ref) TArray& ExternalForces, UObject* Owner, + UPARAM(ref) FGameplayTagContainer& FilterTags, + bool bFilterExactMatch = false, + bool bIsOneShot = false); + + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", meta=(BlueprintThreadSafe)) + static bool RemoveExternalForcesFromComponent(USkeletalMeshComponent* MeshComp, UObject* Owner, + UPARAM(ref) FGameplayTagContainer& FilterTags, + bool bFilterExactMatch = false); + + + /** Set ExternalForceParameter template */ + template + static FKawaiiPhysicsReference SetExternalForceProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, FName PropertyName, + ValueType Value); + /** Get ExternalForceParameter template */ + template + static ValueType GetExternalForceProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, int ExternalForceIndex, + FName PropertyName); + + /** Set ExternalForceParameter template struct */ + template + static FKawaiiPhysicsReference SetExternalForceStructProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, FName PropertyName, + ValueType Value); + /** Get ExternalForceParameter template struct */ + template + static ValueType GetExternalForceStructProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, + FName PropertyName); + + /** Set ExternalForceParameter bool */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static FKawaiiPhysicsReference SetExternalForceBoolProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, FName PropertyName, + bool Value) + { + return SetExternalForceProperty(ExecResult, KawaiiPhysics, ExternalForceIndex, + PropertyName, Value); + } + + /** Get ExternalForceParameter bool */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static bool GetExternalForceBoolProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, int ExternalForceIndex, + FName PropertyName) + { + return GetExternalForceProperty(ExecResult, KawaiiPhysics, ExternalForceIndex, PropertyName); + } + + /** Set ExternalForceParameter int */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static FKawaiiPhysicsReference SetExternalForceIntProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, FName PropertyName, + int32 Value) + { + return SetExternalForceProperty(ExecResult, KawaiiPhysics, ExternalForceIndex, + PropertyName, Value); + } + + /** Get ExternalForceParameter int */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static int32 GetExternalForceIntProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, int ExternalForceIndex, + FName PropertyName) + { + return GetExternalForceProperty(ExecResult, KawaiiPhysics, ExternalForceIndex, PropertyName); + } + + /** Set ExternalForceParameter float */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static FKawaiiPhysicsReference SetExternalForceFloatProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, FName PropertyName, + float Value) + { + return SetExternalForceProperty(ExecResult, KawaiiPhysics, ExternalForceIndex, + PropertyName, Value); + } + + /** Get ExternalForceParameter float */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static float GetExternalForceFloatProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, int ExternalForceIndex, + FName PropertyName) + { + return GetExternalForceProperty(ExecResult, KawaiiPhysics, ExternalForceIndex, PropertyName); + } + + /** Get ExternalForceParameter Vector */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static FKawaiiPhysicsReference SetExternalForceVectorProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, FName PropertyName, + FVector Value) + { + return SetExternalForceStructProperty(ExecResult, KawaiiPhysics, ExternalForceIndex, + PropertyName, Value); + } + + /** Get ExternalForceParameter Vector */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static FVector GetExternalForceVectorProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, int ExternalForceIndex, + FName PropertyName) + { + return GetExternalForceStructProperty(ExecResult, KawaiiPhysics, ExternalForceIndex, PropertyName); + } + + /** Get ExternalForceParameter Rotator */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static FKawaiiPhysicsReference SetExternalForceRotatorProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, FName PropertyName, + FRotator Value) + { + return SetExternalForceStructProperty(ExecResult, KawaiiPhysics, ExternalForceIndex, + PropertyName, Value); + } + + /** Get ExternalForceParameter Rotator */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static FRotator GetExternalForceRotatorProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, + FName PropertyName) + { + return GetExternalForceStructProperty(ExecResult, KawaiiPhysics, ExternalForceIndex, PropertyName); + } + + /** Get ExternalForceParameter Transform */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static FKawaiiPhysicsReference SetExternalForceTransformProperty( + EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, FName PropertyName, + FTransform Value) + { + return SetExternalForceStructProperty(ExecResult, KawaiiPhysics, ExternalForceIndex, + PropertyName, Value); + } + + /** Get ExternalForceParameter Transform */ + UFUNCTION(BlueprintCallable, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult")) + static FTransform GetExternalForceTransformProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, + FName PropertyName) + { + return GetExternalForceStructProperty(ExecResult, KawaiiPhysics, ExternalForceIndex, PropertyName); + } + + /** Set ExternalForceParameter Wildcard */ + UFUNCTION(BlueprintCallable, CustomThunk, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult", CustomStructureParam = "Value")) + static void SetExternalForceWildcardProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, int ExternalForceIndex, + FName PropertyName, const int32& Value) + { + checkNoEntry(); + } + + + /** Get ExternalForceParameter Wildcard */ + UFUNCTION(BlueprintCallable, CustomThunk, Category = "Kawaii Physics", + meta=(BlueprintThreadSafe, ExpandEnumAsExecs = "ExecResult", CustomStructureParam = "Value")) + static void GetExternalForceWildcardProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, int ExternalForceIndex, + FName PropertyName, int32& Value) + { + checkNoEntry(); + } + +private: + DECLARE_FUNCTION(execSetExternalForceWildcardProperty); + DECLARE_FUNCTION(execGetExternalForceWildcardProperty); +}; + +template +FKawaiiPhysicsReference UKawaiiPhysicsLibrary::SetExternalForceProperty( + EKawaiiPhysicsAccessExternalForceResult& ExecResult, const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, FName PropertyName, ValueType Value) +{ + ExecResult = EKawaiiPhysicsAccessExternalForceResult::NotValid; + + KawaiiPhysics.CallAnimNodeFunction( + TEXT("SetExternalForceProperty"), + [&ExecResult, &ExternalForceIndex, &PropertyName, &Value](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + if (InKawaiiPhysics.ExternalForces.IsValidIndex(ExternalForceIndex) && + InKawaiiPhysics.ExternalForces[ExternalForceIndex].IsValid()) + { + const auto* ScriptStruct = InKawaiiPhysics.ExternalForces[ExternalForceIndex].GetScriptStruct(); + auto& Force = InKawaiiPhysics.ExternalForces[ExternalForceIndex].GetMutable< + FKawaiiPhysics_ExternalForce>(); + + if (const PropertyType* Property = FindFProperty(ScriptStruct, PropertyName)) + { + if (void* ValuePtr = Property->template ContainerPtrToValuePtr(&Force)) + { + Property->SetPropertyValue(ValuePtr, Value); + ExecResult = EKawaiiPhysicsAccessExternalForceResult::Valid; + } + } + } + }); + + return KawaiiPhysics; +} + +template +ValueType UKawaiiPhysicsLibrary::GetExternalForceProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, FName PropertyName) +{ + ValueType Result; + ExecResult = EKawaiiPhysicsAccessExternalForceResult::NotValid; + + KawaiiPhysics.CallAnimNodeFunction( + TEXT("GetExternalForceProperty"), + [&Result, &ExecResult, &ExternalForceIndex, &PropertyName](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + if (InKawaiiPhysics.ExternalForces.IsValidIndex(ExternalForceIndex) && + InKawaiiPhysics.ExternalForces[ExternalForceIndex].IsValid()) + { + const auto* ScriptStruct = InKawaiiPhysics.ExternalForces[ExternalForceIndex].GetScriptStruct(); + const auto& Force = InKawaiiPhysics.ExternalForces[ExternalForceIndex].GetMutable< + FKawaiiPhysics_ExternalForce>(); + + if (const FProperty* Property = FindFProperty(ScriptStruct, PropertyName)) + { + Result = *(Property->ContainerPtrToValuePtr(&Force)); + ExecResult = EKawaiiPhysicsAccessExternalForceResult::Valid; + } + } + }); + + return Result; +} + +template +FKawaiiPhysicsReference UKawaiiPhysicsLibrary::SetExternalForceStructProperty( + EKawaiiPhysicsAccessExternalForceResult& ExecResult, const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, FName PropertyName, ValueType Value) +{ + ExecResult = EKawaiiPhysicsAccessExternalForceResult::NotValid; + + KawaiiPhysics.CallAnimNodeFunction( + TEXT("SetExternalForceStructProperty"), + [&ExecResult, &ExternalForceIndex, &PropertyName, &Value](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + if (InKawaiiPhysics.ExternalForces.IsValidIndex(ExternalForceIndex) && + InKawaiiPhysics.ExternalForces[ExternalForceIndex].IsValid()) + { + const auto* ScriptStruct = InKawaiiPhysics.ExternalForces[ExternalForceIndex].GetScriptStruct(); + auto& Force = InKawaiiPhysics.ExternalForces[ExternalForceIndex].GetMutable< + FKawaiiPhysics_ExternalForce>(); + + if (const FStructProperty* StructProperty = FindFProperty( + ScriptStruct, PropertyName)) + { + if (StructProperty->Struct == TBaseStructure::Get()) + { + if (void* ValuePtr = StructProperty->ContainerPtrToValuePtr(&Force)) + { + StructProperty->CopyCompleteValue(ValuePtr, &Value); + ExecResult = EKawaiiPhysicsAccessExternalForceResult::Valid; + } + } + } + } + }); + + return KawaiiPhysics; +} + +template +ValueType UKawaiiPhysicsLibrary::GetExternalForceStructProperty(EKawaiiPhysicsAccessExternalForceResult& ExecResult, + const FKawaiiPhysicsReference& KawaiiPhysics, + int ExternalForceIndex, FName PropertyName) +{ + ValueType Result; + ExecResult = EKawaiiPhysicsAccessExternalForceResult::NotValid; + + KawaiiPhysics.CallAnimNodeFunction( + TEXT("GetExternalForceStructProperty"), + [&Result, &ExecResult, &ExternalForceIndex, &PropertyName](FAnimNode_KawaiiPhysics& InKawaiiPhysics) + { + if (InKawaiiPhysics.ExternalForces.IsValidIndex(ExternalForceIndex) && + InKawaiiPhysics.ExternalForces[ExternalForceIndex].IsValid()) + { + const auto* ScriptStruct = InKawaiiPhysics.ExternalForces[ExternalForceIndex].GetScriptStruct(); + const auto& Force = InKawaiiPhysics.ExternalForces[ExternalForceIndex].GetMutable< + FKawaiiPhysics_ExternalForce>(); + + if (const FStructProperty* StructProperty = FindFProperty( + ScriptStruct, PropertyName)) + { + if (StructProperty->Struct == TBaseStructure::Get()) + { + Result = *(StructProperty->ContainerPtrToValuePtr(&Force)); + ExecResult = EKawaiiPhysicsAccessExternalForceResult::Valid; + } + } + } + }); + + return Result; +} diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsLimitsDataAsset.h b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsLimitsDataAsset.h new file mode 100644 index 00000000..a1805bc8 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysics/Public/KawaiiPhysicsLimitsDataAsset.h @@ -0,0 +1,197 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#pragma once + +#include "AnimNode_KawaiiPhysics.h" +#include "Engine/DataAsset.h" +#include "Interfaces/Interface_BoneReferenceSkeletonProvider.h" +#include "KawaiiPhysicsLimitsDataAsset.generated.h" + +DECLARE_MULTICAST_DELEGATE_OneParam(FOnLimitsChanged, struct FPropertyChangedEvent&); + +// Deprecated +USTRUCT() +struct FCollisionLimitDataBase +{ + GENERATED_BODY() + + UPROPERTY(meta=(DeprecatedProperty)) + FBoneReference DrivingBoneReference; + + UPROPERTY(meta=(DeprecatedProperty)) + FName DrivingBoneName; + + UPROPERTY(meta=(DeprecatedProperty)) + FVector OffsetLocation = FVector::ZeroVector; + + UPROPERTY(meta=(DeprecatedProperty)) + FRotator OffsetRotation = FRotator::ZeroRotator; + + UPROPERTY(meta=(DeprecatedProperty)) + FVector Location = FVector::ZeroVector; + + UPROPERTY(meta=(DeprecatedProperty)) + FQuat Rotation = FQuat::Identity; + + UPROPERTY(meta=(DeprecatedProperty, IgnoreForMemberInitializationTest)) + FGuid Guid = FGuid::NewGuid(); + +protected: + void ConvertBase(FCollisionLimitBase& Limit) const + { + Limit.DrivingBone.BoneName = DrivingBoneReference.BoneName; + Limit.OffsetLocation = OffsetLocation; + Limit.OffsetRotation = OffsetRotation; + Limit.Location = Location; + Limit.Rotation = Rotation; + +#if WITH_EDITORONLY_DATA + Limit.SourceType = ECollisionSourceType::DataAsset; + Limit.Guid = Guid; +#endif + } +}; + +// Deprecated +USTRUCT() +struct FSphericalLimitData : public FCollisionLimitDataBase +{ + GENERATED_BODY() + + /** Radius of the sphere */ + UPROPERTY(meta=(DeprecatedProperty)) + float Radius = 5.0f; + + /** Whether to lock bodies inside or outside of the sphere */ + UPROPERTY(meta=(DeprecatedProperty)) + ESphericalLimitType LimitType = ESphericalLimitType::Outer; + + FSphericalLimit Convert() const + { + FSphericalLimit Limit; + ConvertBase(Limit); + Limit.Radius = Radius; + Limit.LimitType = LimitType; + + return Limit; + } +}; + +// Deprecated +USTRUCT() +struct FCapsuleLimitData : public FCollisionLimitDataBase +{ + GENERATED_BODY() + + UPROPERTY(meta=(DeprecatedProperty)) + float Radius = 5.0f; + + UPROPERTY(meta=(DeprecatedProperty)) + float Length = 10.0f; + + FCapsuleLimit Convert() const + { + FCapsuleLimit Limit; + ConvertBase(Limit); + Limit.Radius = Radius; + Limit.Length = Length; + + return Limit; + } +}; + +// Deprecated +USTRUCT() +struct FBoxLimitData : public FCollisionLimitDataBase +{ + GENERATED_BODY() + + UPROPERTY(meta=(DeprecatedProperty)) + FVector Extent = FVector(5.0f, 5.0f, 5.0f); + + FBoxLimit Convert() const + { + FBoxLimit Limit; + ConvertBase(Limit); + Limit.Extent = Extent; + + return Limit; + } +}; + +// Deprecated +USTRUCT() +struct FPlanarLimitData : public FCollisionLimitDataBase +{ + GENERATED_BODY() + + UPROPERTY(meta=(DeprecatedProperty)) + FPlane Plane = FPlane(0, 0, 0, 0); + + FPlanarLimit Convert() const + { + FPlanarLimit Limit; + ConvertBase(Limit); + Limit.Plane = Plane; + + return Limit; + } +}; + +/** + * + */ +UCLASS(Blueprintable) +class KAWAIIPHYSICS_API UKawaiiPhysicsLimitsDataAsset : public UDataAsset, public IBoneReferenceSkeletonProvider + +{ + GENERATED_BODY() + +public: +#if WITH_EDITORONLY_DATA + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skeleton") + TObjectPtr Skeleton; + + // Deprecated + UPROPERTY(meta=(DeprecatedProperty)) + TArray SphericalLimitsData; + UPROPERTY(meta=(DeprecatedProperty)) + TArray CapsuleLimitsData; + UPROPERTY(meta=(DeprecatedProperty)) + TArray BoxLimitsData; + UPROPERTY(meta=(DeprecatedProperty)) + TArray PlanarLimitsData; + +#endif + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spherical Limits") + TArray SphericalLimits; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Capsule Limits") + TArray CapsuleLimits; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Box Limits") + TArray BoxLimits; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Planar Limits") + TArray PlanarLimits; + + // Begin UObject Interface. +#if WITH_EDITORONLY_DATA + virtual void Serialize(FStructuredArchiveRecord Record) override; +#endif + virtual void PostLoad() override; + // End UObject Interface. + + // IBoneReferenceSkeletonProvider interface + virtual USkeleton* GetSkeleton(bool& bInvalidSkeletonIsError, const IPropertyHandle* PropertyHandle) override; + +#if WITH_EDITOR + void UpdateLimit(FCollisionLimitBase* Limit); + + FOnLimitsChanged OnLimitsChanged; + virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) override; +#endif + +private: +#if WITH_EDITOR + void Sync(); +#endif +}; diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/KawaiiPhysicsEd.Build.cs b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/KawaiiPhysicsEd.Build.cs new file mode 100644 index 00000000..453fe732 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/KawaiiPhysicsEd.Build.cs @@ -0,0 +1,42 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +using UnrealBuildTool; + +public class KawaiiPhysicsEd : ModuleRules +{ + public KawaiiPhysicsEd(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PrivateDependencyModuleNames.AddRange(new[] + { + "Core", + "CoreUObject", + "Engine", + "InputCore", + "KawaiiPhysics", + "AnimGraph", + "BlueprintGraph", + "Persona", + "UnrealEd", + "AnimGraphRuntime", + "Slate", + "SlateCore" + }); + + if(Target.Version.MajorVersion >= 5) + { + PrivateDependencyModuleNames.Add("EditorFramework"); + if (Target.Version.MinorVersion >= 1) + { + PrivateDependencyModuleNames.Add("AnimationEditMode"); + } + + // StructUtils plugin has been integrated into the engine starting from 5.5 + if (Target.Version.MinorVersion <= 4) + { + PrivateDependencyModuleNames.Add("StructUtils"); + } + } + } +} \ No newline at end of file diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Private/AnimGraphNode_KawaiiPhysics.cpp b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Private/AnimGraphNode_KawaiiPhysics.cpp new file mode 100644 index 00000000..0e54a990 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Private/AnimGraphNode_KawaiiPhysics.cpp @@ -0,0 +1,667 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#include "AnimGraphNode_KawaiiPhysics.h" + +#include "Subsystems/AssetEditorSubsystem.h" +#include "AssetToolsModule.h" +#include "DetailCategoryBuilder.h" +#include "DetailLayoutBuilder.h" +#include "DetailWidgetRow.h" +#include "KawaiiPhysicsBoneConstraintsDataAsset.h" +#include "KawaiiPhysicsLimitsDataAsset.h" +#include "Widgets/Input/SButton.h" +#include "Framework/Notifications/NotificationManager.h" +#include "Selection.h" +#include "Widgets/Text/STextBlock.h" +#include "Widgets/Notifications/SNotificationList.h" +#include "AssetRegistry/AssetRegistryModule.h" +#include "Dialogs/DlgPickAssetPath.h" +#include "Kismet2/CompilerResultsLog.h" +#include "Widgets/Layout/SUniformGridPanel.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimGraphNode_KawaiiPhysics) + +#define LOCTEXT_NAMESPACE "KawaiiPhysics" + +// ---------------------------------------------------------------------------- +UAnimGraphNode_KawaiiPhysics::UAnimGraphNode_KawaiiPhysics(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +FText UAnimGraphNode_KawaiiPhysics::GetControllerDescription() const +{ + return LOCTEXT("Kawaii Physics", "Kawaii Physics"); +} + + +// ---------------------------------------------------------------------------- +FText UAnimGraphNode_KawaiiPhysics::GetNodeTitle(ENodeTitleType::Type TitleType) const +{ + if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)) + { + return GetControllerDescription(); + } + // @TODO: the bone can be altered in the property editor, so we have to + // choose to mark this dirty when that happens for this to properly work + //if (!CachedNodeTitles.IsTitleCached(TitleType, this)) + + FFormatNamedArguments Args; + Args.Add(TEXT("ControllerDescription"), GetControllerDescription()); + Args.Add(TEXT("RootBoneName"), FText::FromName(Node.RootBone.BoneName)); + Args.Add(TEXT("Tag"), FText::FromString(Node.KawaiiPhysicsTag.ToString())); + + // FText::Format() is slow, so we cache this to save on performance + if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) + { + const FText Title = Node.KawaiiPhysicsTag.IsValid() + ? FText::Format( + LOCTEXT("AnimGraphNode_KawaiiPhysics_ListTitle", + "{ControllerDescription} - Root: {RootBoneName} - Tag: {Tag}"), Args) + : FText::Format( + LOCTEXT("AnimGraphNode_KawaiiPhysics_ListTitle", + "{ControllerDescription} - Root: {RootBoneName}"), Args); + + CachedNodeTitles.SetCachedTitle(TitleType, Title, this); + } + else + { + const FText Title = Node.KawaiiPhysicsTag.IsValid() + ? FText::Format( + LOCTEXT("AnimGraphNode_KawaiiPhysics_Title", + "{ControllerDescription}\nRoot: {RootBoneName}\nTag: {Tag} "), Args) + : FText::Format( + LOCTEXT("AnimGraphNode_KawaiiPhysics_Title", + "{ControllerDescription}\nRoot: {RootBoneName}"), Args); + + CachedNodeTitles.SetCachedTitle(TitleType, Title, this); + } + return CachedNodeTitles[TitleType]; +} + +void UAnimGraphNode_KawaiiPhysics::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) +{ + Super::PostEditChangeProperty(PropertyChangedEvent); + + Node.ModifyBones.Empty(); + ReconstructNode(); +} + +FEditorModeID UAnimGraphNode_KawaiiPhysics::GetEditorMode() const +{ + return "AnimGraph.SkeletalControl.KawaiiPhysics"; +} + +void UAnimGraphNode_KawaiiPhysics::ValidateAnimNodePostCompile(FCompilerResultsLog& MessageLog, + UAnimBlueprintGeneratedClass* CompiledClass, + int32 CompiledNodeIndex) +{ + UAnimGraphNode_SkeletalControlBase::ValidateAnimNodePostCompile(MessageLog, CompiledClass, CompiledNodeIndex); + + Node.RootBone.Initialize(CompiledClass->TargetSkeleton); + if (Node.RootBone.BoneIndex >= 0) + { + if (Node.ExcludeBones.Contains(Node.RootBone)) + { + MessageLog.Warning(TEXT("@@ ExcludeBones should NOT has RootBone."), this); + } + } + // for template ABP + else if (CompiledClass->TargetSkeleton) + { + MessageLog.Warning(TEXT("@@ RootBone is empty."), this); + } +} + +void UAnimGraphNode_KawaiiPhysics::CopyNodeDataToPreviewNode(FAnimNode_Base* AnimNode) +{ + FAnimNode_KawaiiPhysics* KawaiiPhysics = static_cast(AnimNode); + + // pushing properties to preview instance, for live editing + // Default + KawaiiPhysics->RootBone = Node.RootBone; + KawaiiPhysics->ExcludeBones = Node.ExcludeBones; + KawaiiPhysics->AdditionalRootBones = Node.AdditionalRootBones; + KawaiiPhysics->TargetFramerate = Node.TargetFramerate; + KawaiiPhysics->OverrideTargetFramerate = Node.OverrideTargetFramerate; + + // Physics Settings + KawaiiPhysics->PhysicsSettings = Node.PhysicsSettings; + KawaiiPhysics->DampingCurveData = Node.DampingCurveData; + KawaiiPhysics->WorldDampingLocationCurveData = Node.WorldDampingLocationCurveData; + KawaiiPhysics->WorldDampingRotationCurveData = Node.WorldDampingRotationCurveData; + KawaiiPhysics->StiffnessCurveData = Node.StiffnessCurveData; + KawaiiPhysics->RadiusCurveData = Node.RadiusCurveData; + KawaiiPhysics->LimitAngleCurveData = Node.LimitAngleCurveData; + KawaiiPhysics->bUpdatePhysicsSettingsInGame = Node.bUpdatePhysicsSettingsInGame; + KawaiiPhysics->PlanarConstraint = Node.PlanarConstraint; + KawaiiPhysics->ResetBoneTransformWhenBoneNotFound = Node.ResetBoneTransformWhenBoneNotFound; + + // DummyBone + KawaiiPhysics->DummyBoneLength = Node.DummyBoneLength; + KawaiiPhysics->BoneForwardAxis = Node.BoneForwardAxis; + + // Limits + KawaiiPhysics->SphericalLimits = Node.SphericalLimits; + KawaiiPhysics->CapsuleLimits = Node.CapsuleLimits; + KawaiiPhysics->BoxLimits = Node.BoxLimits; + KawaiiPhysics->PlanarLimits = Node.PlanarLimits; + KawaiiPhysics->LimitsDataAsset = Node.LimitsDataAsset; + KawaiiPhysics->PhysicsAssetForLimits = Node.PhysicsAssetForLimits; + + // ExternalForce + KawaiiPhysics->Gravity = Node.Gravity; + KawaiiPhysics->ExternalForces = Node.ExternalForces; + KawaiiPhysics->CustomExternalForces = Node.CustomExternalForces; + + // Wind + KawaiiPhysics->bEnableWind = Node.bEnableWind; + KawaiiPhysics->WindScale = Node.WindScale; + + // BoneConstraint + KawaiiPhysics->BoneConstraintGlobalComplianceType = Node.BoneConstraintGlobalComplianceType; + KawaiiPhysics->BoneConstraintIterationCountBeforeCollision = Node.BoneConstraintIterationCountBeforeCollision; + KawaiiPhysics->BoneConstraintIterationCountAfterCollision = Node.BoneConstraintIterationCountAfterCollision; + KawaiiPhysics->bAutoAddChildDummyBoneConstraint = Node.bAutoAddChildDummyBoneConstraint; + KawaiiPhysics->BoneConstraints = Node.BoneConstraints; + KawaiiPhysics->BoneConstraintsDataAsset = Node.BoneConstraintsDataAsset; + + // SimulationSpace + KawaiiPhysics->SimulationSpace = Node.SimulationSpace; + KawaiiPhysics->SimulationBaseBone = Node.SimulationBaseBone; + + // Reset for sync without compile + KawaiiPhysics->ModifyBones.Empty(); +} + +void UAnimGraphNode_KawaiiPhysics::CustomizeDetailTools(IDetailLayoutBuilder& DetailBuilder) +{ + IDetailCategoryBuilder& ViewportCategory = DetailBuilder.EditCategory(TEXT("Kawaii Physics Tools")); + FDetailWidgetRow& WidgetRow = ViewportCategory.AddCustomRow(LOCTEXT("KawaiiPhysics", "KawaiiPhysicsTools")); + + WidgetRow + [ + SNew(SUniformGridPanel) + .SlotPadding(FMargin(2, 0, 2, 0)) + + SUniformGridPanel::Slot(0, 0) + [ + SNew(SButton) + .HAlign(HAlign_Center) + .VAlign(VAlign_Center) + .OnClicked_Lambda([this]() + { + this->ExportLimitsDataAsset(); + return FReply::Handled(); + }) + .Content() + [ + SNew(STextBlock) + .Text(FText::FromString(TEXT("Export Limits"))) + ] + ] + + SUniformGridPanel::Slot(1, 0) + [ + SNew(SButton) + .HAlign(HAlign_Center) + .VAlign(VAlign_Center) + .OnClicked_Lambda([this]() + { + this->ExportBoneConstraintsDataAsset(); + return FReply::Handled(); + }) + .Content() + [ + SNew(STextBlock) + .Text(FText::FromString(TEXT("Export BoneConstraints"))) + ] + ] + ]; +} + +void UAnimGraphNode_KawaiiPhysics::CustomizeDetailDebugVisualizations(IDetailLayoutBuilder& DetailBuilder) +{ + IDetailCategoryBuilder& ViewportCategory = DetailBuilder.EditCategory(TEXT("Debug Visualization")); + FDetailWidgetRow& WidgetRow = ViewportCategory.AddCustomRow( + LOCTEXT("ToggleDebugVisualizationButtonRow", "DebugVisualization")); + + WidgetRow + [ + SNew(SUniformGridPanel) + .SlotPadding(FMargin(2, 0, 2, 0)) + // Show/Hide Bones button. + + SUniformGridPanel::Slot(0, 0) + [ + SNew(SButton) + .HAlign(HAlign_Center) + .VAlign(VAlign_Center) + .OnClicked_Lambda([this]() + { + this->bEnableDebugDrawBone = !this->bEnableDebugDrawBone; + return FReply::Handled(); + }) + .ButtonColorAndOpacity_Lambda([this]() + { + return this->bEnableDebugDrawBone + ? FAppStyle::Get().GetSlateColor("Colors.AccentGreen") + : FAppStyle::Get().GetSlateColor("Colors.AccentRed"); + }) + .Content() + [ + SNew(STextBlock) + .Text_Lambda([this]() { return LOCTEXT("ShowBoneText", "Bone"); }) + ] + ] + // Show/Hide LengthRate button. + + SUniformGridPanel::Slot(1, 0) + [ + SNew(SButton) + .HAlign(HAlign_Center) + .VAlign(VAlign_Center) + .OnClicked_Lambda([this]() + { + this->bEnableDebugBoneLengthRate = !this->bEnableDebugBoneLengthRate; + return FReply::Handled(); + }) + .ButtonColorAndOpacity_Lambda([this]() + { + return this->bEnableDebugBoneLengthRate + ? FAppStyle::Get().GetSlateColor("Colors.AccentGreen") + : FAppStyle::Get().GetSlateColor("Colors.AccentRed"); + }) + .Content() + [ + SNew(STextBlock) + .Text_Lambda([this]() { return LOCTEXT("ShowLengthRateText", "Length Rate"); }) + ] + ] + // Show/Hide AngleLimit button. + + SUniformGridPanel::Slot(2, 0) + [ + SNew(SButton) + .HAlign(HAlign_Center) + .VAlign(VAlign_Center) + .OnClicked_Lambda([this]() + { + this->bEnableDebugDrawLimitAngle = !this->bEnableDebugDrawLimitAngle; + return FReply::Handled(); + }) + .ButtonColorAndOpacity_Lambda([this]() + { + return this->bEnableDebugDrawLimitAngle + ? FAppStyle::Get().GetSlateColor("Colors.AccentGreen") + : FAppStyle::Get().GetSlateColor("Colors.AccentRed"); + }) + .Content() + [ + SNew(STextBlock) + .Text_Lambda([this]() { return LOCTEXT("ShowLimitAngleText", "Limit Angle"); }) + ] + ] + // Show/Hide SphereLimit button. + + SUniformGridPanel::Slot(0, 1) + [ + SNew(SButton) + .HAlign(HAlign_Center) + .VAlign(VAlign_Center) + .OnClicked_Lambda([this]() + { + this->bEnableDebugDrawSphereLimit = !this->bEnableDebugDrawSphereLimit; + return FReply::Handled(); + }) + .ButtonColorAndOpacity_Lambda([this]() + { + return this->bEnableDebugDrawSphereLimit + ? FAppStyle::Get().GetSlateColor("Colors.AccentGreen") + : FAppStyle::Get().GetSlateColor("Colors.AccentRed"); + }) + .Content() + [ + SNew(STextBlock) + .Text_Lambda([this]() { return LOCTEXT("ShowSphereLimitText", "Sphere Limit"); }) + ] + ] + // Show/Hide CapsuleLimit button. + + SUniformGridPanel::Slot(1, 1) + [ + SNew(SButton) + .HAlign(HAlign_Center) + .VAlign(VAlign_Center) + .OnClicked_Lambda([this]() + { + this->bEnableDebugDrawCapsuleLimit = !this->bEnableDebugDrawCapsuleLimit; + return FReply::Handled(); + }) + .ButtonColorAndOpacity_Lambda([this]() + { + return this->bEnableDebugDrawCapsuleLimit + ? FAppStyle::Get().GetSlateColor("Colors.AccentGreen") + : FAppStyle::Get().GetSlateColor("Colors.AccentRed"); + }) + .Content() + [ + SNew(STextBlock) + .Text_Lambda([this]() { return LOCTEXT("ShowCapsuleLimitText", "Capsule Limit"); }) + ] + ] + // Show/Hide BoxLimit button. + + SUniformGridPanel::Slot(2, 1) + [ + SNew(SButton) + .HAlign(HAlign_Center) + .VAlign(VAlign_Center) + .OnClicked_Lambda([this]() + { + this->bEnableDebugDrawBoxLimit = !this->bEnableDebugDrawBoxLimit; + return FReply::Handled(); + }) + .ButtonColorAndOpacity_Lambda([this]() + { + return this->bEnableDebugDrawBoxLimit + ? FAppStyle::Get().GetSlateColor("Colors.AccentGreen") + : FAppStyle::Get().GetSlateColor("Colors.AccentRed"); + }) + .Content() + [ + SNew(STextBlock) + .Text_Lambda([this]() { return LOCTEXT("ShowBoxLimitText", "Box Limit"); }) + ] + ] + // Show/Hide PlanerLimit button. + + SUniformGridPanel::Slot(0, 2) + [ + SNew(SButton) + .HAlign(HAlign_Center) + .VAlign(VAlign_Center) + .OnClicked_Lambda([this]() + { + this->bEnableDebugDrawPlanerLimit = !this->bEnableDebugDrawPlanerLimit; + return FReply::Handled(); + }) + .ButtonColorAndOpacity_Lambda([this]() + { + return this->bEnableDebugDrawPlanerLimit + ? FAppStyle::Get().GetSlateColor("Colors.AccentGreen") + : FAppStyle::Get().GetSlateColor("Colors.AccentRed"); + }) + .Content() + [ + SNew(STextBlock) + .Text_Lambda([this]() { return LOCTEXT("ShowPlanerLimitText", "Planer Limit"); }) + ] + ] + // Show/Hide BoneConstraint button. + + SUniformGridPanel::Slot(1, 2) + [ + SNew(SButton) + .HAlign(HAlign_Center) + .VAlign(VAlign_Center) + .OnClicked_Lambda([this]() + { + this->bEnableDebugDrawBoneConstraint = !this->bEnableDebugDrawBoneConstraint; + return FReply::Handled(); + }) + .ButtonColorAndOpacity_Lambda([this]() + { + return this->bEnableDebugDrawBoneConstraint + ? FAppStyle::Get().GetSlateColor("Colors.AccentGreen") + : FAppStyle::Get().GetSlateColor("Colors.AccentRed"); + }) + .Content() + [ + SNew(STextBlock) + .Text_Lambda([this]() { return LOCTEXT("ShowBoneConstraintText", "Bone Constraint"); }) + ] + ] + // Show/Hide ExternalForce button. + + SUniformGridPanel::Slot(2, 2) + [ + SNew(SButton) + .HAlign(HAlign_Center) + .VAlign(VAlign_Center) + .OnClicked_Lambda([this]() + { + this->bEnableDebugDrawExternalForce = !this->bEnableDebugDrawExternalForce; + return FReply::Handled(); + }) + .ButtonColorAndOpacity_Lambda([this]() + { + return this->bEnableDebugDrawExternalForce + ? FAppStyle::Get().GetSlateColor("Colors.AccentGreen") + : FAppStyle::Get().GetSlateColor("Colors.AccentRed"); + }) + .Content() + [ + SNew(STextBlock) + .Text_Lambda([this]() { return LOCTEXT("ShowExternalForceText", "External Force"); }) + ] + ] + ]; +} + +void UAnimGraphNode_KawaiiPhysics::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) +{ + Super::CustomizeDetails(DetailBuilder); + + CustomizeDetailTools(DetailBuilder); + CustomizeDetailDebugVisualizations(DetailBuilder); + + // Force order of details panel categories - Must set order for all of them as any that are edited automatically move to the top. + auto CategorySorter = [](const TMap& Categories) + { + int32 Order = 0; + auto SafeSetOrder = [&Categories, &Order](const FName& CategoryName) + { + if (IDetailCategoryBuilder* const* Builder = Categories.Find(CategoryName)) + { + (*Builder)->SetSortOrder(Order++); + } + }; + + // Tools, Debug + SafeSetOrder(FName("Kawaii Physics Tools")); + SafeSetOrder(FName("Debug Visualization")); + SafeSetOrder(FName("Functions")); + + // Basic + SafeSetOrder(FName("Bones")); + SafeSetOrder(FName("Physics Settings")); + SafeSetOrder(FName("Physics Settings Advanced")); + + // Limits + SafeSetOrder(FName("Limits")); + SafeSetOrder(FName("Bone Constraint (Experimental)")); + + // Other + SafeSetOrder(FName("World Collision")); + SafeSetOrder(FName("ExternalForce")); + + // AnimNode + SafeSetOrder(FName("Tag")); + SafeSetOrder(FName("Alpha")); + }; + + DetailBuilder.SortCategories(CategorySorter); +} + +struct FKawaiiPhysicsVersion +{ + enum Type + { + BeforeCustomVersionWasAdded, + UseRuntimeFloatCurve, + // ------------------------------------------------------ + VersionPlusOne, + LatestVersion = VersionPlusOne - 1 + }; + + // The GUID for this custom version number + const static FGuid GUID; + +private: + FKawaiiPhysicsVersion() + { + }; +}; + +const FGuid FKawaiiPhysicsVersion::GUID(0x4B2D3E25, 0xCD681D29, 0x2DB298D7, 0xAD3E55FA); + +const FCustomVersionRegistration GRegisterKawaiiPhysCustomVersion(FKawaiiPhysicsVersion::GUID, + FKawaiiPhysicsVersion::LatestVersion, + TEXT("Kawaii-Phys")); + +void UAnimGraphNode_KawaiiPhysics::Serialize(FArchive& Ar) +{ + Super::Serialize(Ar); + + Ar.UsingCustomVersion(FKawaiiPhysicsVersion::GUID); +} + +void UAnimGraphNode_KawaiiPhysics::CreateExportDataAssetPath(FString& PackageName, const FString& DefaultSuffix) const +{ + FString AssetName; + const FString AnimBlueprintPath = GetAnimBlueprint()->GetPackage()->GetName(); + const FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked("AssetTools"); + AssetToolsModule.Get().CreateUniqueAssetName(AnimBlueprintPath, DefaultSuffix, PackageName, AssetName); +} + +UPackage* UAnimGraphNode_KawaiiPhysics::CreateDataAssetPackage(const FString& DialogTitle, const FString& DefaultSuffix, + FString& AssetName) const +{ + FString PackageName; + CreateExportDataAssetPath(PackageName, DefaultSuffix); + + const TSharedRef NewAssetDlg = + SNew(SDlgPickAssetPath) + .Title(FText::FromString(DialogTitle)) + .DefaultAssetPath(FText::FromString(PackageName)); + + if (NewAssetDlg->ShowModal() == EAppReturnType::Cancel) + { + return nullptr; + } + + const FString PackagePath(NewAssetDlg->GetFullAssetPath().ToString()); + AssetName = NewAssetDlg->GetAssetName().ToString(); + + return CreatePackage(*PackagePath); +} + +void UAnimGraphNode_KawaiiPhysics::ShowExportAssetNotification(UObject* NewAsset, + FText NotificationText) +{ + FNotificationInfo NotificationInfo(NotificationText); + NotificationInfo.ExpireDuration = 5.0f; + NotificationInfo.Hyperlink = FSimpleDelegate::CreateLambda([NewAsset]() + { + GEditor->GetEditorSubsystem()->OpenEditorForAsset(NewAsset); + }); + NotificationInfo.HyperlinkText = LOCTEXT("OpenCreatedAsset", "Open Created Asset"); + + TSharedPtr NotificationItem = FSlateNotificationManager::Get().AddNotification( + NotificationInfo); + NotificationItem->SetCompletionState(SNotificationItem::CS_Success); +} + +void UAnimGraphNode_KawaiiPhysics::ExportLimitsDataAsset() +{ + FString AssetName; + UPackage* Package = CreateDataAssetPackage( + TEXT("Choose Location for Collision Data Asset"), TEXT("_Collision"), AssetName); + if (!Package) + { + return; + } + + if (UKawaiiPhysicsLimitsDataAsset* NewDataAsset = + NewObject(Package, UKawaiiPhysicsLimitsDataAsset::StaticClass(), + FName(AssetName), RF_Public | RF_Standalone)) + { + // look for a valid component in the object being debugged, + // we might be set to something other than the preview. + if (UObject* ObjectBeingDebugged = GetAnimBlueprint()->GetObjectBeingDebugged()) + { + if (const UAnimInstance* InstanceBeingDebugged = Cast(ObjectBeingDebugged)) + { + NewDataAsset->Skeleton = InstanceBeingDebugged->CurrentSkeleton; + } + } + + // copy data + auto CopyLimits = [&](auto& DataLimits, auto& SourceLimits) + { + DataLimits = SourceLimits; + for (auto& DataLimit : DataLimits) + { + DataLimit.SourceType = ECollisionSourceType::DataAsset; + } + }; + CopyLimits(NewDataAsset->SphericalLimits, Node.SphericalLimits); + CopyLimits(NewDataAsset->CapsuleLimits, Node.CapsuleLimits); + CopyLimits(NewDataAsset->BoxLimits, Node.BoxLimits); + CopyLimits(NewDataAsset->PlanarLimits, Node.PlanarLimits); + + // select new asset + USelection* SelectionSet = GEditor->GetSelectedObjects(); + SelectionSet->DeselectAll(); + SelectionSet->Select(NewDataAsset); + + FAssetRegistryModule::AssetCreated(NewDataAsset); + Package->MarkPackageDirty(); + + // Add Notification + FText NotificationText = FText::Format( + LOCTEXT("ExportedLimitsDataAsset", "Exposted Limits Data Asset: {0}"), FText::FromString(AssetName)); + ShowExportAssetNotification(NewDataAsset, NotificationText); + } +} + +void UAnimGraphNode_KawaiiPhysics::ExportBoneConstraintsDataAsset() +{ + FString AssetName; + UPackage* Package = CreateDataAssetPackage( + TEXT("Choose Location for BoneConstraints Data Asset"), TEXT("_BoneConstraint"), AssetName); + if (!Package) + { + return; + } + + if (UKawaiiPhysicsBoneConstraintsDataAsset* NewDataAsset = + NewObject( + Package, UKawaiiPhysicsBoneConstraintsDataAsset::StaticClass(), + FName(AssetName), RF_Public | RF_Standalone)) + { + // look for a valid component in the object being debugged, + // we might be set to something other than the preview. + if (UObject* ObjectBeingDebugged = GetAnimBlueprint()->GetObjectBeingDebugged()) + { + if (const UAnimInstance* InstanceBeingDebugged = Cast(ObjectBeingDebugged)) + { + NewDataAsset->PreviewSkeleton = InstanceBeingDebugged->CurrentSkeleton; + NewDataAsset->UpdatePreviewBoneList(); + } + } + + // copy data + NewDataAsset->BoneConstraintsData.SetNum(Node.BoneConstraints.Num()); + for (int32 i = 0; i < Node.BoneConstraints.Num(); i++) + { + NewDataAsset->BoneConstraintsData[i].Update(Node.BoneConstraints[i]); + } + + // select new asset + USelection* SelectionSet = GEditor->GetSelectedObjects(); + SelectionSet->DeselectAll(); + SelectionSet->Select(NewDataAsset); + + FAssetRegistryModule::AssetCreated(NewDataAsset); + Package->MarkPackageDirty(); + + // Add Notification + FText NotificationText = FText::Format( + LOCTEXT("ExportedBoneConstraintsDataAsset", "Exposted BoneConstraints Data Asset: {0}"), + FText::FromString(AssetName)); + ShowExportAssetNotification(NewDataAsset, NotificationText); + } +} + +#undef LOCTEXT_NAMESPACE diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Private/KawaiiPhysicsEd.cpp b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Private/KawaiiPhysicsEd.cpp new file mode 100644 index 00000000..f8e50e2d --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Private/KawaiiPhysicsEd.cpp @@ -0,0 +1,27 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#include "KawaiiPhysicsEd.h" +#include "Modules/ModuleManager.h" +#include "Textures/SlateIcon.h" +#include "KawaiiPhysicsEditMode.h" + +#define LOCTEXT_NAMESPACE "FKawaiiPhysicsModuleEd" + + +void FKawaiiPhysicsEdModule::StartupModule() +{ + FEditorModeRegistry::Get().RegisterMode("AnimGraph.SkeletalControl.KawaiiPhysics", + LOCTEXT("FKawaiiPhysicsEditMode", "Kawaii Physics"), + FSlateIcon(), false); +} + + +void FKawaiiPhysicsEdModule::ShutdownModule() +{ + FEditorModeRegistry::Get().UnregisterMode("AnimGraph.SkeletalControl.KawaiiPhysics"); +} + +#undef LOCTEXT_NAMESPACE + +IMPLEMENT_MODULE(FKawaiiPhysicsEdModule, KawaiiPhysicsEd) +//IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, KawaiiPhysicsEd, "KawaiiPhysicsEd" ); diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Private/KawaiiPhysicsEditMode.cpp b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Private/KawaiiPhysicsEditMode.cpp new file mode 100644 index 00000000..d1aaf36b --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Private/KawaiiPhysicsEditMode.cpp @@ -0,0 +1,1086 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#include "KawaiiPhysicsEditMode.h" +#include "CanvasItem.h" +#include "CanvasTypes.h" +#include "EditorModeManager.h" +#include "EditorViewportClient.h" +#include "IPersonaPreviewScene.h" +#include "KawaiiPhysics.h" +#include "KawaiiPhysicsExternalForce.h" +#include "KawaiiPhysicsLimitsDataAsset.h" +#include "SceneManagement.h" +#include "Animation/DebugSkelMeshComponent.h" +#include "Materials/MaterialInstanceDynamic.h" + +#define LOCTEXT_NAMESPACE "KawaiiPhysicsEditMode" +DEFINE_LOG_CATEGORY(LogKawaiiPhysics); + +struct HKawaiiPhysicsHitProxy : HHitProxy +{ + DECLARE_HIT_PROXY() + + HKawaiiPhysicsHitProxy(ECollisionLimitType InType, int32 InIndex, + ECollisionSourceType InSourceType = ECollisionSourceType::AnimNode) + : HHitProxy(HPP_Wireframe) + , CollisionType(InType) + , CollisionIndex(InIndex) + , SourceType(InSourceType) + { + } + + virtual EMouseCursor::Type GetMouseCursor() override + { + return EMouseCursor::Crosshairs; + } + + ECollisionLimitType CollisionType; + int32 CollisionIndex; + ECollisionSourceType SourceType = ECollisionSourceType::AnimNode; +}; + +IMPLEMENT_HIT_PROXY(HKawaiiPhysicsHitProxy, HHitProxy); + + +FKawaiiPhysicsEditMode::FKawaiiPhysicsEditMode() + : RuntimeNode(nullptr) + , GraphNode(nullptr) + , SelectCollisionSourceType(ECollisionSourceType::AnimNode) + , CurWidgetMode(UE_WIDGET::EWidgetMode::WM_Translate) +{ +} + +void FKawaiiPhysicsEditMode::EnterMode(UAnimGraphNode_Base* InEditorNode, FAnimNode_Base* InRuntimeNode) +{ + RuntimeNode = static_cast(InRuntimeNode); + GraphNode = CastChecked(InEditorNode); + + + // for Sync DetailPanel + GraphNode->Node.SphericalLimitsData = RuntimeNode->SphericalLimitsData; + GraphNode->Node.CapsuleLimitsData = RuntimeNode->CapsuleLimitsData; + GraphNode->Node.BoxLimitsData = RuntimeNode->BoxLimitsData; + GraphNode->Node.PlanarLimitsData = RuntimeNode->PlanarLimitsData; + GraphNode->Node.BoneConstraintsData = RuntimeNode->BoneConstraintsData; + GraphNode->Node.MergedBoneConstraints = RuntimeNode->MergedBoneConstraints; + + NodePropertyDelegateHandle = GraphNode->OnNodePropertyChanged().AddSP( + this, &FKawaiiPhysicsEditMode::OnExternalNodePropertyChange); + if (RuntimeNode->LimitsDataAsset) + { + LimitsDataAssetPropertyDelegateHandle = + RuntimeNode->LimitsDataAsset->OnLimitsChanged.AddRaw( + this, &FKawaiiPhysicsEditMode::OnLimitDataAssetPropertyChange); + } + + UMaterialInterface* BaseElemSelectedMaterial = LoadObject( + nullptr, TEXT("/Engine/EditorMaterials/PhAT_UnselectedMaterial.PhAT_UnselectedMaterial"), nullptr, + LOAD_None, nullptr); + PhysicsAssetBodyMaterial = UMaterialInstanceDynamic::Create( + BaseElemSelectedMaterial, GetTransientPackage()); + PhysicsAssetBodyMaterial->SetScalarParameterValue(TEXT("Opacity"), 0.2f); + + FAnimNodeEditMode::EnterMode(InEditorNode, InRuntimeNode); +} + +void FKawaiiPhysicsEditMode::ExitMode() +{ + GraphNode->OnNodePropertyChanged().Remove(NodePropertyDelegateHandle); + if (RuntimeNode->LimitsDataAsset) + { + RuntimeNode->LimitsDataAsset->OnLimitsChanged.Remove(LimitsDataAssetPropertyDelegateHandle); + } + + GraphNode = nullptr; + RuntimeNode = nullptr; + + FAnimNodeEditMode::ExitMode(); +} + +void FKawaiiPhysicsEditMode::Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) +{ + const USkeletalMeshComponent* SkelMeshComp = GetAnimPreviewScene().GetPreviewMeshComponent(); + + if (SkelMeshComp && SkelMeshComp->GetSkeletalMeshAsset() && SkelMeshComp->GetSkeletalMeshAsset()->GetSkeleton() && + FAnimWeight::IsRelevant(RuntimeNode->GetAlpha() && RuntimeNode->IsRecentlyEvaluated())) + { + RenderModifyBones(PDI); + RenderLimitAngle(PDI); + RenderSphericalLimits(PDI); + RenderCapsuleLimit(PDI); + RenderBoxLimit(PDI); + RenderPlanerLimit(PDI); + RenderBoneConstraint(PDI); + RenderExternalForces(PDI); + + PDI->SetHitProxy(nullptr); + + if (IsValidSelectCollision()) + { + if (const FCollisionLimitBase* Collision = GetSelectCollisionLimitRuntime()) + { + FTransform BoneTransform = FTransform::Identity; + if (Collision->DrivingBone.BoneIndex >= 0 && RuntimeNode->ForwardedPose.GetPose().GetNumBones() > 0) + { + BoneTransform = RuntimeNode->ForwardedPose.GetComponentSpaceTransform( + Collision->DrivingBone.GetCompactPoseIndex( + RuntimeNode->ForwardedPose.GetPose().GetBoneContainer())); + } + + FVector CollisionLocation = Collision->Location; + FQuat CollisionRotation = Collision->Rotation; + if (RuntimeNode->SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + const FTransform& BaseBoneSpace2ComponentSpace = RuntimeNode->GetBaseBoneSpace2ComponentSpace(); + CollisionLocation = BaseBoneSpace2ComponentSpace.TransformPosition(CollisionLocation); + CollisionRotation = BaseBoneSpace2ComponentSpace.TransformRotation(CollisionRotation); + } + + PDI->DrawPoint(BoneTransform.GetLocation(), FLinearColor::White, 10.0f, SDPG_Foreground); + DrawDashedLine(PDI, CollisionLocation, BoneTransform.GetLocation(), + FLinearColor::White, 1, SDPG_Foreground); + DrawCoordinateSystem(PDI, BoneTransform.GetLocation(), CollisionRotation.Rotator(), 20, + SDPG_World + 1); + } + } + } + + FAnimNodeEditMode::Render(View, Viewport, PDI); +} + +void FKawaiiPhysicsEditMode::RenderModifyBones(FPrimitiveDrawInterface* PDI) const +{ + if (GraphNode->bEnableDebugDrawBone) + { + for (auto& Bone : RuntimeNode->ModifyBones) + { + FVector BoneLocation = Bone.Location; + if (RuntimeNode->SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + const FTransform& BaseBoneSpace2ComponentSpace = RuntimeNode->GetBaseBoneSpace2ComponentSpace(); + BoneLocation = BaseBoneSpace2ComponentSpace.TransformPosition(BoneLocation); + } + + PDI->DrawPoint(BoneLocation, FLinearColor::White, 5.0f, SDPG_Foreground); + + if (Bone.PhysicsSettings.Radius > 0) + { + auto Color = Bone.bDummy ? FColor::Red : FColor::Yellow; + DrawWireSphere(PDI, BoneLocation, Color, Bone.PhysicsSettings.Radius, 16, SDPG_Foreground); + } + + for (const int32 ChildIndex : Bone.ChildIndices) + { + FVector ChildBoneLocation = RuntimeNode->ModifyBones[ChildIndex].Location; + if (RuntimeNode->SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + const FTransform& BaseBoneSpace2ComponentSpace = RuntimeNode->GetBaseBoneSpace2ComponentSpace(); + ChildBoneLocation = BaseBoneSpace2ComponentSpace.TransformPosition(ChildBoneLocation); + } + + DrawDashedLine(PDI, BoneLocation, ChildBoneLocation, + FLinearColor::White, 1, SDPG_Foreground); + } + } + } +} + +void FKawaiiPhysicsEditMode::RenderLimitAngle(FPrimitiveDrawInterface* PDI) const +{ + if (GraphNode->bEnableDebugDrawLimitAngle) + { + for (auto& Bone : RuntimeNode->ModifyBones) + { + if (!Bone.bSkipSimulate && Bone.PhysicsSettings.LimitAngle > 0.0f && Bone.HasParent()) + { + FTransform BoneTransform = FTransform(Bone.PrevRotation, Bone.PrevLocation); + FTransform ParentBoneTransform = FTransform(RuntimeNode->ModifyBones[Bone.ParentIndex].PrevRotation, + RuntimeNode->ModifyBones[Bone.ParentIndex].PrevLocation); + + if (RuntimeNode->SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + const FTransform& BaseBoneSpace2ComponentSpace = RuntimeNode->GetBaseBoneSpace2ComponentSpace(); + BoneTransform = BoneTransform * BaseBoneSpace2ComponentSpace; + ParentBoneTransform = ParentBoneTransform * BaseBoneSpace2ComponentSpace; + } + + const float Angle = FMath::DegreesToRadians(Bone.PhysicsSettings.LimitAngle); + DrawCone(PDI, FScaleMatrix(5.0f) * FTransform( + (BoneTransform.GetLocation() - ParentBoneTransform.GetLocation()).Rotation(), + ParentBoneTransform.GetLocation()).ToMatrixNoScale(), + Angle, + Angle, 24, true, FLinearColor::White, + GEngine->ConstraintLimitMaterialPrismatic->GetRenderProxy(), SDPG_World); + } + } + } +} + +void FKawaiiPhysicsEditMode::RenderSphericalLimits(FPrimitiveDrawInterface* PDI) const +{ + if (!GraphNode->bEnableDebugDrawSphereLimit) + { + return; + } + + auto DrawSphereLimit = [&](const auto& Sphere, int32 Index, const FMaterialRenderProxy* MaterialProxy, bool bUseHit) + { + if (Sphere.bEnable && Sphere.Radius > 0) + { + FVector Location = Sphere.Location; + FQuat Rotation = Sphere.Rotation; + if (RuntimeNode->SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + const FTransform& BaseBoneSpace2ComponentSpace = RuntimeNode->GetBaseBoneSpace2ComponentSpace(); + Location = BaseBoneSpace2ComponentSpace.TransformPosition(Location); + Rotation = BaseBoneSpace2ComponentSpace.TransformRotation(Rotation); + } + + PDI->SetHitProxy(bUseHit + ? new HKawaiiPhysicsHitProxy(ECollisionLimitType::Spherical, Index, Sphere.SourceType) + : nullptr); + DrawSphere(PDI, Location, FRotator::ZeroRotator, FVector(Sphere.Radius), 24, 6, MaterialProxy, + SDPG_World); + DrawWireSphere(PDI, Location, FLinearColor::Black, Sphere.Radius, 24, SDPG_World); + DrawCoordinateSystem(PDI, Location, Rotation.Rotator(), Sphere.Radius, SDPG_World + 1); + PDI->SetHitProxy(nullptr); + } + }; + + for (int32 i = 0; i < RuntimeNode->SphericalLimits.Num(); i++) + { + DrawSphereLimit(RuntimeNode->SphericalLimits[i], i, + GEngine->ConstraintLimitMaterialPrismatic->GetRenderProxy(), true); + } + + for (int32 i = 0; i < RuntimeNode->SphericalLimitsData.Num(); i++) + { + if (RuntimeNode->SphericalLimitsData[i].SourceType == ECollisionSourceType::DataAsset) + { + DrawSphereLimit(RuntimeNode->SphericalLimitsData[i], i, + GEngine->ConstraintLimitMaterialZ->GetRenderProxy(), true); + } + else + { + if (PhysicsAssetBodyMaterial->IsValidLowLevel()) + { + DrawSphereLimit(RuntimeNode->SphericalLimitsData[i], i, PhysicsAssetBodyMaterial->GetRenderProxy(), + false); + } + } + } +} + +void FKawaiiPhysicsEditMode::RenderCapsuleLimit(FPrimitiveDrawInterface* PDI) const +{ + if (!GraphNode->bEnableDebugDrawCapsuleLimit) + { + return; + } + + auto DrawCapsule = [&](const auto& Capsule, int32 Index, const FMaterialRenderProxy* MaterialProxy, + bool bUseHit) + { + if (Capsule.bEnable && Capsule.Radius > 0 && Capsule.Length > 0) + { + FVector Location = Capsule.Location; + FQuat Rotation = Capsule.Rotation; + if (RuntimeNode->SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + const FTransform& BaseBoneSpace2ComponentSpace = RuntimeNode->GetBaseBoneSpace2ComponentSpace(); + Location = BaseBoneSpace2ComponentSpace.TransformPosition(Location); + Rotation = BaseBoneSpace2ComponentSpace.TransformRotation(Rotation); + } + + FVector XAxis = Rotation.GetAxisX(); + FVector YAxis = Rotation.GetAxisY(); + FVector ZAxis = Rotation.GetAxisZ(); + + PDI->SetHitProxy(bUseHit + ? new HKawaiiPhysicsHitProxy(ECollisionLimitType::Capsule, Index, Capsule.SourceType) + : nullptr); + + DrawCylinder(PDI, Location, XAxis, YAxis, ZAxis, Capsule.Radius, 0.5f * Capsule.Length, 25, + MaterialProxy, SDPG_World); + DrawSphere(PDI, Location + ZAxis * Capsule.Length * 0.5f, Rotation.Rotator(), + FVector(Capsule.Radius), 24, 6, MaterialProxy, SDPG_World); + DrawSphere(PDI, Location - ZAxis * Capsule.Length * 0.5f, Rotation.Rotator(), + FVector(Capsule.Radius), 24, 6, MaterialProxy, SDPG_World); + DrawWireCapsule(PDI, Location, XAxis, YAxis, ZAxis, FLinearColor::Black, Capsule.Radius, + 0.5f * Capsule.Length + Capsule.Radius, 25, SDPG_World); + DrawCoordinateSystem(PDI, Location, Rotation.Rotator(), Capsule.Radius, SDPG_World + 1); + PDI->SetHitProxy(nullptr); + } + }; + + for (int32 i = 0; i < RuntimeNode->CapsuleLimits.Num(); i++) + { + DrawCapsule(RuntimeNode->CapsuleLimits[i], i, GEngine->ConstraintLimitMaterialPrismatic->GetRenderProxy(), + true); + } + + for (int32 i = 0; i < RuntimeNode->CapsuleLimitsData.Num(); i++) + { + if (RuntimeNode->CapsuleLimitsData[i].SourceType == ECollisionSourceType::DataAsset) + { + DrawCapsule(RuntimeNode->CapsuleLimitsData[i], i, + GEngine->ConstraintLimitMaterialZ->GetRenderProxy(), true); + } + else + { + if (PhysicsAssetBodyMaterial->IsValidLowLevel()) + { + DrawCapsule(RuntimeNode->CapsuleLimitsData[i], i, PhysicsAssetBodyMaterial->GetRenderProxy(), false); + } + } + } +} + +void FKawaiiPhysicsEditMode::RenderBoxLimit(FPrimitiveDrawInterface* PDI) const +{ + if (!GraphNode->bEnableDebugDrawBoxLimit) + { + return; + } + + auto DrawBoxLimit = [&](const auto& Box, int32 Index, const FMaterialRenderProxy* MaterialProxy, + bool bUseHit = true) + { + if (Box.bEnable && Box.Extent.Size() > 0) + { + FTransform BoxTransform(Box.Rotation, Box.Location); + if (RuntimeNode->SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + const FTransform& BaseBoneSpace2ComponentSpace = RuntimeNode->GetBaseBoneSpace2ComponentSpace(); + BoxTransform = BoxTransform * BaseBoneSpace2ComponentSpace; + } + + PDI->SetHitProxy(bUseHit + ? new HKawaiiPhysicsHitProxy(ECollisionLimitType::Box, Index, Box.SourceType) + : nullptr); + + DrawBox(PDI, BoxTransform.ToMatrixWithScale(), Box.Extent, MaterialProxy, SDPG_World); + DrawWireBox(PDI, BoxTransform.ToMatrixWithScale(), FBox(-Box.Extent, Box.Extent), FLinearColor::Black, + SDPG_World); + DrawCoordinateSystem(PDI, BoxTransform.GetLocation(), BoxTransform.Rotator(), Box.Extent.Size(), SDPG_World + 1); + PDI->SetHitProxy(nullptr); + } + }; + + for (int32 i = 0; i < RuntimeNode->BoxLimits.Num(); i++) + { + DrawBoxLimit(RuntimeNode->BoxLimits[i], i, + GEngine->ConstraintLimitMaterialPrismatic->GetRenderProxy()); + } + + for (int32 i = 0; i < RuntimeNode->BoxLimitsData.Num(); i++) + { + if (RuntimeNode->BoxLimitsData[i].SourceType == ECollisionSourceType::DataAsset) + { + DrawBoxLimit(RuntimeNode->BoxLimitsData[i], i, + GEngine->ConstraintLimitMaterialZ->GetRenderProxy()); + } + else + { + if (PhysicsAssetBodyMaterial->IsValidLowLevel()) + { + DrawBoxLimit(RuntimeNode->BoxLimitsData[i], i, PhysicsAssetBodyMaterial->GetRenderProxy(), false); + } + } + } +} + +void FKawaiiPhysicsEditMode::RenderPlanerLimit(FPrimitiveDrawInterface* PDI) +{ + if (GraphNode->bEnableDebugDrawPlanerLimit) + { + auto DrawPlanarLimit = [&](const auto& Plane, int32 Index, const FMaterialRenderProxy* MaterialProxy, + bool bUseHit = true) + { + FTransform PlaneTransform(Plane.Rotation, Plane.Location); + if (RuntimeNode->SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + const FTransform& BaseBoneSpace2ComponentSpace = RuntimeNode->GetBaseBoneSpace2ComponentSpace(); + PlaneTransform = PlaneTransform * BaseBoneSpace2ComponentSpace; + } + PlaneTransform.NormalizeRotation(); + + PDI->SetHitProxy(bUseHit + ? new HKawaiiPhysicsHitProxy(ECollisionLimitType::Planar, Index, Plane.SourceType) + : nullptr); + + DrawPlane10x10(PDI, PlaneTransform.ToMatrixWithScale(), 200.0f, FVector2D(0.0f, 0.0f), + FVector2D(1.0f, 1.0f), MaterialProxy, SDPG_World); + DrawDirectionalArrow(PDI, FRotationMatrix(FRotator(90.0f, 0.0f, 0.0f)) * PlaneTransform.ToMatrixWithScale(), + FLinearColor::Blue, 50.0f, 20.0f, SDPG_Foreground, 0.5f); + PDI->SetHitProxy(nullptr); + }; + + for (int32 i = 0; i < RuntimeNode->PlanarLimits.Num(); i++) + { + DrawPlanarLimit(RuntimeNode->PlanarLimits[i], i, + GEngine->ConstraintLimitMaterialPrismatic->GetRenderProxy()); + } + + for (int32 i = 0; i < RuntimeNode->PlanarLimitsData.Num(); i++) + { + DrawPlanarLimit(RuntimeNode->PlanarLimitsData[i], i, GEngine->ConstraintLimitMaterialZ->GetRenderProxy()); + } + } +} + +void FKawaiiPhysicsEditMode::RenderBoneConstraint(FPrimitiveDrawInterface* PDI) const +{ + if (GraphNode->bEnableDebugDrawBoneConstraint) + { + for (const FModifyBoneConstraint& BoneConstraint : RuntimeNode->MergedBoneConstraints) + { + if (BoneConstraint.IsBoneReferenceValid() && !RuntimeNode->ModifyBones.IsEmpty()) + { + FTransform BoneTransform1 = FTransform( + RuntimeNode->ModifyBones[BoneConstraint.ModifyBoneIndex1].PrevRotation, + RuntimeNode->ModifyBones[BoneConstraint.ModifyBoneIndex1].PrevLocation); + FTransform BoneTransform2 = FTransform( + RuntimeNode->ModifyBones[BoneConstraint.ModifyBoneIndex2].PrevRotation, + RuntimeNode->ModifyBones[BoneConstraint.ModifyBoneIndex2].PrevLocation); + + if (RuntimeNode->SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + const FTransform& BaseBoneSpace2ComponentSpace = RuntimeNode->GetBaseBoneSpace2ComponentSpace(); + BoneTransform1 = BoneTransform1 * BaseBoneSpace2ComponentSpace; + BoneTransform2 = BoneTransform2 * BaseBoneSpace2ComponentSpace; + } + + // 1 -> 2 + FVector Dir = (BoneTransform2.GetLocation() - BoneTransform1.GetLocation()).GetSafeNormal(); + FRotator LookAt = FRotationMatrix::MakeFromX(Dir).Rotator(); + FTransform DrawArrowTransform = FTransform(LookAt, BoneTransform1.GetLocation(), + BoneTransform1.GetScale3D()); + const float Distance = (BoneTransform1.GetLocation() - BoneTransform2.GetLocation()).Size(); + DrawDirectionalArrow(PDI, DrawArrowTransform.ToMatrixNoScale(), FLinearColor::Red, + Distance, 1, SDPG_Foreground); + // 2 -> 1 + LookAt = FRotationMatrix::MakeFromX(-Dir).Rotator(); + DrawArrowTransform = FTransform(LookAt, BoneTransform2.GetLocation(), BoneTransform2.GetScale3D()); + DrawDirectionalArrow(PDI, DrawArrowTransform.ToMatrixNoScale(), FLinearColor::Red, + Distance, 1, SDPG_Foreground); + } + } + } +} + +void FKawaiiPhysicsEditMode::RenderExternalForces(FPrimitiveDrawInterface* PDI) const +{ + if (GraphNode->bEnableDebugDrawExternalForce) + { + for (const auto& Bone : RuntimeNode->ModifyBones) + { + for (auto& Force : RuntimeNode->ExternalForces) + { + if (Force.IsValid()) + { + Force.GetMutablePtr()->AnimDrawDebugForEditMode( + Bone, *RuntimeNode, PDI); + } + } + } + } +} + +FVector FKawaiiPhysicsEditMode::GetWidgetLocation(ECollisionLimitType CollisionType, int32 Index) const +{ + if (!IsValidSelectCollision()) + { + return GetAnimPreviewScene().GetPreviewMeshComponent()->GetComponentLocation(); + } + + if (const FCollisionLimitBase* Collision = GetSelectCollisionLimitRuntime()) + { + return Collision->Location; + } + + return GetAnimPreviewScene().GetPreviewMeshComponent()->GetComponentLocation(); +} + +FVector FKawaiiPhysicsEditMode::GetWidgetLocation() const +{ + return GetWidgetLocation(SelectCollisionType, SelectCollisionIndex); +} + +bool FKawaiiPhysicsEditMode::GetCustomDrawingCoordinateSystem(FMatrix& InMatrix, void* InData) +{ + if (!IsValidSelectCollision()) + { + return false; + } + + FQuat Rotation = FQuat::Identity; + if (FCollisionLimitBase* Collision = GetSelectCollisionLimitRuntime()) + { + Rotation = Collision->Rotation; + } + + InMatrix = FTransform(Rotation).ToMatrixNoScale(); + return true; +} + +UE_WIDGET::EWidgetMode FKawaiiPhysicsEditMode::GetWidgetMode() const +{ + if (GetSelectCollisionLimitRuntime()) + { + CurWidgetMode = FindValidWidgetMode(CurWidgetMode); + return CurWidgetMode; + } + + return UE_WIDGET::EWidgetMode::WM_Translate; +} + +UE_WIDGET::EWidgetMode FKawaiiPhysicsEditMode::FindValidWidgetMode(UE_WIDGET::EWidgetMode InWidgetMode) const +{ + if (InWidgetMode == UE_WIDGET::EWidgetMode::WM_None) + { + return UE_WIDGET::EWidgetMode::WM_Translate; + } + + switch (InWidgetMode) + { + case UE_WIDGET::EWidgetMode::WM_Translate: + return UE_WIDGET::EWidgetMode::WM_Rotate; + case UE_WIDGET::EWidgetMode::WM_Rotate: + return UE_WIDGET::EWidgetMode::WM_Scale; + case UE_WIDGET::EWidgetMode::WM_Scale: + return UE_WIDGET::EWidgetMode::WM_Translate; + default: ; + } + + return UE_WIDGET::EWidgetMode::WM_None; +} + +bool FKawaiiPhysicsEditMode::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, + const FViewportClick& Click) +{ + bool bResult = FAnimNodeEditMode::HandleClick(InViewportClient, HitProxy, Click); + + if (HitProxy != nullptr && HitProxy->IsA(HKawaiiPhysicsHitProxy::StaticGetType())) + { + HKawaiiPhysicsHitProxy* KawaiiPhysicsHitProxy = static_cast(HitProxy); + SelectCollisionType = KawaiiPhysicsHitProxy->CollisionType; + SelectCollisionIndex = KawaiiPhysicsHitProxy->CollisionIndex; + SelectCollisionSourceType = KawaiiPhysicsHitProxy->SourceType; + bResult = true; + } + else + { + SelectCollisionType = ECollisionLimitType::None; + SelectCollisionIndex = -1; + } + + return bResult; +} + +bool FKawaiiPhysicsEditMode::InputKey(FEditorViewportClient* InViewportClient, FViewport* InViewport, FKey InKey, + EInputEvent InEvent) +{ + bool bHandled = false; + + if ((InEvent == IE_Pressed) && !IsManipulatingWidget()) + { + if (InKey == EKeys::SpaceBar) + { + GetModeManager()->SetWidgetMode(GetWidgetMode()); + bHandled = true; + InViewportClient->Invalidate(); + } + else if (InKey == EKeys::Q) + { + const auto CoordSystem = GetModeManager()->GetCoordSystem(); + GetModeManager()->SetCoordSystem(CoordSystem == COORD_Local ? COORD_World : COORD_Local); + } + else if (InKey == EKeys::Delete && SelectCollisionSourceType != ECollisionSourceType::PhysicsAsset && + IsValidSelectCollision()) + { + switch (SelectCollisionType) + { + case ECollisionLimitType::Spherical: + if (SelectCollisionSourceType == ECollisionSourceType::DataAsset) + { + RuntimeNode->LimitsDataAsset->SphericalLimits.RemoveAt(SelectCollisionIndex); + RuntimeNode->LimitsDataAsset->MarkPackageDirty(); + } + else + { + RuntimeNode->SphericalLimits.RemoveAt(SelectCollisionIndex); + GraphNode->Node.SphericalLimits.RemoveAt(SelectCollisionIndex); + } + break; + case ECollisionLimitType::Capsule: + if (SelectCollisionSourceType == ECollisionSourceType::DataAsset) + { + RuntimeNode->LimitsDataAsset->CapsuleLimits.RemoveAt(SelectCollisionIndex); + RuntimeNode->LimitsDataAsset->MarkPackageDirty(); + } + else + { + RuntimeNode->CapsuleLimits.RemoveAt(SelectCollisionIndex); + GraphNode->Node.CapsuleLimits.RemoveAt(SelectCollisionIndex); + } + break; + case ECollisionLimitType::Box: + if (SelectCollisionSourceType == ECollisionSourceType::DataAsset) + { + RuntimeNode->LimitsDataAsset->BoxLimits.RemoveAt(SelectCollisionIndex); + RuntimeNode->LimitsDataAsset->MarkPackageDirty(); + } + else + { + RuntimeNode->BoxLimits.RemoveAt(SelectCollisionIndex); + GraphNode->Node.BoxLimits.RemoveAt(SelectCollisionIndex); + } + break; + + case ECollisionLimitType::Planar: + if (SelectCollisionSourceType == ECollisionSourceType::DataAsset) + { + RuntimeNode->LimitsDataAsset->PlanarLimits.RemoveAt(SelectCollisionIndex); + RuntimeNode->LimitsDataAsset->MarkPackageDirty(); + } + else + { + RuntimeNode->PlanarLimits.RemoveAt(SelectCollisionIndex); + GraphNode->Node.PlanarLimits.RemoveAt(SelectCollisionIndex); + } + break; + case ECollisionLimitType::None: break; + default: ; + } + } + } + + return bHandled; +} + +ECoordSystem FKawaiiPhysicsEditMode::GetWidgetCoordinateSystem() const +{ + return COORD_Local; +} + +void FKawaiiPhysicsEditMode::OnExternalNodePropertyChange(FPropertyChangedEvent& InPropertyEvent) +{ + if (!IsValidSelectCollision()) + { + SelectCollisionIndex = -1; + SelectCollisionType = ECollisionLimitType::None; + CurWidgetMode = UE_WIDGET::EWidgetMode::WM_None; + } + + if (InPropertyEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(FAnimNode_KawaiiPhysics, LimitsDataAsset)) + { + if (RuntimeNode->LimitsDataAsset) + { + RuntimeNode->LimitsDataAsset->OnLimitsChanged.AddRaw( + this, &FKawaiiPhysicsEditMode::OnLimitDataAssetPropertyChange); + } + } +} + +void FKawaiiPhysicsEditMode::OnLimitDataAssetPropertyChange(FPropertyChangedEvent& InPropertyEvent) +{ + GraphNode->Node.SphericalLimitsData = RuntimeNode->SphericalLimitsData; + GraphNode->Node.CapsuleLimitsData = RuntimeNode->CapsuleLimitsData; + GraphNode->Node.BoxLimitsData = RuntimeNode->BoxLimitsData; + GraphNode->Node.PlanarLimitsData = RuntimeNode->PlanarLimitsData; +} + +bool FKawaiiPhysicsEditMode::IsSelectAnimNodeCollision() const +{ + return SelectCollisionSourceType == ECollisionSourceType::AnimNode; +} + +bool FKawaiiPhysicsEditMode::IsValidSelectCollision() const +{ + if (RuntimeNode == nullptr || GraphNode == nullptr || SelectCollisionIndex < 0 || SelectCollisionType == + ECollisionLimitType::None) + { + return false; + } + + switch (SelectCollisionType) + { + case ECollisionLimitType::Spherical: + return !IsSelectAnimNodeCollision() + ? RuntimeNode->SphericalLimitsData.IsValidIndex(SelectCollisionIndex) + : RuntimeNode->SphericalLimits.IsValidIndex(SelectCollisionIndex); + case ECollisionLimitType::Capsule: + return !IsSelectAnimNodeCollision() + ? RuntimeNode->CapsuleLimitsData.IsValidIndex(SelectCollisionIndex) + : RuntimeNode->CapsuleLimits.IsValidIndex(SelectCollisionIndex); + case ECollisionLimitType::Box: + return !IsSelectAnimNodeCollision() + ? RuntimeNode->BoxLimitsData.IsValidIndex(SelectCollisionIndex) + : RuntimeNode->BoxLimits.IsValidIndex(SelectCollisionIndex); + case ECollisionLimitType::Planar: + return !IsSelectAnimNodeCollision() + ? RuntimeNode->PlanarLimitsData.IsValidIndex(SelectCollisionIndex) + : RuntimeNode->PlanarLimits.IsValidIndex(SelectCollisionIndex); + case ECollisionLimitType::None: break; + default: ; + } + return false; +} + +FCollisionLimitBase* FKawaiiPhysicsEditMode::GetSelectCollisionLimitRuntime() const +{ + if (!IsValidSelectCollision()) + { + return nullptr; + } + + switch (SelectCollisionType) + { + case ECollisionLimitType::Spherical: + return !IsSelectAnimNodeCollision() + ? &(RuntimeNode->SphericalLimitsData[SelectCollisionIndex]) + : &(RuntimeNode->SphericalLimits[SelectCollisionIndex]); + case ECollisionLimitType::Capsule: + return !IsSelectAnimNodeCollision() + ? &(RuntimeNode->CapsuleLimitsData[SelectCollisionIndex]) + : &(RuntimeNode->CapsuleLimits[SelectCollisionIndex]); + case ECollisionLimitType::Box: + return !IsSelectAnimNodeCollision() + ? &(RuntimeNode->BoxLimitsData[SelectCollisionIndex]) + : &(RuntimeNode->BoxLimits[SelectCollisionIndex]); + case ECollisionLimitType::Planar: + return !IsSelectAnimNodeCollision() + ? &(RuntimeNode->PlanarLimitsData[SelectCollisionIndex]) + : &(RuntimeNode->PlanarLimits[SelectCollisionIndex]); + case ECollisionLimitType::None: break; + default: ; + } + + return nullptr; +} + +FCollisionLimitBase* FKawaiiPhysicsEditMode::GetSelectCollisionLimitGraph() const +{ + if (!IsValidSelectCollision()) + { + return nullptr; + } + + switch (SelectCollisionType) + { + case ECollisionLimitType::Spherical: + { + auto& CollisionLimits = !IsSelectAnimNodeCollision() + ? GraphNode->Node.SphericalLimitsData + : GraphNode->Node.SphericalLimits; + return CollisionLimits.IsValidIndex(SelectCollisionIndex) + ? &CollisionLimits[SelectCollisionIndex] + : nullptr; + } + case ECollisionLimitType::Capsule: + { + auto& CollisionLimits = !IsSelectAnimNodeCollision() + ? GraphNode->Node.CapsuleLimitsData + : GraphNode->Node.CapsuleLimits; + return CollisionLimits.IsValidIndex(SelectCollisionIndex) + ? &CollisionLimits[SelectCollisionIndex] + : nullptr; + } + case ECollisionLimitType::Box: + { + auto& CollisionLimits = !IsSelectAnimNodeCollision() + ? GraphNode->Node.BoxLimitsData + : GraphNode->Node.BoxLimits; + return CollisionLimits.IsValidIndex(SelectCollisionIndex) + ? &CollisionLimits[SelectCollisionIndex] + : nullptr; + } + case ECollisionLimitType::Planar: + { + auto& CollisionLimits = !IsSelectAnimNodeCollision() + ? GraphNode->Node.PlanarLimitsData + : GraphNode->Node.PlanarLimits; + return CollisionLimits.IsValidIndex(SelectCollisionIndex) + ? &CollisionLimits[SelectCollisionIndex] + : nullptr; + } + case ECollisionLimitType::None: break; + default: ; + } + + return nullptr; +} + +void FKawaiiPhysicsEditMode::DoTranslation(FVector& InTranslation) +{ + if (InTranslation.IsNearlyZero()) + { + return; + } + + FCollisionLimitBase* CollisionRuntime = GetSelectCollisionLimitRuntime(); + FCollisionLimitBase* CollisionGraph = GetSelectCollisionLimitGraph(); + if (!CollisionRuntime || !CollisionGraph) + { + UE_LOG(LogKawaiiPhysics, Warning, TEXT( "Fail to edit limit." )); + if (SelectCollisionSourceType == ECollisionSourceType::DataAsset) + { + UE_LOG(LogKawaiiPhysics, Warning, TEXT( "Please try saving the DataAsset (%s) and compile this ABP." ), + *RuntimeNode->LimitsDataAsset.GetName()); + } + return; + } + + FVector Offset; + if (CollisionRuntime->DrivingBone.BoneIndex >= 0) + { + const USkeletalMeshComponent* SkelComp = GetAnimPreviewScene().GetPreviewMeshComponent(); + Offset = ConvertCSVectorToBoneSpace(SkelComp, InTranslation, RuntimeNode->ForwardedPose, + CollisionRuntime->DrivingBone.BoneName, BCS_BoneSpace); + } + else + { + Offset = InTranslation; + } + CollisionRuntime->OffsetLocation += Offset; + CollisionGraph->OffsetLocation = CollisionRuntime->OffsetLocation; + + if (SelectCollisionSourceType == ECollisionSourceType::DataAsset) + { + RuntimeNode->LimitsDataAsset->UpdateLimit(CollisionRuntime); + } +} + +void FKawaiiPhysicsEditMode::DoRotation(FRotator& InRotation) +{ + if (InRotation.IsNearlyZero()) + { + return; + } + + FCollisionLimitBase* CollisionRuntime = GetSelectCollisionLimitRuntime(); + FCollisionLimitBase* CollisionGraph = GetSelectCollisionLimitGraph(); + if (!CollisionRuntime || !CollisionGraph) + { + UE_LOG(LogKawaiiPhysics, Warning, TEXT( "Fail to edit limit." )); + if (SelectCollisionSourceType == ECollisionSourceType::DataAsset) + { + UE_LOG(LogKawaiiPhysics, Warning, TEXT( "Please try saving the DataAsset (%s) and compile this ABP." ), + *RuntimeNode->LimitsDataAsset.GetName()); + } + return; + } + + FQuat DeltaQuat; + if (CollisionRuntime->DrivingBone.BoneIndex >= 0) + { + const USkeletalMeshComponent* SkelComp = GetAnimPreviewScene().GetPreviewMeshComponent(); + DeltaQuat = ConvertCSRotationToBoneSpace(SkelComp, InRotation, RuntimeNode->ForwardedPose, + CollisionRuntime->DrivingBone.BoneName, BCS_BoneSpace); + } + else + { + DeltaQuat = InRotation.Quaternion(); + } + + CollisionRuntime->OffsetRotation = FRotator(DeltaQuat * CollisionRuntime->OffsetRotation.Quaternion()); + CollisionGraph->OffsetRotation = CollisionRuntime->OffsetRotation; + + if (SelectCollisionSourceType == ECollisionSourceType::DataAsset) + { + RuntimeNode->LimitsDataAsset->UpdateLimit(CollisionRuntime); + } +} + +void FKawaiiPhysicsEditMode::DoScale(FVector& InScale) +{ + if (!IsValidSelectCollision() || InScale.IsNearlyZero() || SelectCollisionType == ECollisionLimitType::Planar) + { + return; + } + FCollisionLimitBase* CollisionRuntime = GetSelectCollisionLimitRuntime(); + FCollisionLimitBase* CollisionGraph = GetSelectCollisionLimitGraph(); + if (!CollisionRuntime || !CollisionGraph) + { + UE_LOG(LogKawaiiPhysics, Warning, TEXT( "Fail to edit limit." )); + if (SelectCollisionSourceType == ECollisionSourceType::DataAsset) + { + UE_LOG(LogKawaiiPhysics, Warning, TEXT( "Please try saving the DataAsset (%s) and compile this ABP." ), + *RuntimeNode->LimitsDataAsset.GetName()); + } + return; + } + + if (SelectCollisionType == ECollisionLimitType::Spherical) + { + FSphericalLimit& SphericalLimitRuntime = *static_cast(CollisionRuntime); + FSphericalLimit& SphericalLimitGraph = *static_cast(CollisionGraph); + + SphericalLimitRuntime.Radius += InScale.X; + SphericalLimitRuntime.Radius += InScale.Y; + SphericalLimitRuntime.Radius += InScale.Z; + SphericalLimitRuntime.Radius = FMath::Max(SphericalLimitRuntime.Radius, 0.0f); + + SphericalLimitGraph.Radius = SphericalLimitRuntime.Radius; + + if (SelectCollisionSourceType == ECollisionSourceType::DataAsset) + { + RuntimeNode->LimitsDataAsset->UpdateLimit(&SphericalLimitRuntime); + } + } + else if (SelectCollisionType == ECollisionLimitType::Capsule) + { + FCapsuleLimit& CapsuleLimitRuntime = *static_cast(CollisionRuntime); + FCapsuleLimit& CapsuleLimitGraph = *static_cast(CollisionGraph); + + CapsuleLimitRuntime.Radius += InScale.X; + CapsuleLimitRuntime.Radius += InScale.Y; + CapsuleLimitRuntime.Radius = FMath::Max(CapsuleLimitRuntime.Radius, 0.0f); + + CapsuleLimitRuntime.Length += InScale.Z; + CapsuleLimitRuntime.Length = FMath::Max(CapsuleLimitRuntime.Length, 0.0f); + + CapsuleLimitGraph.Radius = CapsuleLimitRuntime.Radius; + CapsuleLimitGraph.Length = CapsuleLimitRuntime.Length; + + if (SelectCollisionSourceType == ECollisionSourceType::DataAsset) + { + RuntimeNode->LimitsDataAsset->UpdateLimit(&CapsuleLimitRuntime); + } + } + else if (SelectCollisionType == ECollisionLimitType::Box) + { + FBoxLimit& BoxLimitRuntime = *static_cast(CollisionRuntime); + FBoxLimit& BoxLimitGraph = *static_cast(CollisionGraph); + + BoxLimitRuntime.Extent += InScale; + BoxLimitRuntime.Extent.X = FMath::Max(BoxLimitRuntime.Extent.X, 0.0f); + BoxLimitRuntime.Extent.Y = FMath::Max(BoxLimitRuntime.Extent.Y, 0.0f); + BoxLimitRuntime.Extent.Z = FMath::Max(BoxLimitRuntime.Extent.Z, 0.0f); + + BoxLimitGraph.Extent = BoxLimitRuntime.Extent; + + if (SelectCollisionSourceType == ECollisionSourceType::DataAsset) + { + RuntimeNode->LimitsDataAsset->UpdateLimit(&BoxLimitRuntime); + } + } +} + + +bool FKawaiiPhysicsEditMode::ShouldDrawWidget() const +{ + if (IsValidSelectCollision()) + { + return true; + } + + return false; +} + +void FKawaiiPhysicsEditMode::DrawHUD(FEditorViewportClient* ViewportClient, FViewport* Viewport, const FSceneView* View, + FCanvas* Canvas) +{ + float FontWidth, FontHeight; + GEngine->GetSmallFont()->GetCharSize(TEXT('L'), FontWidth, FontHeight); + constexpr float XOffset = 5.0f; + float DrawPositionY = Viewport->GetSizeXY().Y / Canvas->GetDPIScale() - (3 + FontHeight) - 100 / Canvas-> + GetDPIScale(); + + if (!FAnimWeight::IsRelevant(RuntimeNode->GetAlpha()) || !RuntimeNode->IsRecentlyEvaluated()) + { + DrawTextItem( + LOCTEXT("", "This node does not evaluate recently."), Canvas, XOffset, DrawPositionY, + FontHeight); + FAnimNodeEditMode::DrawHUD(ViewportClient, Viewport, View, Canvas); + return; + } + + DrawTextItem(LOCTEXT("", "Q : Cycle Transform Coordinate System"), Canvas, XOffset, DrawPositionY, FontHeight); + DrawTextItem( + LOCTEXT("", "Space : Cycle Between Translate, Rotate and Scale"), Canvas, XOffset, DrawPositionY, FontHeight); + DrawTextItem(LOCTEXT("", "R : Scale Mode"), Canvas, XOffset, DrawPositionY, FontHeight); + DrawTextItem(LOCTEXT("", "E : Rotate Mode"), Canvas, XOffset, DrawPositionY, FontHeight); + DrawTextItem(LOCTEXT("", "W : Translate Mode"), Canvas, XOffset, DrawPositionY, FontHeight); + DrawTextItem(LOCTEXT("", "------------------"), Canvas, XOffset, DrawPositionY, FontHeight); + + + FString CollisionDebugInfo = FString(TEXT("Select Collision : ")); + switch (SelectCollisionType) + { + case ECollisionLimitType::Spherical: + CollisionDebugInfo.Append(FString(TEXT("Spherical"))); + break; + case ECollisionLimitType::Capsule: + CollisionDebugInfo.Append(FString(TEXT("Capsule"))); + break; + case ECollisionLimitType::Box: + CollisionDebugInfo.Append(FString(TEXT("Box"))); + break; + case ECollisionLimitType::Planar: + CollisionDebugInfo.Append(FString(TEXT("Planar"))); + break; + default: + CollisionDebugInfo.Append(FString(TEXT("None"))); + break; + } + if (SelectCollisionIndex >= 0) + { + CollisionDebugInfo.Append(FString(TEXT("["))); + CollisionDebugInfo.Append(FString::FromInt(SelectCollisionIndex)); + CollisionDebugInfo.Append(FString(TEXT("]"))); + } + DrawTextItem(FText::FromString(CollisionDebugInfo), Canvas, XOffset, DrawPositionY, FontHeight); + + const UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene().GetPreviewMeshComponent(); + if (GraphNode->bEnableDebugBoneLengthRate) + { + if (PreviewMeshComponent != nullptr && PreviewMeshComponent->MeshObject != nullptr) + { + for (auto& Bone : RuntimeNode->ModifyBones) + { + FVector BoneLocation = Bone.Location; + if (RuntimeNode->SimulationSpace == EKawaiiPhysicsSimulationSpace::BaseBoneSpace) + { + const FTransform& BaseBoneSpace2ComponentSpace = RuntimeNode->GetBaseBoneSpace2ComponentSpace(); + BoneLocation = BaseBoneSpace2ComponentSpace.TransformPosition(BoneLocation); + } + + // Refer to FAnimationViewportClient::ShowBoneNames + const FVector BonePos = PreviewMeshComponent->GetComponentTransform().TransformPosition(BoneLocation); + Draw3DTextItem(FText::AsNumber(Bone.LengthRateFromRoot), Canvas, View, + Viewport, BonePos); + } + } + } + + FAnimNodeEditMode::DrawHUD(ViewportClient, Viewport, View, Canvas); +} + +void FKawaiiPhysicsEditMode::DrawTextItem(const FText& Text, FCanvas* Canvas, float X, float& Y, float FontHeight) +{ + FCanvasTextItem TextItem(FVector2D::ZeroVector, Text, GEngine->GetSmallFont(), FLinearColor::White); + TextItem.EnableShadow(FLinearColor::Black); + Canvas->DrawItem(TextItem, X, Y); + Y -= (3 + FontHeight); +} + +void FKawaiiPhysicsEditMode::Draw3DTextItem(const FText& Text, FCanvas* Canvas, const FSceneView* View, + const FViewport* Viewport, FVector Location) +{ + const int32 HalfX = Viewport->GetSizeXY().X / 2 / Canvas->GetDPIScale(); + const int32 HalfY = Viewport->GetSizeXY().Y / 2 / Canvas->GetDPIScale(); + + const FPlane proj = View->Project(Location); + if (proj.W > 0.f) + { + const int32 XPos = HalfX + (HalfX * proj.X); + const int32 YPos = HalfY + (HalfY * (proj.Y * -1)); + FCanvasTextItem TextItem(FVector2D(XPos, YPos), Text, GEngine->GetSmallFont(), FLinearColor::White); + TextItem.EnableShadow(FLinearColor::Black); + Canvas->DrawItem(TextItem); + } +} + +#undef LOCTEXT_NAMESPACE diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Public/AnimGraphNode_KawaiiPhysics.h b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Public/AnimGraphNode_KawaiiPhysics.h new file mode 100644 index 00000000..c9af411c --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Public/AnimGraphNode_KawaiiPhysics.h @@ -0,0 +1,106 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#pragma once + +#include "AnimGraphNode_Base.h" +#include "AnimNode_KawaiiPhysics.h" +#include "AnimGraphNode_SkeletalControlBase.h" +#include "EdGraph/EdGraphNodeUtils.h" + +#include "AnimGraphNode_KawaiiPhysics.generated.h" + +class FCompilerResultsLog; + +UCLASS() +class UAnimGraphNode_KawaiiPhysics : public UAnimGraphNode_SkeletalControlBase +{ + GENERATED_UCLASS_BODY() + UPROPERTY(EditAnywhere, Category = Settings) + FAnimNode_KawaiiPhysics Node; + + virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; + + // UObject interface + virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; + +protected: + // UAnimGraphNode_Base interface + virtual FEditorModeID GetEditorMode() const override; + virtual void ValidateAnimNodePostCompile(FCompilerResultsLog& MessageLog, + UAnimBlueprintGeneratedClass* CompiledClass, + int32 CompiledNodeIndex) override; + virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* AnimNode) override; + virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override; + // End of UAnimGraphNode_Base interface + + //virtual FText GetControllerDescription() const override; + virtual FText GetControllerDescription() const override; + virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; } + // End of UAnimGraphNode_SkeletalControlBase interface + + // UObject interface + virtual void Serialize(FArchive& Ar) override; + + // End of UObject interface + + virtual void CustomizeDetailTools(IDetailLayoutBuilder& DetailBuilder); + virtual void CustomizeDetailDebugVisualizations(IDetailLayoutBuilder& DetailBuilder); + +private: + /** Creates the export data asset path. */ + void CreateExportDataAssetPath(FString& PackageName, const FString& DefaultSuffix) const; + + /** Creates the data asset package. */ + UPackage* CreateDataAssetPackage(const FString& DialogTitle, const FString& DefaultSuffix, + FString& AssetName) const; + + /** Shows the export asset notification. */ + void ShowExportAssetNotification(UObject* NewAsset, FText NotificationText); + + /** Exports the limits data asset. */ + void ExportLimitsDataAsset(); + + /** Exports the bone constraints data asset. */ + void ExportBoneConstraintsDataAsset(); + +public: + /** Enables or disables debug drawing for bones. */ + UPROPERTY() + bool bEnableDebugDrawBone = true; + + /** Enables or disables debug drawing for bone length rate. */ + UPROPERTY() + bool bEnableDebugBoneLengthRate = true; + + /** Enables or disables debug drawing for limit angles. */ + UPROPERTY() + bool bEnableDebugDrawLimitAngle = true; + + /** Enables or disables debug drawing for spherical limits. */ + UPROPERTY() + bool bEnableDebugDrawSphereLimit = true; + + /** Enables or disables debug drawing for capsule limits. */ + UPROPERTY() + bool bEnableDebugDrawCapsuleLimit = true; + + /** Enables or disables debug drawing for box limits. */ + UPROPERTY() + bool bEnableDebugDrawBoxLimit = true; + + /** Enables or disables debug drawing for planar limits. */ + UPROPERTY() + bool bEnableDebugDrawPlanerLimit = true; + + /** Enables or disables debug drawing for bone constraints. */ + UPROPERTY() + bool bEnableDebugDrawBoneConstraint = true; + + /** Enables or disables debug drawing for external forces. */ + UPROPERTY() + bool bEnableDebugDrawExternalForce = true; + +private: + /** Constructing FText strings can be costly, so we cache the node's title */ + FNodeTitleTextTable CachedNodeTitles; +}; diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Public/KawaiiPhysicsEd.h b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Public/KawaiiPhysicsEd.h new file mode 100644 index 00000000..64ab55f7 --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Public/KawaiiPhysicsEd.h @@ -0,0 +1,13 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#pragma once + +#include "CoreMinimal.h" + +class FKawaiiPhysicsEdModule : public IModuleInterface +{ +public: + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; +}; diff --git a/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Public/KawaiiPhysicsEditMode.h b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Public/KawaiiPhysicsEditMode.h new file mode 100644 index 00000000..51ddf4fd --- /dev/null +++ b/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Public/KawaiiPhysicsEditMode.h @@ -0,0 +1,95 @@ +// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License + +#pragma once + +#include "AnimNodeEditMode.h" +#include "AnimGraphNode_KawaiiPhysics.h" +#include "AnimNode_KawaiiPhysics.h" + +#define UE_WIDGET UE::Widget + +class FEditorViewportClient; +class FPrimitiveDrawInterface; +class USkeletalMeshComponent; +struct FViewportClick; + +class FKawaiiPhysicsEditMode : public FAnimNodeEditMode +{ +public: + FKawaiiPhysicsEditMode(); + + /** IAnimNodeEditMode interface */ + virtual void EnterMode(class UAnimGraphNode_Base* InEditorNode, struct FAnimNode_Base* InRuntimeNode) override; + virtual void ExitMode() override; + virtual FVector GetWidgetLocation() const override; + virtual UE_WIDGET::EWidgetMode GetWidgetMode() const override; + virtual ECoordSystem GetWidgetCoordinateSystem() const override; + virtual void DoTranslation(FVector& InTranslation) override; + virtual void DoRotation(FRotator& InRotation) override; + virtual void DoScale(FVector& InScale) override; + + /** FEdMode interface */ + virtual void Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) override; + virtual bool HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, + const FViewportClick& Click) override; + virtual bool GetCustomDrawingCoordinateSystem(FMatrix& InMatrix, void* InData) override; + virtual bool InputKey(FEditorViewportClient* InViewportClient, FViewport* InViewport, FKey InKey, + EInputEvent InEvent) override; + virtual bool ShouldDrawWidget() const override; + virtual void DrawHUD(FEditorViewportClient* ViewportClient, FViewport* Viewport, const FSceneView* View, + FCanvas* Canvas) override; + +protected: + void OnExternalNodePropertyChange(FPropertyChangedEvent& InPropertyEvent); + FDelegateHandle NodePropertyDelegateHandle; + + void OnLimitDataAssetPropertyChange(FPropertyChangedEvent& InPropertyEvent); + bool IsSelectAnimNodeCollision() const; + FDelegateHandle LimitsDataAssetPropertyDelegateHandle; + +private: + void RenderModifyBones(FPrimitiveDrawInterface* PDI) const; + void RenderLimitAngle(FPrimitiveDrawInterface* PDI) const; + + /** Render each collisions */ + void RenderSphericalLimits(FPrimitiveDrawInterface* PDI) const; + void RenderCapsuleLimit(FPrimitiveDrawInterface* PDI) const; + void RenderBoxLimit(FPrimitiveDrawInterface* PDI) const; + void RenderPlanerLimit(FPrimitiveDrawInterface* PDI); + + void RenderBoneConstraint(FPrimitiveDrawInterface* PDI) const; + void RenderExternalForces(FPrimitiveDrawInterface* PDI) const; + + /** Helper function for GetWidgetLocation() and joint rendering */ + FVector GetWidgetLocation(ECollisionLimitType CollisionType, int32 Index) const; + + // methods to find a valid widget mode for gizmo because doesn't need to show gizmo when the mode is "Ignore" + UE_WIDGET::EWidgetMode FindValidWidgetMode(UE_WIDGET::EWidgetMode InWidgetMode) const; + + /** Checking if a collision is selected and the collision is valid */ + bool IsValidSelectCollision() const; + + // Get Select Colliison Info + FCollisionLimitBase* GetSelectCollisionLimitRuntime() const; + FCollisionLimitBase* GetSelectCollisionLimitGraph() const; + + /** Draw text func for DrawHUD */ + void DrawTextItem(const FText& Text, FCanvas* Canvas, float X, float& Y, float FontHeight); + void Draw3DTextItem(const FText& Text, FCanvas* Canvas, const FSceneView* View, const FViewport* Viewport, + FVector Location); + + /** Cache the typed nodes */ + struct FAnimNode_KawaiiPhysics* RuntimeNode; + UAnimGraphNode_KawaiiPhysics* GraphNode; + + /** The current bone selection mode */ + ECollisionLimitType SelectCollisionType = ECollisionLimitType::None; + int32 SelectCollisionIndex = -1; + ECollisionSourceType SelectCollisionSourceType = ECollisionSourceType::AnimNode; + + // storing current widget mode + mutable UE_WIDGET::EWidgetMode CurWidgetMode; + + // physics asset body material + TObjectPtr PhysicsAssetBodyMaterial; +}; diff --git a/Plugins/VisualStudioTools/.gitignore b/Plugins/VisualStudioTools/.gitignore new file mode 100644 index 00000000..15e4cf73 --- /dev/null +++ b/Plugins/VisualStudioTools/.gitignore @@ -0,0 +1,421 @@ +## Based on VisualStudio and UnrealEngine templates +## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore +## Get latest from https://github.com/github/gitignore/blob/main/UnrealEngine.gitignore + +## VisualStudio.gitignore + +# User-specific files +*.rsuser +*.suo +*.user +*.userosscache +*.sln.docstates + +# User-specific files (MonoDevelop/Xamarin Studio) +*.userprefs + +# Mono auto generated files +mono_crash.* + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +[Aa][Rr][Mm]/ +[Aa][Rr][Mm]64/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ +[Ll]ogs/ + +# Visual Studio 2015/2017 cache/options directory +.vs/ +# Uncomment if you have tasks that create the project's static files in wwwroot +#wwwroot/ + +# Visual Studio 2017 auto generated files +Generated\ Files/ + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUnit +*.VisualState.xml +TestResult.xml +nunit-*.xml + +# Build Results of an ATL Project +[Dd]ebugPS/ +[Rr]eleasePS/ +dlldata.c + +# Benchmark Results +BenchmarkDotNet.Artifacts/ + +# .NET Core +project.lock.json +project.fragment.lock.json +artifacts/ + +# StyleCop +StyleCopReport.xml + +# Files built by Visual Studio +*_i.c +*_p.c +*_h.h +*.ilk +*.meta +*.obj +*.iobj +*.pch +*.pdb +*.ipdb +*.pgc +*.pgd +*.rsp +*.sbr +*.tlb +*.tli +*.tlh +*.tmp +*.tmp_proj +*_wpftmp.csproj +*.log +*.vspscc +*.vssscc +.builds +*.pidb +*.svclog +*.scc + +# Chutzpah Test files +_Chutzpah* + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opendb +*.opensdf +*.sdf +*.cachefile +*.VC.db +*.VC.VC.opendb + +# Visual Studio profiler +*.psess +*.vsp +*.vspx +*.sap + +# Visual Studio Trace Files +*.e2e + +# TFS 2012 Local Workspace +$tf/ + +# Guidance Automation Toolkit +*.gpState + +# ReSharper is a .NET coding add-in +_ReSharper*/ +*.[Rr]e[Ss]harper +*.DotSettings.user + +# TeamCity is a build add-in +_TeamCity* + +# DotCover is a Code Coverage Tool +*.dotCover + +# AxoCover is a Code Coverage Tool +.axoCover/* +!.axoCover/settings.json + +# Visual Studio code coverage results +*.coverage +*.coveragexml + +# NCrunch +_NCrunch_* +.*crunch*.local.xml +nCrunchTemp_* + +# MightyMoose +*.mm.* +AutoTest.Net/ + +# Web workbench (sass) +.sass-cache/ + +# Installshield output folder +[Ee]xpress/ + +# DocProject is a documentation generator add-in +DocProject/buildhelp/ +DocProject/Help/*.HxT +DocProject/Help/*.HxC +DocProject/Help/*.hhc +DocProject/Help/*.hhk +DocProject/Help/*.hhp +DocProject/Help/Html2 +DocProject/Help/html + +# Click-Once directory +publish/ + +# Publish Web Output +*.[Pp]ublish.xml +*.azurePubxml +# Note: Comment the next line if you want to checkin your web deploy settings, +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. Comment the next line if you want to +# checkin your Azure Web App publish settings, but sensitive information contained +# in these scripts will be unencrypted +PublishScripts/ + +# NuGet Packages +*.nupkg +# NuGet Symbol Packages +*.snupkg +# The packages folder can be ignored because of Package Restore +**/[Pp]ackages/* +# except build/, which is used as an MSBuild target. +!**/[Pp]ackages/build/ +# Uncomment if necessary however generally it will be regenerated when needed +#!**/[Pp]ackages/repositories.config +# NuGet v3's project.json files produces more ignorable files +*.nuget.props +*.nuget.targets + +# Microsoft Azure Build Output +csx/ +*.build.csdef + +# Microsoft Azure Emulator +ecf/ +rcf/ + +# Windows Store app package directories and files +AppPackages/ +BundleArtifacts/ +Package.StoreAssociation.xml +_pkginfo.txt +*.appx +*.appxbundle +*.appxupload + +# Visual Studio cache files +# files ending in .cache can be ignored +*.[Cc]ache +# but keep track of directories ending in .cache +!?*.[Cc]ache/ + +# Others +ClientBin/ +~$* +*~ +*.dbmdl +*.dbproj.schemaview +*.jfm +*.pfx +*.publishsettings +orleans.codegen.cs + +# Including strong name files can present a security risk +# (https://github.com/github/gitignore/pull/2483#issue-259490424) +#*.snk + +# Since there are multiple workflows, uncomment next line to ignore bower_components +# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) +#bower_components/ + +# RIA/Silverlight projects +Generated_Code/ + +# Backup & report files from converting an old project file +# to a newer Visual Studio version. Backup files are not needed, +# because we have git ;-) +_UpgradeReport_Files/ +Backup*/ +UpgradeLog*.XML +UpgradeLog*.htm +ServiceFabricBackup/ +*.rptproj.bak + +# SQL Server files +*.mdf +*.ldf +*.ndf + +# Business Intelligence projects +*.rdl.data +*.bim.layout +*.bim_*.settings +*.rptproj.rsuser +*- [Bb]ackup.rdl +*- [Bb]ackup ([0-9]).rdl +*- [Bb]ackup ([0-9][0-9]).rdl + +# Microsoft Fakes +FakesAssemblies/ + +# GhostDoc plugin setting file +*.GhostDoc.xml + +# Node.js Tools for Visual Studio +.ntvs_analysis.dat +node_modules/ + +# Visual Studio 6 build log +*.plg + +# Visual Studio 6 workspace options file +*.opt + +# Visual Studio 6 auto-generated workspace file (contains which files were open etc.) +*.vbw + +# Visual Studio LightSwitch build output +**/*.HTMLClient/GeneratedArtifacts +**/*.DesktopClient/GeneratedArtifacts +**/*.DesktopClient/ModelManifest.xml +**/*.Server/GeneratedArtifacts +**/*.Server/ModelManifest.xml +_Pvt_Extensions + +# Paket dependency manager +.paket/paket.exe +paket-files/ + +# FAKE - F# Make +.fake/ + +# CodeRush personal settings +.cr/personal + +# Python Tools for Visual Studio (PTVS) +__pycache__/ +*.pyc + +# Cake - Uncomment if you are using it +# tools/** +# !tools/packages.config + +# Tabs Studio +*.tss + +# Telerik's JustMock configuration file +*.jmconfig + +# BizTalk build output +*.btp.cs +*.btm.cs +*.odx.cs +*.xsd.cs + +# OpenCover UI analysis results +OpenCover/ + +# Azure Stream Analytics local run output +ASALocalRun/ + +# MSBuild Binary and Structured Log +*.binlog + +# NVidia Nsight GPU debugger configuration file +*.nvuser + +# MFractors (Xamarin productivity tool) working folder +.mfractor/ + +# Local History for Visual Studio +.localhistory/ + +# BeatPulse healthcheck temp database +healthchecksdb + +# Backup folder for Package Reference Convert tool in Visual Studio 2017 +MigrationBackup/ + +# Ionide (cross platform F# VS Code tools) working folder +.ionide/ + +## UnrealEngine.gitignore + +# Compiled Object files +*.slo +*.lo +*.o +*.obj + +# Precompiled Headers +*.gch +*.pch + +# Compiled Dynamic libraries +*.so +*.dylib +*.dll + +# Fortran module files +*.mod + +# Compiled Static libraries +*.lai +*.la +*.a +*.lib + +# Executables +*.exe +*.out +*.app +*.ipa + +# These project files can be generated by the engine +*.xcodeproj +*.xcworkspace +*.opensdf +*.sdf + +# Precompiled Assets +SourceArt/**/*.png +SourceArt/**/*.tga + +# Binary Files +Binaries/* +Plugins/*/Binaries/* + +# Builds +Build/* + +# Whitelist PakBlacklist-.txt files +!Build/*/ +Build/*/** +!Build/*/PakBlacklist*.txt + +# Don't ignore icon files in Build +!Build/**/*.ico + +# Built data for maps +*_BuiltData.uasset + +# Configuration files generated by the Editor +Saved/* + +# Compiled source files for the engine to use +Intermediate/* +Plugins/*/Intermediate/* + +# Cache files for the editor to use +DerivedDataCache/* diff --git a/Plugins/VisualStudioTools/CODE_OF_CONDUCT.md b/Plugins/VisualStudioTools/CODE_OF_CONDUCT.md new file mode 100644 index 00000000..f9ba8cf6 --- /dev/null +++ b/Plugins/VisualStudioTools/CODE_OF_CONDUCT.md @@ -0,0 +1,9 @@ +# Microsoft Open Source Code of Conduct + +This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/). + +Resources: + +- [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/) +- [Microsoft Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/) +- Contact [opencode@microsoft.com](mailto:opencode@microsoft.com) with questions or concerns diff --git a/Plugins/VisualStudioTools/CONTRIBUTING.md b/Plugins/VisualStudioTools/CONTRIBUTING.md new file mode 100644 index 00000000..51f99427 --- /dev/null +++ b/Plugins/VisualStudioTools/CONTRIBUTING.md @@ -0,0 +1,49 @@ +# Contributing + +This project welcomes contributions and suggestions. Most contributions require you to agree to a +Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us +the rights to use your contribution. For details, visit . + +When you submit a pull request, a CLA bot will automatically determine whether you need to provide +a CLA and decorate the PR appropriately (e.g., status check, comment). Simply follow the instructions +provided by the bot. You will only need to do this once across all repos using our CLA. + +This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/). +For more information see the [Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/) or +contact [opencode@microsoft.com](mailto:opencode@microsoft.com) with any additional questions or comments. + +## Code Style Guide + +The code in the repo follows the existing code conventions described in the Unreal Engine's [Code Standard document](https://docs.unrealengine.com/INT/epic-cplusplus-coding-standard-for-unreal-engine/). The `.editorconfig` file at the source root is used for Visual Studio to check the conventions and report violations. + +## Pull Requests + +When submitting a pull request, make sure that it has a clean build using the instructions below. A core contributor will review your pull request and provide feedback. Once all the feedback is addressed and the PR is approved, we will merge the changes. + +## Build workflow +The plugin source can be built in isolation using the command below (which wrap the RunUAT.bat script) to ensure it's correct for submition to the Unreal Engine Marketplace. + +From a Visual Studio Developer Prompt (or PowerShell Dev Prompt), run the following: + +```cmd +> msbuild -p:UnrealEngine=[path_or_version] -p:OutputPath=[absolute_path] +`````` + +- `UnrealEngine` can be either a path to a source build (e.g. `c:\src\ue`) or a version identifier for an installed engine (e.g. `4.27`, `5.2`). +- `OutputPath` cannot be under the Unreal Engine's folder due to a restriction from `RunUAT.bat`. + +> Note: The contents of `OutputPath` will be overwritten! + +By default the script will disable Unity Builds in the plugin modules to catch errors from cpp files not including all the required headers. It does not affect the build of other targets and modules. + +## Unity build errors + +If you get errors due to unity build problems, you get the same errors in Visual Studio by generating the solution with the command below. This will allow Visual Studio to suggest the includes as code fixes. Note that this will overwrite any existing solution and projects that are already present. + +```powershell +$env:VSTUE_IsCustomDevBuild=1; & "C:\Program Files\Epic Games\UE_5.2\Engine\Build\BatchFiles\Build.bat" -projectfiles -project="full_path_to_game.uproject" -game +``` + +The module rules for the plugin check the enviroment variable above to use the more strict include settings. + + diff --git a/Plugins/VisualStudioTools/Config/FilterPlugin.ini b/Plugins/VisualStudioTools/Config/FilterPlugin.ini new file mode 100644 index 00000000..66565e7c --- /dev/null +++ b/Plugins/VisualStudioTools/Config/FilterPlugin.ini @@ -0,0 +1,9 @@ +[FilterPlugin] +; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and +; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively. +; +; Examples: +; /README.txt +; /Extras/... +; /Binaries/ThirdParty/*.dll +/Docs/... diff --git a/Plugins/VisualStudioTools/Docs/Marketplace_Readme.md b/Plugins/VisualStudioTools/Docs/Marketplace_Readme.md new file mode 100644 index 00000000..cdb575ce --- /dev/null +++ b/Plugins/VisualStudioTools/Docs/Marketplace_Readme.md @@ -0,0 +1,57 @@ +# Visual Studio Integration Tool + +Visual Studio Integration Tool is an Unreal Engine plugin that works in conjunction with Visual Studio to display information about Blueprints assets in C++ code (requires Visual Studio 2022 17.4 or later). + +## Installing + +### Visual Studio + +The tool requires the `Visual Studio Tools for Unreal Engine` component from Visual Studio to be installed. You can find it under the "Game development with C++" workload in the Visual Studio Installer (figure 1). + +![figure 1](./images/ide_support_ue.png) \ +*Figure 1 - Installing the Visual Studio component* + +### Unreal Engine + You can install the plugin in a couple of ways: + + - Through the Epic Games Launcher: + - Select the "Install to Engine" option within the Launcher. From there, you can select an engine version for installation. + - If you're using the Marketplace website, you can add the plugin to your account and you will have an option to open the Launcher in order to install it as detailed above. + - If you already added the plugin to your account, go Library -> Vault in the and locate the plugin there. + + - Through source distribution: + - If you're unable to use the Marketplace-based distribution (e.g. you're building the Unreal Engine from source), then you can install the plugin manually by following the instructions found at + +## Enabling the plugin + +- Through the Unreal Editor + - Open your project and then use the Plugin Manager to enable "VisualStudioTools". + - See [official documentation](https://docs.unrealengine.com/INT/working-with-plugins-in-unreal-engine/) for more information on how to install and enable plugins. +- (Advanced) Alternatively, you can manually edit the '.uproject' descriptor for your project and add an entry for the "VisualStudioTools" plugin. + +## Usage + +Test discovery in Visual Studio 2022 + +1. Begin by installing and enabling the `Visual Studio Tools for Unreal Engine` plugin. +2. Open your solution in Visual Studio. +3. Click on the Test Explorer to show a pop-up that will display available tests. (figure 3). +4. You can find the logs from the plugin execution in the Tests Output Window. +5. To refresh your filters for test discovery, you can select the "Options > Unreal Engine > Test Adapter" option under the "Tests" menu. (figure 4) + +![figure 2](./images/configuration_page.png) \ +*Figure 2 - Unreal Engine project Configuration Page + +![figure 3](./images/test_explorer.png) \ +*Figure 3 - Menu to rescan the blueprint assets in the game project* + +![figure 4](./images/test_options.png) \ +*Figure 3 - Menu to change options for Tests Discovery + +## Troubleshooting + +If you encounter any issues when setting up Visual Studio in conjunction with the Unreal Editor plugin, please refer to the [Troubleshooting](https://github.com/microsoft/vc-ue-extensions/blob/main/Docs/Troubleshooting.md) guide in the repository. This guide provides solutions for common issues and is periodically updated to ensure that the latest solutions are available. + +## Reporting issues + +To report new issues, provide feedback, or request new features, please use the following options: [Report a Problem](https://aka.ms/feedback/cpp/unrealengine/report) and [Suggest a Feature](https://aka.ms/feedback/cpp/unrealengine/suggest). These options will allow you to submit your issue or feedback directly to our team and help us improve the plugin moving forward. \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Docs/Troubleshooting.md b/Plugins/VisualStudioTools/Docs/Troubleshooting.md new file mode 100644 index 00000000..3f067395 --- /dev/null +++ b/Plugins/VisualStudioTools/Docs/Troubleshooting.md @@ -0,0 +1,55 @@ +# Troubleshooting guide + +This document describes some of the errors that might happen in the integration with the Unreal Engine and potential ways to mitigate them. + +The integration works by Visual Studio being able to invoke the `VisualStudioTools` plugin using the Unreal Editor executable in commandlet mode. That means the following must be true: + +- The `Visual Studio Tools for Unreal Engine` component from Visual Studio must be installed. You can find it under the "Game Development with C++" workload in the VS Installer. +- The game project must be built in a Editor target (e.g., `"Development_Editor"`). +- The `VisualStudioTools` plugin must be enabled for the project, either explicitly in the .uproject descriptor file or be enabled by default to all projects if installed at the as an engine plugin (via the `"EnabledByDefault=true"` entry in the .uplugin file). +- Starting on version 17.5, Visual Studio will wait to scan the game project until a file with the `UCLASS/UPROPERTY/UFUNCTION` macros is opened and the Code Lens hints are requested. +- At the moment, the Code Lens hints will only be displayed for game projects. In particular, the files in the _engine_ project of the solution (with name like "UE4" or "UE5") will not display the hints yet. + +## Code Lens are not visible + +### Verify the required VS component is installed + +In recent versions of UE, the generated solution comes with a `.vsconfig` file, which allows right-clicking on the Solution in VS and selecting "Install Missing Feature(s)". The component is part of the "Game Development with C++" workload. + +You can also see this [help page](https://learn.microsoft.com/en-us/visualstudio/install/install-visual-studio?view=vs-2022#step-4---choose-workloads) about installing features using the Visual Studio installer. + +### Check if the opened documents have any class decorated with the Unreal macros + +For real world projects, scanning the blueprints information might take several seconds and be expensive in terms of machine resources. Visual Studio will only start the operation when the Code Lens are rendered. That means it will wait until a file from the game project with the Unreal macros is opened in the editor. + +### Check if a `cpp.hint` file is redefining the relevant Unreal macros + +Some projects might have a cpp.hint file that includes the `UCLASS`, `UPROPERTY`, `UFUNCTION` macros. That might suppress the new logic in Visual Studio that uses the macros to display the Code Lens hints. + +If that is the case, you can remove those macros from the hint file, save it and try reloading the project. + +Note that other macros in the hint file can be left as-is and do not affect the Code Lens hints. + +### Ensure the C++ Database is enabled + +In Tools > Options > Text Editor > C/C++ > Advanced > Browsing/Navigation, the setting "Disable Database" should be set to "False". This is the default value of this setting. + +## Errors showing up in the Output Window and/or Task Center notification + +### Message "LogInit: Error: VisualStudioToolsCommandlet looked like a commandlet, but we could not find the class." + +Possible causes are the plugin not being installed correctly or installed but not yet enabled for the game project (which is required on installation from the Marketplace). + +- See [this section](../README.md#building-and-installing) for installation instructions. + +- See [this section](../README.md#optional-enabling-the-plugin) for instructions on how to enable the plugin. + +### Message "Command finished with exit code 1" without other errors + +Either the game project or the plugin DLL is not yet built. Rebuilding the project should ensure they are available. Then manually rescan the game project using the `Project > Rescan UE Blueprints` menu. + +### Task Center error: "Your task failed with the message: Could not find a part of the path...' + +This was a known issue when trying to locate the path the Unreal Editor executable, fixed in Visual Studio 17.5-Preview3. This usually happens when the selected Configuration in VS is not one with an "Editor" target. + +A workaround is to switch to such configuration and manually rescan the game project using the `Project > Rescan UE Blueprints` menu. diff --git a/Plugins/VisualStudioTools/Docs/Visual Studio Integration Tool Documentation.pdf b/Plugins/VisualStudioTools/Docs/Visual Studio Integration Tool Documentation.pdf new file mode 100644 index 00000000..edcdfc42 Binary files /dev/null and b/Plugins/VisualStudioTools/Docs/Visual Studio Integration Tool Documentation.pdf differ diff --git a/Plugins/VisualStudioTools/Docs/images/configuration_page.png b/Plugins/VisualStudioTools/Docs/images/configuration_page.png new file mode 100644 index 00000000..d08556b2 Binary files /dev/null and b/Plugins/VisualStudioTools/Docs/images/configuration_page.png differ diff --git a/Plugins/VisualStudioTools/Docs/images/ide_support_ue.png b/Plugins/VisualStudioTools/Docs/images/ide_support_ue.png new file mode 100644 index 00000000..2216c0c6 Binary files /dev/null and b/Plugins/VisualStudioTools/Docs/images/ide_support_ue.png differ diff --git a/Plugins/VisualStudioTools/Docs/images/test_explorer.png b/Plugins/VisualStudioTools/Docs/images/test_explorer.png new file mode 100644 index 00000000..e72d9b51 Binary files /dev/null and b/Plugins/VisualStudioTools/Docs/images/test_explorer.png differ diff --git a/Plugins/VisualStudioTools/Docs/images/test_options.png b/Plugins/VisualStudioTools/Docs/images/test_options.png new file mode 100644 index 00000000..3a035e3d Binary files /dev/null and b/Plugins/VisualStudioTools/Docs/images/test_options.png differ diff --git a/Plugins/VisualStudioTools/LICENSE b/Plugins/VisualStudioTools/LICENSE new file mode 100644 index 00000000..41f977a8 --- /dev/null +++ b/Plugins/VisualStudioTools/LICENSE @@ -0,0 +1,22 @@ + Visual Studio Tools for Unreal Engine + Copyright (c) Microsoft Corporation. + + MIT License + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in all + copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + SOFTWARE diff --git a/Plugins/VisualStudioTools/README.md b/Plugins/VisualStudioTools/README.md new file mode 100644 index 00000000..4fa51761 --- /dev/null +++ b/Plugins/VisualStudioTools/README.md @@ -0,0 +1,116 @@ +# Unreal Engine plugin for Visual Studio + +This project contains an Unreal Editor plugin that works in conjunction with Visual Studio to help discover and run tests in C++ code. + +The plugin can be installed in either the Engine or Game project sources, and it is automatically activated when an Unreal Engine project is opened in Visual Studio. + +## Requirements + +Before you begin, please make sure you have the following software and tools set up: + +1. Visual Studio 2022 has the "Visual Studio Tools for Unreal Engine" component installed. + 1. The component can be found in the "Game development with C++" workload or as an individual component. +2. Unreal Engine, either installed or built from source. + 1. To learn how to install or build Unreal Engine, please refer to the following guide: [Installing Unreal Engine](https://docs.unrealengine.com/5.0/en-US/installing-unreal-engine). + 1. The source code and instructions have been tested on Unreal Engine versions 4.27 and 5.0+. + +## Building and Installing the Plugin + +> If you have Unreal Engine installed and set up through the Epic Games Launcher, and you only want to use the plugin, you can skip the steps below and install it directly from the [Unreal Engine Marketplace](https://aka.ms/vsueplugin). + +The most straightforward way to use the plugin is to clone the repo under the `Plugins` folder of your game project or engine source. If you have multiple projects in the same Visual Studio solution, it is recommended to install the plugin at the engine level and share the binaries across the projects. + +1. Clone the repo by using the following commands: + ```powershell + git clone https://github.com/microsoft/vc-ue-extensions.git + ``` + +2. Build the plugin from source: + ```powershell + msbuild -p:UnrealEngine= + ``` + Note#1: `` can be path to source code folder of the engine or the one installed by `Epic Games Launcher` (e.g `C:\Program Files\Epic Games\UE_5.4`) + Note#2: Alternatevly you can follow [Unreal Engine building plugins](https://dev.epicgames.com/community/learning/tutorials/qz93/unreal-engine-building-plugins) guide. + +3. Clone built plugin. + + 3.1. To Project folder: + ```powershell + move-item -path ./bin -destination \Plugins\VisualStudioTools + ``` + Note: You have to create `Plugins` folder in the root of the game project if it doens't exisist yet. + + 3.2. To Engine folder: + ```powershell + move-item -path ./bin -destination Note: To ensure proper activation of the plugin, make sure the correct plugin is selected or the desired changes are made in the `.uproject` file. + +## Manually invoking the plugin + +The plugin is designed to be used with Visual Studio, and as such, it does not provide any user interfaces, commands, or logs within the Unreal Editor. However, it is still possible to test the plugin's execution by running the **sample** command below: + +```powershell +& "\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" "$Env:UserProfile\Unreal Projects\EmptyProject\EmptyProject.uproject" -run=VisualStudioTools -output "$Env:Temp\vs-ue-tools.json" [-unattended -noshadercompile -nosound -nullrhi -nocpuprofilertrace -nocrashreports -nosplash] +``` + +This command will run the plugin for the specified project and save Unreal Engine Blueprint information in the output file. Optional parameters are included to run the command faster. + +For more information on the specific command line parameters, you can run the following command in the powershell prompt with `-help`: + +```powershell +& "" "" -run=VisualStudioTools -help [-unattended -noshadercompile -nosound -nullrhi -nocpuprofilertrace -nocrashreports -nosplash] +``` + +>Note: The executable name is `UE4Editor-cmd.exe` for UE4.x, located under a similar path. + +## Troubleshooting + +If you encounter any issues when setting up Visual Studio in conjunction with the Unreal Editor plugin, please refer to the [Troubleshooting](https://github.com/microsoft/vc-ue-extensions/blob/main/Docs/Troubleshooting.md) guide in the repository. This guide provides solutions for common issues and is periodically updated to ensure that the latest solutions are available. + +To report new issues, provide feedback, or request new features, please use the following options: [Report a Problem](https://aka.ms/feedback/cpp/unrealengine/report) and [Suggest a Feature](https://aka.ms/feedback/cpp/unrealengine/suggest). These options will allow you to submit your issue or feedback directly to our team and help us improve the plugin moving forward. + +## Contributing +This project welcomes contributions and suggestions. Check out our [contributing guide](CONTRIBUTING.md) for instructions on how to contribute to the project. + +## Trademarks + +This project may contain trademarks or logos for projects, products, or services. Authorized use of Microsoft trademarks or logos is subject to and must follow [Microsoft's Trademark & Brand Guidelines](https://www.microsoft.com/en-us/legal/intellectualproperty/trademarks/usage/general). +Use of Microsoft trademarks or logos in modified versions of this project must not cause confusion or imply Microsoft sponsorship. +Any use of third-party trademarks or logos are subject to those third-party's policies. \ No newline at end of file diff --git a/Plugins/VisualStudioTools/SECURITY.md b/Plugins/VisualStudioTools/SECURITY.md new file mode 100644 index 00000000..e138ec5d --- /dev/null +++ b/Plugins/VisualStudioTools/SECURITY.md @@ -0,0 +1,41 @@ + + +## Security + +Microsoft takes the security of our software products and services seriously, which includes all source code repositories managed through our GitHub organizations, which include [Microsoft](https://github.com/microsoft), [Azure](https://github.com/Azure), [DotNet](https://github.com/dotnet), [AspNet](https://github.com/aspnet), [Xamarin](https://github.com/xamarin), and [our GitHub organizations](https://opensource.microsoft.com/). + +If you believe you have found a security vulnerability in any Microsoft-owned repository that meets [Microsoft's definition of a security vulnerability](https://aka.ms/opensource/security/definition), please report it to us as described below. + +## Reporting Security Issues + +**Please do not report security vulnerabilities through public GitHub issues.** + +Instead, please report them to the Microsoft Security Response Center (MSRC) at [https://msrc.microsoft.com/create-report](https://aka.ms/opensource/security/create-report). + +If you prefer to submit without logging in, send email to [secure@microsoft.com](mailto:secure@microsoft.com). If possible, encrypt your message with our PGP key; please download it from the [Microsoft Security Response Center PGP Key page](https://aka.ms/opensource/security/pgpkey). + +You should receive a response within 24 hours. If for some reason you do not, please follow up via email to ensure we received your original message. Additional information can be found at [microsoft.com/msrc](https://aka.ms/opensource/security/msrc). + +Please include the requested information listed below (as much as you can provide) to help us better understand the nature and scope of the possible issue: + + * Type of issue (e.g. buffer overflow, SQL injection, cross-site scripting, etc.) + * Full paths of source file(s) related to the manifestation of the issue + * The location of the affected source code (tag/branch/commit or direct URL) + * Any special configuration required to reproduce the issue + * Step-by-step instructions to reproduce the issue + * Proof-of-concept or exploit code (if possible) + * Impact of the issue, including how an attacker might exploit the issue + +This information will help us triage your report more quickly. + +If you are reporting for a bug bounty, more complete reports can contribute to a higher bounty award. Please visit our [Microsoft Bug Bounty Program](https://aka.ms/opensource/security/bounty) page for more details about our active programs. + +## Preferred Languages + +We prefer all communications to be in English. + +## Policy + +Microsoft follows the principle of [Coordinated Vulnerability Disclosure](https://aka.ms/opensource/security/cvd). + + diff --git a/Plugins/VisualStudioTools/SUPPORT.md b/Plugins/VisualStudioTools/SUPPORT.md new file mode 100644 index 00000000..b7cafca6 --- /dev/null +++ b/Plugins/VisualStudioTools/SUPPORT.md @@ -0,0 +1,13 @@ +# Support + +## How to file issues and get help + +This project uses the Visual Studio Developer Community to track bugs and feature requests. Please search the existing feedback before filing new ones to avoid duplicates. + +For common issues, please refer to our [Troubleshooting](https://github.com/microsoft/vc-ue-extensions/blob/main/Docs/troubleshooting.md) guide in the repository. We will periodically update the guide to provide solutions for common issues. + +To report issues, provide feedback, and request features, please use one of the following options: [Report a Problem](https://aka.ms/feedback/cpp/unrealengine/report) and [Suggest a Feature](https://aka.ms/feedback/cpp/unrealengine/suggest). + +## Microsoft Support Policy + +Support for this **PROJECT or PRODUCT** is limited to the resources listed above. diff --git a/Plugins/VisualStudioTools/Scripts/Package-Plugin.ps1 b/Plugins/VisualStudioTools/Scripts/Package-Plugin.ps1 new file mode 100644 index 00000000..04650c0d --- /dev/null +++ b/Plugins/VisualStudioTools/Scripts/Package-Plugin.ps1 @@ -0,0 +1,43 @@ +param( + [Parameter(Mandatory=$true)] + [string] + $EnginePath, + [Parameter(Mandatory=$true)] + [string] + $EngineVersion +) + +function New-TemporaryDirectory { + $parent = [System.IO.Path]::GetTempPath() + $name = [System.IO.Path]::GetRandomFileName() + New-Item -ItemType Directory -Path (Join-Path $parent $name) +} + +$PackagePath = New-TemporaryDirectory +& msbuild "-p:UnrealEngine=$EnginePath;OutputPath=$PackagePath;Versioned=true" + +# Add EnabledByDefault property in the descriptor file +Write-Host "Patch plugin descriptor file" +$descriptor = "$PackagePath/VisualStudioTools.uplugin" +$a = Get-Content $descriptor | ConvertFrom-Json +$a | Add-Member -NotePropertyName EnabledByDefault -NotePropertyValue $true -ErrorAction Ignore +$a | ConvertTo-Json -depth 100 | Out-File $descriptor -Encoding utf8 + +Write-Host "Copy Config folder" +Copy-Item -Path Config -Destination $PackagePath/Config -Recurse + +$PublishPath = "publish" +If(!(test-path -PathType Container $PublishPath)) +{ + New-Item -ItemType Directory -Path $PublishPath | Out-Null +} + +Write-Host "Create ZIP package" +$tag = $EngineVersion.Replace(".", "") +$files = Get-ChildItem $PackagePath -Exclude @("Binaries", "Intermediate") +$zip = "$PublishPath/VisualStudioTools_v$($a.VersionName)_ue$tag.zip" +Compress-Archive -Path $files -DestinationPath "$PublishPath/VisualStudioTools_v$($a.VersionName)_ue$tag.zip" -CompressionLevel Fastest + +Remove-Item $PackagePath -Force -Recurse + +Write-Host "Done: $($zip | Resolve-Path)" \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Scripts/SignDetached.proj b/Plugins/VisualStudioTools/Scripts/SignDetached.proj new file mode 100644 index 00000000..03575246 --- /dev/null +++ b/Plugins/VisualStudioTools/Scripts/SignDetached.proj @@ -0,0 +1,19 @@ + + + + + + $(MSBuildThisFileDirectory)../../out/ + + $(BaseOutputDirectory) + $(BaseOutputDirectory) + + + + + Microsoft400 + + + + + diff --git a/Plugins/VisualStudioTools/Scripts/packages.config b/Plugins/VisualStudioTools/Scripts/packages.config new file mode 100644 index 00000000..3fa1e7ec --- /dev/null +++ b/Plugins/VisualStudioTools/Scripts/packages.config @@ -0,0 +1,4 @@ + + + + diff --git a/Plugins/VisualStudioTools/Source/.editorconfig b/Plugins/VisualStudioTools/Source/.editorconfig new file mode 100644 index 00000000..613c0ebb --- /dev/null +++ b/Plugins/VisualStudioTools/Source/.editorconfig @@ -0,0 +1,91 @@ +[*.{cpp,h}] + +# Naming convention rules (note: currently need to be ordered from more to less specific) + +cpp_naming_rule.aactor_prefixed.symbols = aactor_class +cpp_naming_rule.aactor_prefixed.style = aactor_style + +cpp_naming_rule.swidget_prefixed.symbols = swidget_class +cpp_naming_rule.swidget_prefixed.style = swidget_style + +cpp_naming_rule.uobject_prefixed.symbols = uobject_class +cpp_naming_rule.uobject_prefixed.style = uobject_style + +cpp_naming_rule.booleans_prefixed.symbols = boolean_vars +cpp_naming_rule.booleans_prefixed.style = boolean_style + +cpp_naming_rule.structs_prefixed.symbols = structs +cpp_naming_rule.structs_prefixed.style = unreal_engine_structs + +cpp_naming_rule.enums_prefixed.symbols = enums +cpp_naming_rule.enums_prefixed.style = unreal_engine_enums + +cpp_naming_rule.templates_prefixed.symbols = templates +cpp_naming_rule.templates_prefixed.style = unreal_engine_templates + +cpp_naming_rule.general_names.symbols = all_symbols +cpp_naming_rule.general_names.style = unreal_engine_default + +# Naming convention symbols + +cpp_naming_symbols.aactor_class.applicable_kinds = class +cpp_naming_symbols.aactor_class.applicable_type = AActor + +cpp_naming_symbols.swidget_class.applicable_kinds = class +cpp_naming_symbols.swidget_class.applicable_type = SWidget + +cpp_naming_symbols.uobject_class.applicable_kinds = class +cpp_naming_symbols.uobject_class.applicable_type = UObject + +cpp_naming_symbols.boolean_vars.applicable_kinds = local,parameter,field +cpp_naming_symbols.boolean_vars.applicable_type = bool + +cpp_naming_symbols.enums.applicable_kinds = enum + +cpp_naming_symbols.templates.applicable_kinds = template_class + +cpp_naming_symbols.structs.applicable_kinds = struct + +cpp_naming_symbols.all_symbols.applicable_kinds = * + +# Naming convention styles + +cpp_naming_style.unreal_engine_default.capitalization = pascal_case +cpp_naming_style.unreal_engine_default.required_prefix = +cpp_naming_style.unreal_engine_default.required_suffix = +cpp_naming_style.unreal_engine_default.word_separator = + +cpp_naming_style.unreal_engine_enums.capitalization = pascal_case +cpp_naming_style.unreal_engine_enums.required_prefix = E +cpp_naming_style.unreal_engine_enums.required_suffix = +cpp_naming_style.unreal_engine_enums.word_separator = + +cpp_naming_style.unreal_engine_templates.capitalization = pascal_case +cpp_naming_style.unreal_engine_templates.required_prefix = T +cpp_naming_style.unreal_engine_templates.required_suffix = +cpp_naming_style.unreal_engine_templates.word_separator = + +cpp_naming_style.unreal_engine_structs.capitalization = pascal_case +cpp_naming_style.unreal_engine_structs.required_prefix = F +cpp_naming_style.unreal_engine_structs.required_suffix = +cpp_naming_style.unreal_engine_structs.word_separator = + +cpp_naming_style.uobject_style.capitalization = pascal_case +cpp_naming_style.uobject_style.required_prefix = U +cpp_naming_style.uobject_style.required_suffix = +cpp_naming_style.uobject_style.word_separator = + +cpp_naming_style.aactor_style.capitalization = pascal_case +cpp_naming_style.aactor_style.required_prefix = A +cpp_naming_style.aactor_style.required_suffix = +cpp_naming_style.aactor_style.word_separator = + +cpp_naming_style.swidget_style.capitalization = pascal_case +cpp_naming_style.swidget_style.required_prefix = S +cpp_naming_style.swidget_style.required_suffix = +cpp_naming_style.swidget_style.word_separator = + +cpp_naming_style.boolean_style.capitalization = pascal_case +cpp_naming_style.boolean_style.required_prefix = b +cpp_naming_style.boolean_style.required_suffix = +cpp_naming_style.boolean_style.word_separator = diff --git a/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/Private/VisualStudioBlueprintDebuggerHelperModule.cpp b/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/Private/VisualStudioBlueprintDebuggerHelperModule.cpp new file mode 100644 index 00000000..5afcac86 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/Private/VisualStudioBlueprintDebuggerHelperModule.cpp @@ -0,0 +1,246 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +#include "VisualStudioBlueprintDebuggerHelperModule.h" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 4 +#include +#endif +#include +#include +#include +#include +#include +#include +#include +#include + +IMPLEMENT_MODULE(FVisualStudioBlueprintDebuggerHelper, VisualStudioBlueprintDebuggerHelper); + +DEFINE_LOG_CATEGORY(LogVisualStudioBlueprintDebuggerHelper); + +#if ENGINE_MAJOR_VERSION >= 5 +#define FCustomBlueprintPropertyInfo TSharedPtr +#else +#define FCustomBlueprintPropertyInfo FDebugInfo +#endif + +struct FVSNodePinRuntimeInformation +{ + UEdGraphPin* Pin; + FCustomBlueprintPropertyInfo Property; + + FVSNodePinRuntimeInformation(UEdGraphPin* InPin, FCustomBlueprintPropertyInfo InProperty) + : Pin(InPin) + , Property(InProperty) + { + } +}; + +struct FVSNodeData +{ + FText NodeName; + TArray> Properties; + int32 ScriptEntryTag; + const UEdGraphNode* Node; +}; + +struct FVSNodesRuntimeInformation +{ + TArray> Nodes; +}; + +struct FVSBlueprintRuntimeInformation +{ + TArray>> RunningBlueprints; +}; + +struct StackTraceHelper +{ + int32 ScriptEntryTag; + FString NodeName; +}; + +// Keep exported so we can read it. +VISUALSTUDIOBLUEPRINTDEBUGGERHELPER_API FVSBlueprintRuntimeInformation BlueprintsRuntimeInformation; + +VISUALSTUDIOBLUEPRINTDEBUGGERHELPER_API std::map StackFrameInformation; + +VISUALSTUDIOBLUEPRINTDEBUGGERHELPER_API const char* DebuggerHelperVersion = "1.0.0"; + +void FVisualStudioBlueprintDebuggerHelper::StartupModule() +{ + CurrentScriptEntryTag = 0; + + FBlueprintContextTracker::OnEnterScriptContext.AddRaw( + this, + &FVisualStudioBlueprintDebuggerHelper::OnEnterScriptContext); + + FBlueprintContextTracker::OnExitScriptContext.AddRaw( + this, + &FVisualStudioBlueprintDebuggerHelper::OnExitScriptContext); + + FBlueprintCoreDelegates::OnScriptException.AddRaw( + this, + &FVisualStudioBlueprintDebuggerHelper::OnScriptException); +} + +void FVisualStudioBlueprintDebuggerHelper::ShutdownModule() +{ + FBlueprintCoreDelegates::OnScriptException.RemoveAll(this); + FBlueprintContextTracker::OnExitScriptContext.RemoveAll(this); + FBlueprintContextTracker::OnEnterScriptContext.RemoveAll(this); +} + +void FVisualStudioBlueprintDebuggerHelper::OnEnterScriptContext( + const struct FBlueprintContextTracker& Context, + const UObject* SourceObject, + const UFunction* Function) +{ + if (!IsInGameThread()) + { + return; + } + + CurrentScriptEntryTag = Context.GetScriptEntryTag(); +} + +void FVisualStudioBlueprintDebuggerHelper::OnExitScriptContext(const struct FBlueprintContextTracker& Context) +{ + if (!IsInGameThread()) + { + return; + } + + for (auto ItRunningBlueprints = BlueprintsRuntimeInformation.RunningBlueprints.CreateIterator(); ItRunningBlueprints; ++ItRunningBlueprints) + { + auto& RunningBlueprint = ItRunningBlueprints->Value; + for (auto ItNodeData = RunningBlueprint->Nodes.CreateIterator(); ItNodeData; ++ItNodeData) + { + if ((*ItNodeData)->ScriptEntryTag == Context.GetScriptEntryTag()) + { + ItNodeData.RemoveCurrent(); + } + } + + if (!RunningBlueprint->Nodes.Num()) + { + ItRunningBlueprints.RemoveCurrent(); + } + } + + for (auto ItStackFrameInfo = StackFrameInformation.begin(); ItStackFrameInfo != StackFrameInformation.end();) + { + if (ItStackFrameInfo->second.ScriptEntryTag == Context.GetScriptEntryTag()) + { + ItStackFrameInfo = StackFrameInformation.erase(ItStackFrameInfo); + } + else + { + ++ItStackFrameInfo; + } + } + + CurrentScriptEntryTag--; +} + +void FVisualStudioBlueprintDebuggerHelper::OnScriptException( + const UObject* Owner, + const struct FFrame& Stack, + const FBlueprintExceptionInfo& ExceptionInfo) +{ + EBlueprintExceptionType::Type ExceptionType = ExceptionInfo.GetType(); + if (ExceptionType != EBlueprintExceptionType::Type::Tracepoint && + ExceptionType != EBlueprintExceptionType::Type::WireTracepoint && + ExceptionType != EBlueprintExceptionType::Type::Breakpoint) + { + return; + } + + UFunction* NodeFunction = Cast(Stack.Node); + if (!NodeFunction) + { + return; + } + + UBlueprintGeneratedClass* BlueprintGeneratedClass = Cast(NodeFunction->GetOuter()); + if (!BlueprintGeneratedClass) + { + return; + } + + UBlueprint* Blueprint = Cast(BlueprintGeneratedClass->ClassGeneratedBy); + if (!Blueprint) + { + return; + } + + const int32 BreakpointOffset = Stack.Code - Stack.Node->Script.GetData() - 1; + const UEdGraphNode* NodeStoppedAt = FKismetDebugUtilities::FindSourceNodeForCodeLocation(Owner, Stack.Node, BreakpointOffset, /*bAllowImpreciseHit=*/ true); + if (!NodeStoppedAt) + { + return; + } + + StackFrameInformation[NodeFunction] = { CurrentScriptEntryTag, FString::Printf(TEXT("%s::%s"), *Blueprint->GetFriendlyName(), *NodeStoppedAt->GetNodeTitle(ENodeTitleType::Type::ListView).ToString()) }; + TTuple>* ExistingNodesRuntimeInformationTuple = BlueprintsRuntimeInformation.RunningBlueprints.FindByPredicate([&Blueprint](const TTuple>& Tuple) { + return Tuple.Key == Blueprint; + }); + + TSharedPtr NodesRuntimeInformation; + if (!ExistingNodesRuntimeInformationTuple) + { + NodesRuntimeInformation = MakeShared(); + BlueprintsRuntimeInformation.RunningBlueprints.Add(MakeTuple(Blueprint, NodesRuntimeInformation)); + } + else + { + NodesRuntimeInformation = ExistingNodesRuntimeInformationTuple->Value; + } + + TSharedPtr CurrentNodeData; + if (NodesRuntimeInformation->Nodes.Num() == 0 || NodeStoppedAt != NodesRuntimeInformation->Nodes.Top()->Node) + { + CurrentNodeData = MakeShared(); + CurrentNodeData->Node = NodeStoppedAt; + CurrentNodeData->NodeName = NodeStoppedAt->GetNodeTitle(ENodeTitleType::Type::ListView); + CurrentNodeData->ScriptEntryTag = CurrentScriptEntryTag; + NodesRuntimeInformation->Nodes.Push(CurrentNodeData); + } + else + { + CurrentNodeData = NodesRuntimeInformation->Nodes.Top(); + } + + FCustomBlueprintPropertyInfo PinInstanceInfo; + for (auto GraphPin : NodeStoppedAt->Pins) + { + FKismetDebugUtilities::EWatchTextResult DebugResult = FKismetDebugUtilities::GetDebugInfo(PinInstanceInfo, Blueprint, (UObject*)Owner, GraphPin); + if (DebugResult != FKismetDebugUtilities::EWTR_Valid) + { + continue; + } + + TSharedPtr* Existing = CurrentNodeData->Properties.FindByPredicate([&GraphPin](TSharedPtr& PinInfo) { + return PinInfo->Pin == GraphPin; + }); + + if (!Existing) + { + CurrentNodeData->Properties.Add(MakeShared(GraphPin, PinInstanceInfo)); + } + else + { + (*Existing)->Property = PinInstanceInfo; + } + } +} diff --git a/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/Private/VisualStudioBlueprintDebuggerHelperModule.h b/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/Private/VisualStudioBlueprintDebuggerHelperModule.h new file mode 100644 index 00000000..3e19a7db --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/Private/VisualStudioBlueprintDebuggerHelperModule.h @@ -0,0 +1,29 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +#pragma once + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +DECLARE_LOG_CATEGORY_EXTERN(LogVisualStudioBlueprintDebuggerHelper, Log, All); + +class FVisualStudioBlueprintDebuggerHelper : public FDefaultModuleImpl +{ +private: + void OnScriptException(const UObject* Owner, const struct FFrame& Stack, const FBlueprintExceptionInfo& ExceptionInfo); + void OnEnterScriptContext(const struct FBlueprintContextTracker& Context, const UObject* SourceObject, const UFunction* Function); + void OnExitScriptContext(const struct FBlueprintContextTracker& Context); + + int32 CurrentScriptEntryTag; + +public: + void StartupModule() override; + void ShutdownModule() override; +}; diff --git a/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/VisualStudioBlueprintDebuggerHelper.Build.cs b/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/VisualStudioBlueprintDebuggerHelper.Build.cs new file mode 100644 index 00000000..260b324a --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioBlueprintDebuggerHelper/VisualStudioBlueprintDebuggerHelper.Build.cs @@ -0,0 +1,31 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +using UnrealBuildTool; + +public class VisualStudioBlueprintDebuggerHelper: ModuleRules +{ + public VisualStudioBlueprintDebuggerHelper(ReadOnlyTargetRules Target) : base(Target) + { + OptimizeCode = CodeOptimization.Never; + PrivateDependencyModuleNames.AddRange(new string[] { + "Core", + "ApplicationCore", + "AssetRegistry", + "CoreUObject", + "Engine", + "Json", + "JsonUtilities", + "Kismet", + "UnrealEd", + "Slate", + "SlateCore", + "ToolMenus", + "EditorSubsystem", + "MainFrame", + "BlueprintGraph", + "VisualStudioDTE", + "EditorStyle", + "Projects" + }); + } +} diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintAssetHelper.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintAssetHelper.cpp new file mode 100644 index 00000000..5eab4fec --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintAssetHelper.cpp @@ -0,0 +1,113 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#include "BlueprintAssetHelpers.h" + +#include "AssetRegistry/AssetRegistryModule.h" +#include "Blueprint/BlueprintSupport.h" +#include "Engine/BlueprintCore.h" +#include "Engine/BlueprintGeneratedClass.h" +#include "Engine/Engine.h" +#include "Engine/StreamableManager.h" +#include "Misc/ScopeExit.h" +#include "VisualStudioTools.h" + +namespace VisualStudioTools +{ +namespace AssetHelpers +{ +/* +* These helpers handle the usage of some APIs that were deprecated in 5.1 +* but the replacements are not available in older versions. +* Might be overridden by the `Build.cs` rules +*/ +#if FILTER_ASSETS_BY_CLASS_PATH + +void SetBlueprintClassFilter(FARFilter& InOutFilter) +{ + // UE5.1 deprecated the API to filter using class names + InOutFilter.ClassPaths.Add(UBlueprintCore::StaticClass()->GetClassPathName()); +} + +static FString GetObjectPathString(const FAssetData& InAssetData) +{ + // UE5.1 deprecated 'FAssetData::ObjectPath' in favor of 'FAssetData::GetObjectPathString()' + return InAssetData.GetObjectPathString(); +} + +#else // FILTER_ASSETS_BY_CLASS_PATH + +void SetBlueprintClassFilter(FARFilter& InOutFilter) +{ + InOutFilter.ClassNames.Add(UBlueprintCore::StaticClass()->GetFName()); +} + +static FString GetObjectPathString(const FAssetData& InAssetData) +{ + return InAssetData.ObjectPath.ToString(); +} + +#endif // FILTER_ASSETS_BY_CLASS_PATH + +void ForEachAsset( + const TArray& TargetAssets, + TFunctionRef Callback) +{ + // Show a simpler logging output. + // LogTimes are still useful to tell how long it takes to process each asset. + TGuardValue DisableLogVerbosity(GPrintLogVerbosity, false); + TGuardValue DisableLogCategory(GPrintLogCategory, false); + + // We're about to load the assets which might trigger a ton of log messages + // Temporarily suppress them during this stage. + GEngine->Exec(nullptr, TEXT("log LogVisualStudioTools only")); + ON_SCOPE_EXIT + { + GEngine->Exec(nullptr, TEXT("log reset")); + }; + + FStreamableManager AssetLoader; + + for (int32 Idx = 0; Idx < TargetAssets.Num(); Idx++) + { + const FAssetData AssetData = TargetAssets[Idx]; + FSoftClassPath GenClassPath = AssetData.GetTagValueRef(FBlueprintTags::GeneratedClassPath); + UE_LOG(LogVisualStudioTools, Display, TEXT("Processing blueprints [%d/%d]: %s"), Idx + 1, TargetAssets.Num(), *GenClassPath.ToString()); + + TSharedPtr Handle = AssetLoader.RequestSyncLoad(GenClassPath); + ON_SCOPE_EXIT + { + // We're done, notify an unload. + Handle->ReleaseHandle(); + }; + + if (!Handle.IsValid()) + { + UE_LOG(LogVisualStudioTools, Warning, TEXT("Failed to get a streamable handle for Blueprint. Skipping. GenClassPath: %s"), *GenClassPath.ToString()); + continue; + } + + if (auto BlueprintGeneratedClass = Cast(Handle->GetLoadedAsset())) + { + Callback(BlueprintGeneratedClass, AssetData); + } + else + { + // Log some extra information to help the user understand why the asset failed to load. + + FString ObjectPathString = AssetHelpers::GetObjectPathString(AssetData); + + FString Msg = !GenClassPath.ToString().Contains(ObjectPathString) + ? FString::Printf( + TEXT("ObjectPath is not compatible with GenClassPath, consider re-saving it to avoid future issues. { ObjectPath: %s, GenClassPath: %s }"), + *ObjectPathString, + *GenClassPath.ToString()) + : FString::Printf(TEXT("ClassPath: %s"), *GenClassPath.ToString()); + + UE_LOG(LogVisualStudioTools, Warning, TEXT("Failed to load Blueprint. Skipping. %s"), *Msg); + } + } +} + +} +} \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintAssetHelpers.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintAssetHelpers.h new file mode 100644 index 00000000..02b5edde --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintAssetHelpers.h @@ -0,0 +1,26 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#pragma once +#include "CoreMinimal.h" +#include "UObject/NoExportTypes.h" + +class UBlueprintGeneratedClass; + +namespace VisualStudioTools +{ +namespace AssetHelpers +{ +void SetBlueprintClassFilter(FARFilter& InOutFilter); + +/** +* Loads each blueprint asset and invokes the callback with the resulting blueprint generated class. +* Each iteration will load the asset using a FStreamableHandle and verify that is a valid blueprint +* before invoking the callback. +*/ +void ForEachAsset( + const TArray& TargetAssets, + TFunctionRef Callback); + +} // namespace AssetHelpers +} // namespace VisualStudioTools diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintReferencesCommandlet.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintReferencesCommandlet.cpp new file mode 100644 index 00000000..4aeb0464 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintReferencesCommandlet.cpp @@ -0,0 +1,248 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#include "BlueprintReferencesCommandlet.h" + +#include "Algo/Find.h" +#include "Algo/Transform.h" +#include "AssetRegistry/AssetRegistryModule.h" +#include "BlueprintAssetHelpers.h" +#include "Engine/BlueprintGeneratedClass.h" +#include "FindInBlueprintManager.h" +#include "JsonObjectConverter.h" +#include "Misc/Paths.h" +#include "Misc/ScopeExit.h" +#include "Policies/CondensedJsonPrintPolicy.h" +#include "VisualStudioTools.h" + +namespace VisualStudioTools +{ +static FString StripClassPrefix(const FString& InClassName) +{ + if (InClassName.IsEmpty()) + { + return InClassName; + } + + size_t PrefixSize = 0; + + const TCHAR ClassPrefixChar = InClassName[0]; + switch (ClassPrefixChar) + { + case TEXT('I'): + case TEXT('A'): + case TEXT('U'): + // If it is a class prefix, check for deprecated class prefix also + if (InClassName.Len() > 12 && FCString::Strncmp(&(InClassName[1]), TEXT("DEPRECATED_"), 11) == 0) + { + PrefixSize = 12; + } + else + { + PrefixSize = 1; + } + break; + case TEXT('F'): + case TEXT('T'): + // Struct prefixes are also fine. + PrefixSize = 1; + break; + default: + PrefixSize = 0; + break; + } + + return InClassName.RightChop(PrefixSize); +} + +/** +* Retrieves the asset data matching the given FindInBlueprints query. +*/ +TArray SearchForCandidateAssets(const FString& SearchQuery) +{ + IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked(TEXT("AssetRegistry")).Get(); + AssetRegistry.SearchAllAssets(true); + + TArray OutItemsFound; + FStreamSearch StreamSearch(SearchQuery); + while (!StreamSearch.IsComplete()) + { + FFindInBlueprintSearchManager::Get().Tick(0.0); + } + + // Execute the search and get all the assets in the result. + StreamSearch.GetFilteredItems(OutItemsFound); + + + TArray OutTargetAssets; + Algo::Transform(OutItemsFound, OutTargetAssets, + [&](const FSearchResult& Item) + { + // The DisplayText property of the result contains the blueprint's object path + // Use that to find the respective asset in the registry +#if FILTER_ASSETS_BY_CLASS_PATH + return AssetRegistry.GetAssetByObjectPath(FSoftObjectPath(*Item->DisplayText.ToString())); +#else + return AssetRegistry.GetAssetByObjectPath(*Item->DisplayText.ToString()); +#endif // FILTER_ASSETS_BY_CLASS_PATH + }); + + return OutTargetAssets; +} + +/** +* Loads each blueprint asset and filters the collection to items which use the +* target UFunction in their call graph, matching the native class and function names. +*/ +TMap GetConfirmedAssets( + const FString& FunctionName, const FString& ClassNameWithoutPrefix, const TArray& InAssets) +{ + TMap OutResults; + + AssetHelpers::ForEachAsset(InAssets, + [&](UBlueprintGeneratedClass* BlueprintClassName, const FAssetData AssetData) + { + auto MatchingFunction = Algo::FindByPredicate(BlueprintClassName->CalledFunctions, + [&](const UFunction* Fn) + { + return Fn->HasAnyFunctionFlags(EFunctionFlags::FUNC_Native) + && Fn->GetName() == FunctionName + && Fn->GetOwnerClass()->GetName() == ClassNameWithoutPrefix; + }); + + if (MatchingFunction != nullptr) + { + OutResults.Add(BlueprintClassName->GetName(), AssetData); + } + }); + + return OutResults; +} +using JsonWriter = TJsonWriter>; + +static void SerializeBlueprintReference( + TSharedRef& Json, const FString& BlueprintClassName, const FAssetData& Asset) +{ + FString PackageFileName; + FString PackageFile; + FString PackageFilePath; + if (FPackageName::TryConvertLongPackageNameToFilename(Asset.GetPackage()->GetName(), PackageFileName) && + FPackageName::FindPackageFileWithoutExtension(PackageFileName, PackageFile)) + { + PackageFilePath = FPaths::ConvertRelativePathToFull(MoveTemp(PackageFile)); + } + + Json->WriteObjectStart(); + Json->WriteValue(TEXT("name"), BlueprintClassName); + Json->WriteValue(TEXT("path"), PackageFilePath); + Json->WriteObjectEnd(); +} + +static void SerializeBlueprints( + TSharedRef& Json, const TMap& InAssets) +{ + Json->WriteIdentifierPrefix(TEXT("blueprints")); + Json->WriteArrayStart(); + + for (auto& Item : InAssets) + { + const FString& BlueprintClassName = Item.Key; + const FAssetData& Asset = Item.Value; + SerializeBlueprintReference(Json, BlueprintClassName, Asset); + } + + Json->WriteArrayEnd(); +} + +static void SerializeMetadata( + TSharedRef& Json, int TotalAssetCount) +{ + Json->WriteIdentifierPrefix(TEXT("metadata")); + Json->WriteObjectStart(); + { + Json->WriteValue(TEXT("asset_count"), TotalAssetCount); + } + Json->WriteObjectEnd(); +} + +static void SerializeResults( + const TMap& InAssets, + FArchive& OutArchive, + int TotalAssetCount) +{ + TSharedRef Json = JsonWriter::Create(&OutArchive); + Json->WriteObjectStart(); + + SerializeBlueprints(Json, InAssets); + SerializeMetadata(Json, TotalAssetCount); + + Json->WriteObjectEnd(); + Json->Close(); +} +} // namespace VisualStudioTools + +static constexpr auto SymbolParamVal = TEXT("symbol"); + +UVsBlueprintReferencesCommandlet::UVsBlueprintReferencesCommandlet() + : Super() +{ + HelpDescription = TEXT("Commandlet for generating data used by Blueprint support in Visual Studio."); + + HelpParamNames.Add(SymbolParamVal); + HelpParamDescriptions.Add(TEXT("[Optional] Fully qualified symbol to search for in the blueprints.")); + + HelpUsage = TEXT(" -run=VsBlueprintReferences -output= -symbol= [-unattended -noshadercompile -nosound -nullrhi -nocpuprofilertrace -nocrashreports -nosplash]"); +} + +int32 UVsBlueprintReferencesCommandlet::Run( + TArray& Tokens, + TArray& Switches, + TMap& ParamVals, + FArchive& OutArchive) +{ + using namespace VisualStudioTools; + GIsRunning = true; // Required for the blueprint search to work. + + FString* ReferencesSymbol = ParamVals.Find(SymbolParamVal); + if (ReferencesSymbol->IsEmpty()) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Missing required symbol parameter.")); + PrintHelp(); + return -1; + } + + FString FunctionName; + FString ClassNameNative; + if (!ReferencesSymbol->Split(TEXT("::"), &ClassNameNative, &FunctionName)) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Reference parameter should be in the qualified 'NativeClassName::MethodName' format.")); + PrintHelp(); + return -1; + } + + // Execute the search in two stages: + // 1. Use FindInBlueprints to get all candidate blueprints with calls to functions that match the requested symbol + // 2. Confirm the blueprints reference the requested function, by matching the target UFunction in their call graph. + // The first step acts as a filter to avoid loading too many blueprints to inspect their call graph. + // The second step is required because the FiB data does not always allow for searching with the function + // qualified with the owned class name, if the function is static. + + FString ClassNameWithoutPrefix = StripClassPrefix(ClassNameNative); + + // Create a FiB search query for function nodes where the native name matches the requested symbol + FString SearchValue = FString::Printf(TEXT("Nodes(\"Native Name\"=+%s & ClassName=K2Node_CallFunction)"), *FunctionName); + + UE_LOG(LogVisualStudioTools, Display, TEXT("Blueprint search query: %s"), *SearchValue); + + // Step 1: Execute the Fib search + TArray TargetAssets = SearchForCandidateAssets(SearchValue); + + // Step 2: Load the assets to confirm they are a match + TMap MatchAssets = GetConfirmedAssets(FunctionName, ClassNameWithoutPrefix, TargetAssets); + + // Finally, write the results back to the output + SerializeResults(MatchAssets, OutArchive, TargetAssets.Num()); + + UE_LOG(LogVisualStudioTools, Display, TEXT("Found %d blueprints."), MatchAssets.Num()); + return 0; +} \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintReferencesCommandlet.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintReferencesCommandlet.h new file mode 100644 index 00000000..a0b8b1ef --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/BlueprintReferencesCommandlet.h @@ -0,0 +1,25 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "CoreMinimal.h" +#include "VisualStudioToolsCommandletBase.h" + +#include "BlueprintReferencesCommandlet.generated.h" + +UCLASS() +class UVsBlueprintReferencesCommandlet + : public UVisualStudioToolsCommandletBase +{ + GENERATED_BODY() + +public: + UVsBlueprintReferencesCommandlet(); + + int32 Run( + TArray& Tokens, + TArray& Switches, + TMap& ParamVals, + FArchive& OutArchive) override; +}; diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/FSmartBSTR.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/FSmartBSTR.h new file mode 100644 index 00000000..46772f3b --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/FSmartBSTR.h @@ -0,0 +1,63 @@ +#pragma once + +#include "VisualStudioDTE.h" +#include + +class FSmartBSTR +{ +public: + FSmartBSTR() : data(nullptr) + { + } + + FSmartBSTR(const FSmartBSTR& Other) + { + if (Other.data) data = SysAllocString(Other.data); + else data = nullptr; + } + + FSmartBSTR(FSmartBSTR&& Other) + { + data = std::exchange(Other.data, nullptr); + } + + FSmartBSTR(const FString& Other) + { + data = SysAllocString(*Other); + } + + FSmartBSTR(const OLECHAR *Ptr) + { + if (Ptr) data = SysAllocString(Ptr); + else data = nullptr; + } + + ~FSmartBSTR() + { + if (data) SysFreeString(data); + } + + FSmartBSTR& operator=(const FSmartBSTR& Other) + { + if (this == &Other) return *this; + if (data) SysFreeString(data); + if (Other.data) data = SysAllocString(Other.data); + else data = nullptr; + return *this; + } + + FSmartBSTR& operator=(FSmartBSTR&& Other) + { + if (data) SysFreeString(data); + data = std::exchange(Other.data, nullptr); + return *this; + } + + BSTR operator*() const + { + return data; + } + +private: + BSTR data; +}; \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSServerCommandlet.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSServerCommandlet.cpp new file mode 100644 index 00000000..70a55f5f --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSServerCommandlet.cpp @@ -0,0 +1,118 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +#include "VSServerCommandlet.h" +#include "VSTestAdapterCommandlet.h" + +#include "Windows/AllowWindowsPlatformTypes.h" + +#include "HAL/PlatformNamedPipe.h" +#include "Runtime/Core/Public/Async/TaskGraphInterfaces.h" +#include "Runtime/Core/Public/Containers/Ticker.h" +#include "Runtime/Engine/Classes/Engine/World.h" +#include "Runtime/Engine/Public/TimerManager.h" +#include "Runtime/Launch/Resources/Version.h" +#include "Runtime\CoreUObject\Public\UObject\UObjectGlobals.h" +#include +#include +#include +#include +#include +#include + +#include "Windows/HideWindowsPlatformTypes.h" + +#include "VisualStudioTools.h" + +static constexpr auto NamedPipeParam = TEXT("NamedPipe"); +static constexpr auto KillServerParam = TEXT("KillVSServer"); + +UVSServerCommandlet::UVSServerCommandlet() +{ + HelpDescription = TEXT("Commandlet for Unreal Engine server mode."); + HelpUsage = TEXT(" -run=VSServer [-stdout -multiprocess -silent -unattended -AllowStdOutLogVerbosity -NoShaderCompile]"); + + HelpParamNames.Add(NamedPipeParam); + HelpParamDescriptions.Add(TEXT("[Required] The name of the named pipe used to communicate with Visual Studio.")); + + HelpParamNames.Add(KillServerParam); + HelpParamDescriptions.Add(TEXT("[Optional] Quit the server mode commandlet immediately.")); +} + +void UVSServerCommandlet::ExecuteSubCommandlet(FString ueServerNamedPipe) +{ + char buffer[1024]; + DWORD dwRead; + std::string result = "0"; + + // Open the named pipe. + std::wstring pipeName = L"\\\\.\\pipe\\"; + pipeName.append(ueServerNamedPipe.GetCharArray().GetData()); + HANDLE HPipe = CreateFile(pipeName.c_str(), GENERIC_READ | GENERIC_WRITE, 0, NULL, OPEN_EXISTING, 0, NULL); + if (HPipe != INVALID_HANDLE_VALUE) + { + ConnectNamedPipe(HPipe, NULL); + DWORD dwState; + BOOL bSuccess = GetNamedPipeHandleState(HPipe, &dwState, NULL, NULL, NULL, NULL, 0); + if (bSuccess) + { + // Read data from the named pipe. + ReadFile(HPipe, buffer, sizeof(buffer) - 1, &dwRead, NULL); + buffer[dwRead] = '\0'; + std::string strSubCommandletParams(buffer, dwRead); + FString SubCommandletParams = FString(strSubCommandletParams.c_str()); + + // Determine which sub-commandlet to invoke, and write back result response. + if (SubCommandletParams.Contains("VSTestAdapter")) + { + UVSTestAdapterCommandlet *Commandlet = NewObject(); + try + { + int32 subCommandletResult = Commandlet->Main(SubCommandletParams); + } + catch (const std::exception &ex) + { + UE_LOG(LogVisualStudioTools, Display, TEXT("Exception invoking VSTestAdapter commandlet: %s"), UTF8_TO_TCHAR(ex.what())); + result = "0"; + } + } + else if (SubCommandletParams.Contains("KillVSServer")) + { + // When KillVSServer is passed in, then kill the Unreal Editor process to end server mode. + exit(0); + } + else + { + // If cannot find which sub-commandlet to run, then return error. + result = "1"; + } + + WriteFile(HPipe, result.c_str(), result.size(), &dwRead, NULL); + } + } +} + +int32 UVSServerCommandlet::Main(const FString &ServerParams) +{ + TArray Tokens; + TArray Switches; + TMap ParamVals; + + ParseCommandLine(*ServerParams, Tokens, Switches, ParamVals); + if (ParamVals.Contains(NamedPipeParam)) + { + FString ueServerNamedPipe = ParamVals[NamedPipeParam]; + + // Infinite loop that listens to requests every second. + while (true) + { + std::this_thread::sleep_for(std::chrono::seconds(1)); + ExecuteSubCommandlet(ueServerNamedPipe); + } + } + else + { + UE_LOG(LogVisualStudioTools, Display, TEXT("Missing named pipe parameter.")); + } + + return 1; +} \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSServerCommandlet.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSServerCommandlet.h new file mode 100644 index 00000000..a8c7ef51 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSServerCommandlet.h @@ -0,0 +1,29 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "Commandlets/Commandlet.h" +#include + +#include +#include +#include + +#include "VSServerCommandlet.generated.h" + +UCLASS() +class UVSServerCommandlet + : public UCommandlet +{ + GENERATED_BODY() + +public: + UVSServerCommandlet(); + +public: + virtual int32 Main(const FString& Params) override; + +private: + void ExecuteSubCommandlet(FString ueServerNamedPipe); +}; \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSTestAdapterCommandlet.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSTestAdapterCommandlet.cpp new file mode 100644 index 00000000..493bfeec --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSTestAdapterCommandlet.cpp @@ -0,0 +1,288 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +#include "VSTestAdapterCommandlet.h" + +#include "Runtime/Core/Public/Async/TaskGraphInterfaces.h" +#include "Runtime/Core/Public/Containers/Ticker.h" +#include "Runtime/Launch/Resources/Version.h" +#include +#include + +#include "VisualStudioTools.h" + +static constexpr auto FiltersParam = TEXT("filters"); +static constexpr auto ListTestsParam = TEXT("listtests"); +static constexpr auto RunTestsParam = TEXT("runtests"); +static constexpr auto TestResultsFileParam = TEXT("testresultfile"); +static constexpr auto HelpParam = TEXT("help"); + +static void GetAllTests(TArray& OutTestList) +{ + FAutomationTestFramework& Framework = FAutomationTestFramework::GetInstance(); + Framework.GetValidTestNames(OutTestList); +} + +static void ReadTestsFromFile(const FString& InFile, TArray& OutTestList) +{ + TSet TestCommands; + + // Wrapping in an inner scope to ensure automatic destruction of InStream object without explicitly calling .close(). + { + std::wifstream InStream(*InFile); + if (!InStream.good()) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Failed to open file at path: %s"), *InFile); + return; + } + + std::wstring Line; + while (std::getline(InStream, Line)) + { + if (Line.length() > 0) + { + TestCommands.Add(FString(Line.c_str())); + } + } + } + + GetAllTests(OutTestList); + for (int32 Idx = OutTestList.Num() - 1; Idx >= 0; Idx--) + { + if (!TestCommands.Contains(OutTestList[Idx].GetTestName())) + { + OutTestList.RemoveAt(Idx); + } + } +} + +static int32 ListTests(const FString& TargetFile) +{ + std::wofstream OutFile(*TargetFile); + if (!OutFile.good()) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Failed to open file at path: %s"), *TargetFile); + return 1; + } + + FAutomationTestFramework& Framework = FAutomationTestFramework::GetInstance(); + + TArray TestInfos; + GetAllTests(TestInfos); + + for (const auto& TestInfo : TestInfos) + { + const FString TestCommand = TestInfo.GetTestName(); + const FString DisplayName = TestInfo.GetDisplayName(); + const FString SourceFile = TestInfo.GetSourceFile(); + const int32 Line = TestInfo.GetSourceFileLine(); + + OutFile << *TestCommand << TEXT("|") << *DisplayName << TEXT("|") << Line << TEXT("|") << *SourceFile << std::endl; + } + + UE_LOG(LogVisualStudioTools, Display, TEXT("Found %d tests"), TestInfos.Num()); + OutFile.close(); + + return 0; +} + +static int32 RunTests(const FString& TestListFile, const FString& ResultsFile) +{ + std::wofstream OutFile(*ResultsFile); + if (!OutFile.good()) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Failed to open file at path: %s"), *ResultsFile); + return 1; + } + + TArray TestInfos; + if (TestListFile.Equals(TEXT("All"), ESearchCase::IgnoreCase)) + { + GetAllTests(TestInfos); + } + else + { + ReadTestsFromFile(TestListFile, TestInfos); + } + + bool AllSuccessful = true; + + FAutomationTestFramework& Framework = FAutomationTestFramework::GetInstance(); + + for (const FAutomationTestInfo& TestInfo : TestInfos) + { + const FString TestCommand = TestInfo.GetTestName(); + const FString DisplayName = TestInfo.GetDisplayName(); + + UE_LOG(LogVisualStudioTools, Log, TEXT("Running %s"), *DisplayName); + + const int32 RoleIndex = 0; // always default to "local" role index. Only used for multi-participant tests + Framework.StartTestByName(TestCommand, RoleIndex); + + FDateTime Last = FDateTime::UtcNow(); + + while (!Framework.ExecuteLatentCommands()) + { + // Because we are not 'ticked' by the Engine we need to pump the TaskGraph + FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread); + + const FDateTime Now = FDateTime::UtcNow(); + const float Delta = static_cast((Now - Last).GetTotalSeconds()); + + // .. and the core FTicker +#if ENGINE_MAJOR_VERSION >= 5 + FTSTicker::GetCoreTicker().Tick(Delta); +#else + FTicker::GetCoreTicker().Tick(Delta); +#endif + + Last = Now; + } + + FAutomationTestExecutionInfo ExecutionInfo; + const bool CurrentTestSuccessful = Framework.StopTest(ExecutionInfo) && ExecutionInfo.GetErrorTotal() == 0; + AllSuccessful = AllSuccessful && CurrentTestSuccessful; + + const FString Result = CurrentTestSuccessful ? TEXT("OK") : TEXT("FAIL"); + + // [RUNTEST] is part of the protocol, so do not remove. + OutFile << TEXT("[RUNTEST]") << *TestCommand << TEXT("|") << *DisplayName << TEXT("|") << *Result << TEXT("|") << ExecutionInfo.Duration << std::endl; + + if (!CurrentTestSuccessful) + { + for (const auto& Entry : ExecutionInfo.GetEntries()) + { + if (Entry.Event.Type == EAutomationEventType::Error) + { + OutFile << *Entry.Event.Message << std::endl; + UE_LOG(LogVisualStudioTools, Error, TEXT("%s"), *Entry.Event.Message); + } + } + + UE_LOG(LogVisualStudioTools, Log, TEXT("Failed %s"), *DisplayName); + } + + OutFile.flush(); + } + + return AllSuccessful ? 0 : 1; +} + +UVSTestAdapterCommandlet::UVSTestAdapterCommandlet() +{ + HelpDescription = TEXT("Commandlet for generating data used by Blueprint support in Visual Studio."); + HelpUsage = TEXT(" -run=VSTestAdapter [-stdout -multiprocess -silent -unattended -AllowStdOutLogVerbosity -NoShaderCompile]"); + + HelpParamNames.Add(ListTestsParam); + HelpParamDescriptions.Add(TEXT("[Required] The file path to write the test cases retrieved from FAutomationTestFramework")); + + HelpParamNames.Add(RunTestsParam); + HelpParamDescriptions.Add(TEXT("[Required] The test cases that will be sent to FAutomationTestFramework to run.")); + + HelpParamNames.Add(TestResultsFileParam); + HelpParamDescriptions.Add(TEXT("[Required] The output file from running test cases that we parse to retrieve test case results.")); + + HelpParamNames.Add(FiltersParam); + HelpParamDescriptions.Add(TEXT("[Optional] List of test filters to enable separated by '+'. Default is 'application+smoke+product+perf+stress+negative'")); + + HelpParamNames.Add(HelpParam); + HelpParamDescriptions.Add(TEXT("[Optional] Print this help message and quit the commandlet immediately.")); +} + +void UVSTestAdapterCommandlet::PrintHelp() const +{ + UE_LOG(LogVisualStudioTools, Display, TEXT("%s"), *HelpDescription); + UE_LOG(LogVisualStudioTools, Display, TEXT("Usage: %s"), *HelpUsage); + UE_LOG(LogVisualStudioTools, Display, TEXT("Parameters:")); + for (int32 Idx = 0; Idx < HelpParamNames.Num(); ++Idx) + { + UE_LOG(LogVisualStudioTools, Display, TEXT("\t-%s: %s"), *HelpParamNames[Idx], *HelpParamDescriptions[Idx]); + } +} + +int32 UVSTestAdapterCommandlet::Main(const FString& Params) +{ + TArray Tokens; + TArray Switches; + TMap ParamVals; + + // Functionality for Unreal Engine Test Adapter. + ParseCommandLine(*Params, Tokens, Switches, ParamVals); + if (ParamVals.Contains(HelpParam)) + { + PrintHelp(); + return 0; + } + + // Default to all the test filters. + auto filter = EAutomationTestFlags::ProductFilter | EAutomationTestFlags::SmokeFilter | EAutomationTestFlags::PerfFilter | EAutomationTestFlags::EngineFilter; + if (ParamVals.Contains(FiltersParam)) + { + FString filters = ParamVals[FiltersParam]; + if (filters.Contains("smoke")) + { + filter |= EAutomationTestFlags::SmokeFilter; + } + else + { + filter &= ~EAutomationTestFlags::SmokeFilter; + } + + if (filters.Contains("engine")) + { + filter |= EAutomationTestFlags::EngineFilter; + } + else + { + filter &= ~EAutomationTestFlags::EngineFilter; + } + + if (filters.Contains("product")) + { + filter |= EAutomationTestFlags::ProductFilter; + } + else + { + filter &= ~EAutomationTestFlags::ProductFilter; + } + + if (filters.Contains("perf")) + { + filter |= EAutomationTestFlags::PerfFilter; + } + else + { + filter &= ~EAutomationTestFlags::PerfFilter; + } + + if (filters.Contains("stress")) + { + filter |= EAutomationTestFlags::StressFilter; + } + else + { + filter &= ~EAutomationTestFlags::StressFilter; + } + + if (filters.Contains("negative")) + { + filter |= EAutomationTestFlags::NegativeFilter; + } + else + { + filter &= ~EAutomationTestFlags::NegativeFilter; + } + } + + FAutomationTestFramework::GetInstance().SetRequestedTestFilter(filter); + if (ParamVals.Contains(ListTestsParam)) + { + return ListTests(ParamVals[ListTestsParam]); + } + else if (ParamVals.Contains(RunTestsParam) && ParamVals.Contains(TestResultsFileParam)) + { + return RunTests(ParamVals[RunTestsParam], ParamVals[TestResultsFileParam]); + } + + PrintHelp(); + return 1; +} \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSTestAdapterCommandlet.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSTestAdapterCommandlet.h new file mode 100644 index 00000000..299b763c --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VSTestAdapterCommandlet.h @@ -0,0 +1,28 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "Commandlets/Commandlet.h" + +#include +#include +#include + +#include "VSTestAdapterCommandlet.generated.h" + +UCLASS() +class UVSTestAdapterCommandlet + : public UCommandlet +{ + GENERATED_BODY() + +public: + UVSTestAdapterCommandlet(); + +public: + virtual int32 Main(const FString &Params) override; + +private: + void PrintHelp() const; +}; diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioTools.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioTools.cpp new file mode 100644 index 00000000..0c59e554 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioTools.cpp @@ -0,0 +1,19 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#include "VisualStudioTools.h" + +#include "Modules/ModuleInterface.h" +#include "Modules/ModuleManager.h" + +DEFINE_LOG_CATEGORY(LogVisualStudioTools); + +class FVisualStudioToolsModule : public IModuleInterface +{ +public: + /** IModuleInterface implementation */ + virtual void StartupModule() override {} + virtual void ShutdownModule() override {} +}; + +IMPLEMENT_MODULE(FVisualStudioToolsModule, VisualStudioTools) diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsBlueprintBreakpointExtension.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsBlueprintBreakpointExtension.cpp new file mode 100644 index 00000000..9062eac7 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsBlueprintBreakpointExtension.cpp @@ -0,0 +1,576 @@ +#include "VisualStudioToolsBlueprintBreakpointExtension.h" +#include "FSmartBSTR.h" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#if ENGINE_MAJOR_VERSION < 5 +#include +#include +#endif + +DEFINE_LOG_CATEGORY(LogUVisualStudioToolsBlueprintBreakpointExtension); + +static const FName GraphEditorModuleName(TEXT("GraphEditor")); + +void UVisualStudioToolsBlueprintBreakpointExtension::Initialize(FSubsystemCollectionBase& Collection) +{ + FGraphEditorModule& GraphEditorModule = FModuleManager::LoadModuleChecked(GraphEditorModuleName); + GraphEditorModule.GetAllGraphEditorContextMenuExtender().Add( + FGraphEditorModule::FGraphEditorMenuExtender_SelectedNode::CreateUObject(this, &ThisClass::HandleOnExtendGraphEditorContextMenu)); +} + +void UVisualStudioToolsBlueprintBreakpointExtension::Deinitialize() +{ + FGraphEditorModule* GraphEditorModule = FModuleManager::GetModulePtr(GraphEditorModuleName); + if (!GraphEditorModule) + { + return; + } + + GraphEditorModule->GetAllGraphEditorContextMenuExtender().RemoveAll( + [](const FGraphEditorModule::FGraphEditorMenuExtender_SelectedNode& Delegate) { + FName LocalFunction = GET_FUNCTION_NAME_CHECKED(ThisClass, HandleOnExtendGraphEditorContextMenu); + return Delegate.TryGetBoundFunctionName() == LocalFunction; + }); +} + +TSharedRef UVisualStudioToolsBlueprintBreakpointExtension::HandleOnExtendGraphEditorContextMenu( + const TSharedRef CommandList, + const UEdGraph* Graph, + const UEdGraphNode* Node, + const UEdGraphPin* Pin, + bool /* bIsConst */) +{ + TSharedRef Extender = MakeShared(); + if (!CanAddVisualStudioBreakpoint(Node, nullptr, nullptr)) + { + return Extender; + } + + const FName ExtensionHook(TEXT("EdGraphSchemaNodeActions")); + Extender->AddMenuExtension( + ExtensionHook, + EExtensionHook::After, + CommandList, + FMenuExtensionDelegate::CreateUObject(this, &ThisClass::AddVisualStudioBlueprintBreakpointMenuOption, Node)); + + return Extender; +} + +void UVisualStudioToolsBlueprintBreakpointExtension::AddVisualStudioBlueprintBreakpointMenuOption(FMenuBuilder& MenuBuilder, const UEdGraphNode *Node) +{ + MenuBuilder.BeginSection(TEXT("VisualStudioTools"), FText::FromString("Visual Studio Tools")); + MenuBuilder.AddMenuEntry( + FText::FromString("Set breakpoint in Visual Studio"), + FText::FromString("This will set a breakpoint in Visual Studio so the native debugger can break the execution"), + FSlateIcon(), + FUIAction(FExecuteAction::CreateUObject(this, &ThisClass::AddVisualStudioBreakpoint, Node))); + MenuBuilder.EndSection(); +} + +FString UVisualStudioToolsBlueprintBreakpointExtension::GetProjectPath(const FString &ProjectDir) +{ + FString ProjectPath; + if (!FFileHelper::LoadFileToString(ProjectPath, *(FPaths::EngineIntermediateDir() / TEXT("ProjectFiles") / TEXT("PrimaryProjectPath.txt")))) + { + const FProjectDescriptor* CurrentProject = IProjectManager::Get().GetCurrentProject(); + + if ((CurrentProject == nullptr || CurrentProject->Modules.Num() == 0) || !FUProjectDictionary::GetDefault().IsForeignProject(ProjectDir)) + { + ProjectPath = FPaths::RootDir() / TEXT("UE5"); + } + else + { + const FString BaseName = FApp::HasProjectName() ? FApp::GetProjectName() : FPaths::GetBaseFilename(ProjectDir); + ProjectPath = ProjectDir / BaseName; + } + } + + ProjectPath = ProjectPath + TEXT(".sln"); + + FPaths::NormalizeFilename(ProjectPath); + + return ProjectPath; +} + +bool UVisualStudioToolsBlueprintBreakpointExtension::GetRunningVisualStudioDTE(TComPtr& OutDTE) +{ + IRunningObjectTable* RunningObjectTable; + bool bResult = false; + FString ProjectDir = FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()); + FPaths::NormalizeDirectoryName(ProjectDir); + FString SolutionPath = GetProjectPath(ProjectDir); + + if (SUCCEEDED(GetRunningObjectTable(0, &RunningObjectTable)) && RunningObjectTable) + { + IEnumMoniker* MonikersTable; + if (SUCCEEDED(RunningObjectTable->EnumRunning(&MonikersTable))) + { + MonikersTable->Reset(); + + // Look for all visual studio instances in the ROT + IMoniker* CurrentMoniker; + while (MonikersTable->Next(1, &CurrentMoniker, NULL) == S_OK) + { + IBindCtx* BindContext; + LPOLESTR OutName; + if (SUCCEEDED(CreateBindCtx(0, &BindContext)) && SUCCEEDED(CurrentMoniker->GetDisplayName(BindContext, NULL, &OutName))) + { + TComPtr ComObject; + if (SUCCEEDED(RunningObjectTable->GetObject(CurrentMoniker, &ComObject))) + { + TComPtr TempDTE; + if (SUCCEEDED(TempDTE.FromQueryInterface(__uuidof(EnvDTE::_DTE), ComObject))) + { + TComPtr Solution; + BSTR OutPath = nullptr; + if (SUCCEEDED(TempDTE->get_Solution(&Solution)) && + SUCCEEDED(Solution->get_FullName(&OutPath))) + { + FString Filename(OutPath); + FPaths::NormalizeFilename(Filename); + if (Filename == SolutionPath || Filename == ProjectDir) + { + OutDTE = TempDTE; + bResult = true; + } + } + else + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Could not get solution from DTE")); + } + + SysFreeString(OutPath); + } + } + } + else + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Could not get display name for moniker")); + } + BindContext->Release(); + CurrentMoniker->Release(); + if (bResult) break; + } + MonikersTable->Release(); + RunningObjectTable->Release(); + } + else + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Could not enumerate Running Object Table")); + } + } + else + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Could not get Running Object Table")); + } + + return bResult; +} + +bool UVisualStudioToolsBlueprintBreakpointExtension::CanAddVisualStudioBreakpoint(const UEdGraphNode* Node, UClass **OutOwnerClass, UFunction **OutFunction) +{ + const UK2Node_CallFunction* K2Node = Cast(Node); + if (!K2Node) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Node is not a UK2Node_CallFunction")); + return false; + } + + UFunction* Function = K2Node->GetTargetFunction(); + if (!Function || !Function->IsNative()) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Function is not native")); + return false; + } + + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Trying to get function definition for %s"), *Function->GetName()); + + UClass* OwnerClass = Function->GetOwnerClass(); + if (!OwnerClass->HasAllClassFlags(CLASS_Native)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Owning class is not native")); + return false; + } + + if (OutOwnerClass) *OutOwnerClass = OwnerClass; + if (OutFunction) *OutFunction = Function; + return true; +} + +#if ENGINE_MAJOR_VERSION < 5 + +#define PRINT_PLATFORM_ERROR_MSG(_TXT) \ + do { \ + TCHAR _ErrorBuffer[MAX_SPRINTF] = { 0 }; \ + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("" #_TXT ": [%s]"), \ + FPlatformMisc::GetSystemErrorMessage(_ErrorBuffer, MAX_SPRINTF, 0)); \ + } while (0) + +bool UVisualStudioToolsBlueprintBreakpointExtension::PreloadModule(HANDLE ProcessHandle, HMODULE ModuleHandle, const FString& RemoteStorage) +{ + int32 ErrorCode = 0; + MODULEINFO ModuleInfo = { 0 }; + WCHAR ModuleName[FProgramCounterSymbolInfo::MAX_NAME_LENGTH] = { 0 }; + WCHAR ImageName[FProgramCounterSymbolInfo::MAX_NAME_LENGTH] = { 0 }; +#if PLATFORM_64BITS + static_assert(sizeof(MODULEINFO) == 24, "Broken alignment for 64bit Windows include."); +#else + static_assert(sizeof(MODULEINFO) == 12, "Broken alignment for 32bit Windows include."); +#endif + + if (!GetModuleInformation(ProcessHandle, ModuleHandle, &ModuleInfo, sizeof(ModuleInfo))) + { + PRINT_PLATFORM_ERROR_MSG("Could not read GetModuleInformation"); + return false; + } + + IMAGEHLP_MODULE64 ImageHelpModule = { 0 }; + ImageHelpModule.SizeOfStruct = sizeof(ImageHelpModule); + if (!SymGetModuleInfo64(ProcessHandle, (DWORD64)ModuleInfo.EntryPoint, &ImageHelpModule)) + { + PRINT_PLATFORM_ERROR_MSG("Could not SymGetModuleInfo64 from module"); + return false; + } + + if (ImageHelpModule.SymType != SymDeferred && ImageHelpModule.SymType != SymNone) + { + return true; + } + + if (!GetModuleFileNameExW(ProcessHandle, ModuleHandle, ImageName, 1024)) + { + PRINT_PLATFORM_ERROR_MSG("Could not GetModuleFileNameExW"); + return false; + } + + if (!GetModuleBaseNameW(ProcessHandle, ModuleHandle, ModuleName, 1024)) + { + PRINT_PLATFORM_ERROR_MSG("Could not GetModuleBaseNameW"); + return false; + } + + WCHAR SearchPath[MAX_PATH] = { 0 }; + WCHAR* FileName = NULL; + const auto Result = GetFullPathNameW(ImageName, MAX_PATH, SearchPath, &FileName); + + FString SearchPathList; + if (Result != 0 && Result < MAX_PATH) + { + *FileName = 0; + SearchPathList = SearchPath; + } + + if (!RemoteStorage.IsEmpty()) + { + if (!SearchPathList.IsEmpty()) + { + SearchPathList.AppendChar(TEXT(';')); + } + SearchPathList.Append(RemoteStorage); + } + + if (!SymSetSearchPathW(ProcessHandle, *SearchPathList)) + { + PRINT_PLATFORM_ERROR_MSG("Could not SymSetSearchPathW"); + return false; + } + + const DWORD64 BaseAddress = SymLoadModuleExW( + ProcessHandle, + ModuleHandle, + ImageName, + ModuleName, + (DWORD64)ModuleInfo.lpBaseOfDll, + ModuleInfo.SizeOfImage, + NULL, + 0); + if (!BaseAddress) + { + PRINT_PLATFORM_ERROR_MSG("Could not load the module"); + return false; + } + + return true; +} + +bool UVisualStudioToolsBlueprintBreakpointExtension::GetFunctionDefinitionLocation(const FString& FunctionSymbolName, const FString& FunctionModuleName, FString& SourceFilePath, uint32& SourceLineNumber) +{ + const HANDLE ProcessHandle = GetCurrentProcess(); + HMODULE ModuleHandle = GetModuleHandle(*FunctionModuleName); + if (!ModuleHandle || !PreloadModule(ProcessHandle, ModuleHandle, FPlatformStackWalk::GetDownstreamStorage())) + { + return false; + } + + ANSICHAR SymbolInfoBuffer[sizeof(IMAGEHLP_SYMBOL64) + MAX_SYM_NAME]; + PIMAGEHLP_SYMBOL64 SymbolInfoPtr = reinterpret_cast(SymbolInfoBuffer); + SymbolInfoPtr->SizeOfStruct = sizeof(SymbolInfoBuffer); + SymbolInfoPtr->MaxNameLength = MAX_SYM_NAME; + + FString FullyQualifiedSymbolName = FunctionSymbolName; + if (!FunctionModuleName.IsEmpty()) + { + FullyQualifiedSymbolName = FString::Printf(TEXT("%s!%s"), *FunctionModuleName, *FunctionSymbolName); + } + + if (!SymGetSymFromName64(ProcessHandle, TCHAR_TO_ANSI(*FullyQualifiedSymbolName), SymbolInfoPtr)) + { + PRINT_PLATFORM_ERROR_MSG("Could not load module symbol information"); + return false; + } + + IMAGEHLP_LINE64 FileAndLineInfo; + FileAndLineInfo.SizeOfStruct = sizeof(FileAndLineInfo); + + uint32 SourceColumnNumber = 0; + if (!SymGetLineFromAddr64(ProcessHandle, SymbolInfoPtr->Address, (::DWORD*)&SourceColumnNumber, &FileAndLineInfo)) + { + PRINT_PLATFORM_ERROR_MSG("Could not query module file and line number"); + return false; + } + + SourceLineNumber = FileAndLineInfo.LineNumber; + SourceFilePath = FString((const ANSICHAR*)(FileAndLineInfo.FileName)); + return true; +} + +#endif + +bool UVisualStudioToolsBlueprintBreakpointExtension::GetFunctionDefinitionLocation(const UEdGraphNode* Node, FString& SourceFilePath, FString& SymbolName, uint32& SourceLineNumber) +{ + UClass* OwningClass; + UFunction* Function; + if (!CanAddVisualStudioBreakpoint(Node, &OwningClass, &Function)) + { + return false; + } + + FString ModuleName; + + // Find module name for class + if (!FSourceCodeNavigation::FindClassModuleName(OwningClass, ModuleName)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to find module name for class")); + return false; + } + + SymbolName = FString::Printf( + TEXT("%s%s::%s"), + OwningClass->GetPrefixCPP(), + *OwningClass->GetName(), + *Function->GetName()); + + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Symbol %s is defined in module %s"), *SymbolName, *ModuleName); + +#if ENGINE_MAJOR_VERSION >= 5 + uint32 SourceColumnNumber = 0; + return FPlatformStackWalk::GetFunctionDefinitionLocation( + SymbolName, + ModuleName, + SourceFilePath, + SourceLineNumber, + SourceColumnNumber); +#else + return GetFunctionDefinitionLocation(SymbolName, ModuleName, SourceFilePath, SourceLineNumber); +#endif +} + +bool UVisualStudioToolsBlueprintBreakpointExtension::GetProcessById(const TComPtr& Processes, DWORD CurrentProcessId, TComPtr& OutProcess) +{ + long Count = 0; + if (FAILED(Processes->get_Count(&Count))) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Could not get the process count")); + return false; + } + + TComPtr Process; + for (long i = 1; i <= Count; i++) + { + VARIANT Index; + Index.vt = VT_I4; + Index.lVal = i; + if (SUCCEEDED(Processes->Item(Index, &Process))) + { + long PID = 0; + if (SUCCEEDED(Process->get_ProcessID(&PID)) && CurrentProcessId == PID) + { + OutProcess = Process; + return true; + } + + Process.Reset(); + } + } + + return true; +} + +void UVisualStudioToolsBlueprintBreakpointExtension::AttachDebuggerIfNecessary(const TComPtr& Debugger) +{ + TComPtr Processes; + if (FAILED(Debugger->get_DebuggedProcesses(&Processes))) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to get debugging proccess")); + return; + } + + TComPtr Process; + DWORD CurrentProcessId = GetCurrentProcessId(); + if (!GetProcessById(Processes, CurrentProcessId, Process)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to check if UE is already in debug mode")); + return; + } + + // currently debugging this process + if (Process.Get() != nullptr) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Already debugging UE.")); + return; + } + + Processes.Reset(); + if (FAILED(Debugger->get_LocalProcesses(&Processes))) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to attach to process")); + return; + } + + Process.Reset(); + if (!GetProcessById(Processes, CurrentProcessId, Process)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to get all process")); + return; + } + + if (Process.Get() == nullptr) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("No UE proccess running.")); + return; + } + + if (FAILED(Process->Attach())) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to attach to process")); + } +} + +bool UVisualStudioToolsBlueprintBreakpointExtension::SetVisualStudioBreakpoint(const UEdGraphNode* Node, const FString& SourceFilePath, const FString& SymbolName, uint32 SourceLineNumber) +{ + TComPtr DTE; + bool bBreakpointAdded = false; + if (!GetRunningVisualStudioDTE(DTE)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to access Visual Studio via DTE")); + return bBreakpointAdded; + } + + TComPtr Debugger; + TComPtr Breakpoints; + if (SUCCEEDED(DTE->get_Debugger(&Debugger)) && SUCCEEDED(Debugger->get_Breakpoints(&Breakpoints))) + { + FSmartBSTR BSTREmptyStr; + FSmartBSTR BSTRFilePath(SourceFilePath); + HRESULT Result = Breakpoints->Add( + *BSTREmptyStr, + *BSTRFilePath, + SourceLineNumber, + 1, + *BSTREmptyStr, + EnvDTE::dbgBreakpointConditionType::dbgBreakpointConditionTypeWhenTrue, + *BSTREmptyStr, + *BSTREmptyStr, + 0, + *BSTREmptyStr, + 0, + EnvDTE::dbgHitCountType::dbgHitCountTypeNone, + &Breakpoints); + + if (FAILED(Result)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to add breakpoint")); + } + else + { + bBreakpointAdded = true; + AttachDebuggerIfNecessary(Debugger); + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Breakpoint set for %s"), *SymbolName); + } + } + else + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to get debugger or breakpoints")); + } + + return bBreakpointAdded; +} + +void UVisualStudioToolsBlueprintBreakpointExtension::AddVisualStudioBreakpoint(const UEdGraphNode* Node) +{ + FWindowsPlatformMisc::CoInitialize(); + FPlatformStackWalk::InitStackWalking(); + FString SourceFilePath; + FString SymbolName; + uint32 SourceLineNumber; + bool bBreakpointAdded = false; + + if (GetFunctionDefinitionLocation(Node, SourceFilePath, SymbolName, SourceLineNumber)) + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, TEXT("Method defined in %s at line %d"), *SourceFilePath, SourceLineNumber); + bBreakpointAdded = SetVisualStudioBreakpoint(Node, SourceFilePath, SymbolName, SourceLineNumber); + } + else + { + UE_LOG(LogUVisualStudioToolsBlueprintBreakpointExtension, Error, TEXT("Failed to get function definition location")); + } + + ShowOperationResultNotification(bBreakpointAdded, SymbolName); + FWindowsPlatformMisc::CoUninitialize(); +} + +void UVisualStudioToolsBlueprintBreakpointExtension::ShowOperationResultNotification(bool bBreakpointAdded, const FString &SymbolName) +{ + FNotificationInfo Info(bBreakpointAdded ? FText::FromString(FString::Printf(TEXT("Breakpoint added at %s"), *SymbolName)) : FText::FromString("Could not add Breakpoint in Visual Studio")); +#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1 + Info.Image = FAppStyle::GetBrush(TEXT("LevelEditor.RecompileGameCode")); +#else + Info.Image = FEditorStyle::GetBrush(TEXT("LevelEditor.RecompileGameCode")); +#endif + Info.FadeInDuration = 0.1f; + Info.FadeOutDuration = 0.5f; + Info.ExpireDuration = 3.0f; + Info.bUseThrobber = false; + Info.bUseSuccessFailIcons = true; + Info.bUseLargeFont = true; + Info.bFireAndForget = false; + Info.bAllowThrottleWhenFrameRateIsLow = false; + Info.WidthOverride = 400.0f; + TSharedPtr NotificationItem = FSlateNotificationManager::Get().AddNotification(Info); + NotificationItem->SetCompletionState(bBreakpointAdded ? SNotificationItem::CS_Success : SNotificationItem::CS_Fail); + NotificationItem->ExpireAndFadeout(); +} diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsBlueprintBreakpointExtension.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsBlueprintBreakpointExtension.h new file mode 100644 index 00000000..4e602347 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsBlueprintBreakpointExtension.h @@ -0,0 +1,64 @@ +#pragma once + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include "VisualStudioToolsBlueprintBreakpointExtension.generated.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogUVisualStudioToolsBlueprintBreakpointExtension, Log, All); + +UCLASS() +class UVisualStudioToolsBlueprintBreakpointExtension : public UEditorSubsystem +{ + GENERATED_BODY() + +public: + DECLARE_MULTICAST_DELEGATE_ThreeParams(FOnNodeMenuExtensionHookRequestDelegate, const UEdGraphNode*, const UEdGraph*, TSet&); + + void Initialize(FSubsystemCollectionBase& Collection) override; + void Deinitialize() override; + + FOnNodeMenuExtensionHookRequestDelegate& OnNodeMenuExtensionHookRequest() { return OnNodeMenuExtensionHookRequestDelegate; } + +private: + FOnNodeMenuExtensionHookRequestDelegate OnNodeMenuExtensionHookRequestDelegate; + + TSharedRef HandleOnExtendGraphEditorContextMenu( + const TSharedRef CommandList, + const UEdGraph* Graph, + const UEdGraphNode* Node, + const UEdGraphPin* Pin, + bool bIsConst); + + void AddVisualStudioBlueprintBreakpointMenuOption(FMenuBuilder& MenuBuilder, const UEdGraphNode* node); + + void AddVisualStudioBreakpoint(const UEdGraphNode* Node); + + bool GetFunctionDefinitionLocation(const UEdGraphNode* Node, FString& SourceFilePath, FString& SymbolName, uint32& SourceLineNumber); + + bool SetVisualStudioBreakpoint(const UEdGraphNode* Node, const FString& SourceFilePath, const FString& SymbolName, uint32 SourceLineNumber); + + bool CanAddVisualStudioBreakpoint(const UEdGraphNode* Node, UClass** OutOwnerClass, UFunction** OutFunction); + + void ShowOperationResultNotification(bool bBreakpointAdded, const FString& SymbolName); + + FString GetProjectPath(const FString& ProjectDir); + + bool GetRunningVisualStudioDTE(TComPtr& OutDTE); + + void AttachDebuggerIfNecessary(const TComPtr& Debugger); + + bool GetProcessById(const TComPtr& Processes, DWORD CurrentProcessId, TComPtr& OutProcess); + +#if ENGINE_MAJOR_VERSION < 5 + bool PreloadModule(HANDLE ProcessHandle, HMODULE ModuleHandle, const FString& RemoteStorage); + + bool GetFunctionDefinitionLocation(const FString& FunctionSymbolName, const FString& FunctionModuleName, FString& SourceFilePath, uint32& SourceLineNumber); +#endif +}; diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandlet.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandlet.cpp new file mode 100644 index 00000000..b3d367ec --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandlet.cpp @@ -0,0 +1,492 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +#include "VisualStudioToolsCommandlet.h" + +#include "Algo/Transform.h" +#include "AssetRegistry/AssetRegistryModule.h" +#include "Blueprint/BlueprintSupport.h" +#include "BlueprintAssetHelpers.h" +#include "Engine/BlueprintGeneratedClass.h" +#include "JsonObjectConverter.h" +#include "Misc/Paths.h" +#include "Misc/ScopeExit.h" +#include "Policies/CondensedJsonPrintPolicy.h" +#include "SourceCodeNavigation.h" +#include "UObject/CoreRedirects.h" +#include "UObject/UObjectIterator.h" +#include "VisualStudioTools.h" + +namespace VisualStudioTools +{ +static const FName CategoryFName = TEXT("Category"); +static const FName ModuleNameFName = TEXT("ModuleName"); + +static TArray GetChangedPropertiesList( + UStruct* InStruct, const uint8* DataPtr, const uint8* DefaultDataPtr) +{ + TArray Result; + + const UClass* OwnerClass = Cast(InStruct); + + // Walk only in the properties defined in the current class, the super classes are processed individually + for (TFieldIterator It(OwnerClass, EFieldIteratorFlags::ExcludeSuper); It; ++It) + { + FProperty* Property = *It; + for (int32 Idx = 0; Idx < Property->ArrayDim; Idx++) + { + const uint8* PropertyValue = Property->ContainerPtrToValuePtr(DataPtr, Idx); + const uint8* DefaultPropertyValue = Property->ContainerPtrToValuePtrForDefaults(InStruct, DefaultDataPtr, Idx); + + if (!Property->Identical(PropertyValue, DefaultPropertyValue)) + { + Result.Add(Property); + break; + } + } + } + + return Result; +} + +static bool FindBlueprintNativeParents( + const UClass* BlueprintGeneratedClass, TFunctionRef Callback) +{ + bool bAnyNativeParent = false; + for (UClass* Super = BlueprintGeneratedClass->GetSuperClass(); Super; Super = Super->GetSuperClass()) + { + // Ignore the root `UObject` class and non-native parents. + if (Super->HasAnyClassFlags(CLASS_Native) && Super->GetFName() != NAME_Object) + { + bAnyNativeParent = true; + Callback(Super); + } + } + + return bAnyNativeParent; +} + +struct FPropertyEntry +{ + FProperty* Property; + TArray Blueprints; +}; + +struct FFunctionEntry +{ + UFunction* Function; + TArray Blueprints; +}; + +struct FClassEntry +{ + const UClass* Class; + TArray Blueprints; + TMap Properties; + TMap Functions; +}; + +using ClassMap = TMap; + +struct FAssetIndex +{ + TSet AssetPathCache; + ClassMap Classes; + TArray Blueprints; + + void ProcessBlueprint(const UBlueprintGeneratedClass* BlueprintGeneratedClass) + { + if (BlueprintGeneratedClass == nullptr) + { + return; + } + + int32 BlueprintIndex = Blueprints.Num(); + + bool bHasAnyParent = FindBlueprintNativeParents(BlueprintGeneratedClass, [&](UClass* Parent) + { + FString ParentName = Parent->GetFName().ToString(); + if (!Classes.Contains(ParentName)) + { + Classes.Add(ParentName).Class = Parent; + } + + FClassEntry& ClassEntry = Classes[ParentName]; + + ClassEntry.Blueprints.Add(BlueprintIndex); + + // Retrieve the properties from the parent class that changed in the Blueprint class, by comparing their CDOs. + UObject* GeneratedClassDefault = BlueprintGeneratedClass->ClassDefaultObject; + UObject* SuperClassDefault = Parent->GetDefaultObject(false); + TArray ChangedProperties = GetChangedPropertiesList(Parent, (uint8*)GeneratedClassDefault, (uint8*)SuperClassDefault); + + for (FProperty* Property : ChangedProperties) + { + FString PropertyName = Property->GetFName().ToString(); + if (!ClassEntry.Properties.Contains(PropertyName)) + { + ClassEntry.Properties.Add(PropertyName).Property = Property; + } + + FPropertyEntry& PropEntry = ClassEntry.Properties[PropertyName]; + PropEntry.Blueprints.Add(BlueprintIndex); + } + + // Iterate over the functions originally from the parent class + // and check if they are implemented in the BP class as well. + for (TFieldIterator It(Parent, EFieldIteratorFlags::ExcludeSuper); It; ++It) + { + UFunction* Fn = BlueprintGeneratedClass->FindFunctionByName((*It)->GetFName(), EIncludeSuperFlag::ExcludeSuper); + // If the function not present in the BP class directly, it means it was implemented. Otherwise, ignore. + if (!Fn) + { + continue; + } + + FString FnName = Fn->GetFName().ToString(); + if (!ClassEntry.Functions.Contains(FnName)) + { + ClassEntry.Functions.Add(FnName).Function = Fn; + } + + FFunctionEntry& FuncEntry = ClassEntry.Functions[FnName]; + FuncEntry.Blueprints.Add(BlueprintIndex); + } + }); + + if (bHasAnyParent) + { + check(Blueprints.Add(BlueprintGeneratedClass) == BlueprintIndex); + } + + return; + } +}; + +using JsonWriter = TJsonWriter>; + +static bool ShouldSerializePropertyValue(FProperty* Property) +{ + if (Property->ArrayDim > 1) // Skip properties that are not scalars + { + return false; + } + + if (FEnumProperty* EnumProperty = CastField(Property)) + { + return true; + } + + if (FNumericProperty* NumericProperty = CastField(Property)) + { + UEnum* EnumDef = NumericProperty->GetIntPropertyEnum(); + if (EnumDef != NULL) + { + return true; + } + + if (NumericProperty->IsFloatingPoint()) + { + return true; + } + + if (NumericProperty->IsInteger()) + { + return true; + } + } + + if (FBoolProperty* BoolProperty = CastField(Property)) + { + return true; + } + + if (FStrProperty* StringProperty = CastField(Property)) + { + return true; + } + + return false; +} + +static void SerializeBlueprints(TSharedRef& Json, TArray Items) +{ + Json->WriteArrayStart(); + for (const UClass* Blueprint : Items) + { + Json->WriteObjectStart(); + + Json->WriteValue(TEXT("name"), Blueprint->GetName()); + Json->WriteValue(TEXT("path"), Blueprint->GetPathName()); + Json->WriteObjectEnd(); + } + Json->WriteArrayEnd(); +} + +static void SerializeProperties(TSharedRef& Json, FClassEntry& Entry, TArray& Blueprints) +{ + Json->WriteArrayStart(); + for (auto& Item : Entry.Properties) + { + auto& PropName = Item.Key; + auto& PropEntry = Item.Value; + FProperty* Property = PropEntry.Property; + + Json->WriteObjectStart(); + + Json->WriteValue(TEXT("name"), PropName); + + Json->WriteIdentifierPrefix(TEXT("metadata")); + { + Json->WriteObjectStart(); + if (Property->HasMetaData(CategoryFName)) + { + Json->WriteValue(TEXT("categories"), Property->GetMetaData(CategoryFName)); + } + Json->WriteObjectEnd(); + } + + Json->WriteIdentifierPrefix(TEXT("values")); + { + Json->WriteArrayStart(); + for (auto& BlueprintEntry : PropEntry.Blueprints) + { + Json->WriteObjectStart(); + + Json->WriteValue(TEXT("blueprint"), BlueprintEntry); + + UObject* GeneratedClassDefault = Blueprints[BlueprintEntry]->ClassDefaultObject; + const uint8* PropData = PropEntry.Property->ContainerPtrToValuePtr(GeneratedClassDefault); + + if (ShouldSerializePropertyValue(PropEntry.Property)) + { + TSharedPtr JsonValue = FJsonObjectConverter::UPropertyToJsonValue(Property, PropData); + FJsonSerializer::Serialize(JsonValue.ToSharedRef(), TEXT("value"), Json); + } + + Json->WriteObjectEnd(); + } + Json->WriteArrayEnd(); + } + + Json->WriteObjectEnd(); + } + Json->WriteArrayEnd(); +} + +static void SerializeFunctions(TSharedRef& Json, FClassEntry& Entry) +{ + Json->WriteArrayStart(); + for (auto& Item : Entry.Functions) + { + auto& Name = Item.Key; + auto& FnEntry = Item.Value; + Json->WriteObjectStart(); + Json->WriteValue(TEXT("name"), Name); + Json->WriteValue(TEXT("blueprints"), FnEntry.Blueprints); + Json->WriteObjectEnd(); + } + Json->WriteArrayEnd(); +} + +static void SerializeClasses(TSharedRef& Json, ClassMap& Items, TArray Blueprints) +{ + Json->WriteArrayStart(); + for (auto& Item : Items) + { + auto& ClassName = Item.Key; + auto& Entry = Item.Value; + Json->WriteObjectStart(); + Json->WriteValue(TEXT("name"), FString::Printf(TEXT("%s%s"), Entry.Class->GetPrefixCPP(), *Entry.Class->GetName())); + + Json->WriteValue(TEXT("blueprints"), Entry.Blueprints); + + Json->WriteIdentifierPrefix(TEXT("properties")); + SerializeProperties(Json, Entry, Blueprints); + + Json->WriteIdentifierPrefix(TEXT("functions")); + SerializeFunctions(Json, Entry); + + Json->WriteObjectEnd(); + } + Json->WriteArrayEnd(); +} + +static void SerializeToIndex(FAssetIndex Index, FArchive& IndexFile) +{ + TSharedRef Json = JsonWriter::Create(&IndexFile); + + Json->WriteObjectStart(); + + Json->WriteIdentifierPrefix(TEXT("blueprints")); + SerializeBlueprints(Json, Index.Blueprints); + + Json->WriteIdentifierPrefix(TEXT("classes")); + SerializeClasses(Json, Index.Classes, Index.Blueprints); + + Json->WriteObjectEnd(); + Json->Close(); +} + +static TArray GetModulesByPath(const FString& InDir) +{ + TArray OutResult; + Algo::TransformIf( + FSourceCodeNavigation::GetSourceFileDatabase().GetModuleNames(), + OutResult, + [&](const FString& Module) { + return FPaths::IsUnderDirectory(Module, InDir); + }, + [](const FString& Module) { +#if 0 + // Old version assumes that each module is in a folder with the same name as the module + return FPaths::GetBaseFilename(FPaths::GetPath(*Module)); +#else + // New version assumes that each module is in a file with the name Module.Build.cs + FString TempString = FPaths::GetBaseFilename(*Module); + TempString.RemoveFromEnd(TEXT(".Build")); + return TempString; +#endif + }); + + return OutResult; +} + +static void GetNativeClassesByPath(const FString& InDir, TArray>& OutClasses) +{ + TArray Modules = GetModulesByPath(InDir); + + for (TObjectIterator ClassIt; ClassIt; ++ClassIt) + { + UClass* TestClass = *ClassIt; + if (!TestClass->HasAnyClassFlags(CLASS_Native)) + { + continue; + } + + FAssetData ClassAssetData(TestClass); + FString ModuleName = ClassAssetData.GetTagValueRef(ModuleNameFName); + + if (!ModuleName.IsEmpty() && Modules.Contains(ModuleName)) + { + OutClasses.Add(TestClass); + } + } +} + +static void RunAssetScan( + FAssetIndex& Index, + const TArray>& FilterBaseClasses) +{ + FARFilter Filter; + Filter.bRecursivePaths = true; + Filter.bRecursiveClasses = true; + AssetHelpers::SetBlueprintClassFilter(Filter); + + // Add all base classes to the tag filter for native parent + Algo::Transform(FilterBaseClasses, Filter.TagsAndValues, [](const TWeakObjectPtr& Class) { + return MakeTuple( + FBlueprintTags::NativeParentClassPath, + FObjectPropertyBase::GetExportPath(Class.Get(), nullptr /*Parent*/, nullptr /*ExportRootScope*/, 0 /*PortFlags*/)); + }); + + // Take account of any core redirects for the blueprint classes we want to scan. + for (const auto& BaseClass : FilterBaseClasses) + { + if (BaseClass.IsValid()) + { + TArray PreviousNames; + if (FCoreRedirects::FindPreviousNames(ECoreRedirectFlags::Type_Class, BaseClass->GetPathName(), PreviousNames)) + { + for (const auto& PreviousName : PreviousNames) + { + // FString PreviousString = FObjectPropertyBase::GetExportPath(BaseClass->GetClass()->GetClassPathName(), PreviousName.ToString()); // Alternative way to add /Script/CoreUObject.Class'' wrapper - but not sure it makes sense to use the new class when referencing a previous name + FString PreviousString = "/Script/CoreUObject.Class'" + PreviousName.ToString() + "'"; + Filter.TagsAndValues.Add(FBlueprintTags::NativeParentClassPath, PreviousString); + } + } + } + } + + IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked(TEXT("AssetRegistry")).Get(); + + TArray TargetAssets; + AssetRegistry.GetAssets(Filter, TargetAssets); + + AssetHelpers::ForEachAsset(TargetAssets, + [&](UBlueprintGeneratedClass* BlueprintGeneratedClass, const FAssetData& /*AssetData*/) + { + Index.ProcessBlueprint(BlueprintGeneratedClass); + }); +} + +} // namespace VS + +static constexpr auto FilterSwitch = TEXT("filter"); +static constexpr auto FullSwitch = TEXT("full"); + +UVisualStudioToolsCommandlet::UVisualStudioToolsCommandlet() + : Super() +{ + HelpDescription = TEXT("Commandlet for generating data used by Blueprint support in Visual Studio."); + + HelpParamNames.Add(FilterSwitch); + HelpParamDescriptions.Add(TEXT("[Optional] Scan only blueprints derived from native classes under the provided path. Defaults to `FPaths::ProjectDir`. Incompatible with `-full`.")); + + HelpParamNames.Add(FullSwitch); + HelpParamDescriptions.Add(TEXT("[Optional] Scan blueprints derived from native classes from ALL modules, include the Engine. This can be _very slow_ for large projects. Incompatible with `-filter`.")); + + HelpUsage = TEXT(" -run=VisualStudioTools -output= [-filter=|-full] [-unattended -noshadercompile -nosound -nullrhi -nocpuprofilertrace -nocrashreports -nosplash]"); +} + +int32 UVisualStudioToolsCommandlet::Run( + TArray& Tokens, + TArray& Switches, + TMap& ParamVals, + FArchive& OutArchive) +{ + using namespace VisualStudioTools; + + FString* Filter = ParamVals.Find(FilterSwitch); + const bool bFullScan = Switches.Contains(FullSwitch); + + if (Filter != nullptr && bFullScan) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Incompatible scan options.")); + PrintHelp(); + return -1; + } + + TArray> FilterBaseClasses; + if (!bFullScan) + { + if (Filter) + { + FPaths::NormalizeDirectoryName(*Filter); + GetNativeClassesByPath(*Filter, FilterBaseClasses); + } + else + { + GetNativeClassesByPath(FPaths::ProjectDir(), FilterBaseClasses); + } + } + else + { + for (TObjectIterator ClassIt; ClassIt; ++ClassIt) + { + UClass* TestClass = *ClassIt; + if (!TestClass->HasAnyClassFlags(CLASS_Native)) + { + continue; + } + + FilterBaseClasses.Add(TestClass); + } + } + + FAssetIndex Index; + RunAssetScan(Index, FilterBaseClasses); + SerializeToIndex(Index, OutArchive); + UE_LOG(LogVisualStudioTools, Display, TEXT("Found %d blueprints."), Index.Blueprints.Num()); + + return 0; +} diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandlet.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandlet.h new file mode 100644 index 00000000..05ad18d1 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandlet.h @@ -0,0 +1,24 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "CoreMinimal.h" +#include "VisualStudioToolsCommandletBase.h" + +#include "VisualStudioToolsCommandlet.generated.h" + +UCLASS() +class UVisualStudioToolsCommandlet + : public UVisualStudioToolsCommandletBase +{ + GENERATED_BODY() + +public: + UVisualStudioToolsCommandlet(); + int32 Run( + TArray& Tokens, + TArray& Switches, + TMap& ParamVals, + FArchive& OutArchive) override; +}; diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandletBase.cpp b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandletBase.cpp new file mode 100644 index 00000000..716101a9 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandletBase.cpp @@ -0,0 +1,88 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#include "VisualStudioToolsCommandletBase.h" + +#include "Windows/AllowWindowsPlatformTypes.h" + +#include "HAL/FileManager.h" +#include "Misc/Paths.h" +#include "VisualStudioTools.h" + +#include "Windows/HideWindowsPlatformTypes.h" + +static constexpr auto HelpSwitch = TEXT("help"); +static constexpr auto OutputSwitch = TEXT("output"); + +UVisualStudioToolsCommandletBase::UVisualStudioToolsCommandletBase() +{ + IsClient = false; + IsEditor = true; + IsServer = false; + LogToConsole = false; + ShowErrorCount = false; + + HelpParamNames.Add(OutputSwitch); + HelpParamDescriptions.Add(TEXT("[Required] The file path to write the command output.")); + + HelpParamNames.Add(HelpSwitch); + HelpParamDescriptions.Add(TEXT("[Optional] Print this help message and quit the commandlet immediately.")); +} + +void UVisualStudioToolsCommandletBase::PrintHelp() const +{ + UE_LOG(LogVisualStudioTools, Display, TEXT("%s"), *HelpDescription); + UE_LOG(LogVisualStudioTools, Display, TEXT("Usage: %s"), *HelpUsage); + UE_LOG(LogVisualStudioTools, Display, TEXT("Parameters:")); + for (int32 i = 0; i < HelpParamNames.Num(); ++i) + { + UE_LOG(LogVisualStudioTools, Display, TEXT("\t-%s: %s"), *HelpParamNames[i], *HelpParamDescriptions[i]); + } +} + +int32 UVisualStudioToolsCommandletBase::Main(const FString& Params) +{ + TArray Tokens; + TArray Switches; + TMap ParamVals; + + ParseCommandLine(*Params, Tokens, Switches, ParamVals); + + if (Switches.Contains(HelpSwitch)) + { + PrintHelp(); + return 0; + } + + UE_LOG(LogVisualStudioTools, Display, TEXT("Init VS Tools cmdlet.")); + + if (!FPaths::IsProjectFilePathSet()) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("You must invoke this commandlet with a project file.")); + return -1; + } + + FString FullPath = ParamVals.FindRef(OutputSwitch); + + if (FullPath.IsEmpty() && !FParse::Value(*Params, TEXT("output "), FullPath)) + { + // VS:1678426 - Initial version was using `-output "path-to-file"` (POSIX style). + // However, that does not support paths with spaces, even when surrounded with + // quotes because `FParse::Value` only handles that case when there's no space + // between the parameter name and quoted value. + // For back-compatibility reasons, parse that style by including the space in + // the parameter token like it's usually done for the `=` sign. + UE_LOG(LogVisualStudioTools, Error, TEXT("Missing file output parameter.")); + PrintHelp(); + return -1; + } + + TUniquePtr OutArchive{ IFileManager::Get().CreateFileWriter(*FullPath) }; + if (!OutArchive) + { + UE_LOG(LogVisualStudioTools, Error, TEXT("Failed to create index with path: %s."), *FullPath); + return -1; + } + + return this->Run(Tokens, Switches, ParamVals, *OutArchive); +} diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandletBase.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandletBase.h new file mode 100644 index 00000000..7c370ef5 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Private/VisualStudioToolsCommandletBase.h @@ -0,0 +1,29 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. +// Licensed under the MIT License. + +#pragma once + +#include "Commandlets/Commandlet.h" + +#include "VisualStudioToolsCommandletBase.generated.h" + +UCLASS(Abstract) +class UVisualStudioToolsCommandletBase + : public UCommandlet +{ + GENERATED_BODY() + +public: + int32 Main(const FString& Params) override; + +protected: + UVisualStudioToolsCommandletBase(); + + void PrintHelp() const; + + virtual int32 Run( + TArray& Tokens, + TArray& Switches, + TMap& ParamVals, + FArchive& OutArchive) PURE_VIRTUAL(UVisualStudioToolsCommandletBase::Run, return 0;); +}; \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/Public/VisualStudioTools.h b/Plugins/VisualStudioTools/Source/VisualStudioTools/Public/VisualStudioTools.h new file mode 100644 index 00000000..0ffe4e91 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/Public/VisualStudioTools.h @@ -0,0 +1,7 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +#pragma once + +#include "CoreMinimal.h" + +DECLARE_LOG_CATEGORY_EXTERN(LogVisualStudioTools, Log, All); \ No newline at end of file diff --git a/Plugins/VisualStudioTools/Source/VisualStudioTools/VisualStudioTools.Build.cs b/Plugins/VisualStudioTools/Source/VisualStudioTools/VisualStudioTools.Build.cs new file mode 100644 index 00000000..da2b2171 --- /dev/null +++ b/Plugins/VisualStudioTools/Source/VisualStudioTools/VisualStudioTools.Build.cs @@ -0,0 +1,77 @@ +// Copyright 2022 (c) Microsoft. All rights reserved. + +using UnrealBuildTool; + +public class VisualStudioTools : ModuleRules +{ + public VisualStudioTools(ReadOnlyTargetRules Target) : base(Target) + { + bool bIsCustomDevBuild = System.Environment.GetEnvironmentVariable("VSTUE_IsCustomDevBuild") == "1"; + if (bIsCustomDevBuild) + { + // Get correct header suggestions in the IDE and validate + // the plugin build without having to affect for the whole target, + // which is expensive in source-builds of the engine. + PCHUsage = ModuleRules.PCHUsageMode.NoPCHs; + bUseUnity = false; + + // When debugging the commandlet code, disable optimizations to get + // proper local variable inspection and less inlined stack frames + OptimizeCode = CodeOptimization.Never; + + // Enable more restrict warnings during compilation in UE5. + // Required by tasks in the compliance pipeline. + if (Target.Version.MajorVersion >= 5) + { + UnsafeTypeCastWarningLevel = WarningLevel.Error; + } + } + else + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + } + + // To support UE5.1+, the code is using the new FTopLevelAssetPath API + // with a detection of support via version numbers. + // If the check is producing a false positive/negative in your version of the engine + // you can change the block below and force the check as enabled/disabled. + if ((Target.Version.MajorVersion == 5 && Target.Version.MinorVersion >= 1) || Target.Version.MajorVersion > 5) + { + PrivateDefinitions.Add("FILTER_ASSETS_BY_CLASS_PATH=1"); + } + else + { + PrivateDefinitions.Add("FILTER_ASSETS_BY_CLASS_PATH=0"); + } + + PublicDependencyModuleNames.AddRange( + new[] + { + "Core", + } + ); + + PrivateDependencyModuleNames.AddRange( + new string[] + { + "ApplicationCore", + "AssetRegistry", + "CoreUObject", + "Engine", + "Json", + "JsonUtilities", + "Kismet", + "UnrealEd", + "Slate", + "SlateCore", + "ToolMenus", + "EditorSubsystem", + "MainFrame", + "BlueprintGraph", + "VisualStudioDTE", + "EditorStyle", + "Projects" + } + ); + } +} diff --git a/Plugins/VisualStudioTools/VisualStudioTools.uplugin b/Plugins/VisualStudioTools/VisualStudioTools.uplugin new file mode 100644 index 00000000..b9bb9324 --- /dev/null +++ b/Plugins/VisualStudioTools/VisualStudioTools.uplugin @@ -0,0 +1,38 @@ +{ + "FileVersion": 3, + "Version": 1, + "VersionName": "2.7", + "FriendlyName": "Visual Studio Integration Tools", + "Description": "Enables integration with Visual Studio IDE.", + "Category": "Programming", + "CreatedBy": "Microsoft", + "CreatedByURL": "http://www.microsoft.com", + "DocsURL": "", + "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/362651520df94e4fa65492dbcba44ae2", + "SupportURL": "https://developercommunity.visualstudio.com/", + "EnabledByDefault": true, + "Installed": false, + "bExplicitlyLoaded": true, + "CanContainContent": false, + "SupportedTargetPlatforms": [ + "Win64" + ], + "Modules": [ + { + "Name": "VisualStudioTools", + "Type": "Editor", + "LoadingPhase": "Default", + "PlatformAllowList": [ + "Win64" + ] + }, + { + "Name": "VisualStudioBlueprintDebuggerHelper", + "Type": "Editor", + "LoadingPhase": "None", + "PlatformAllowList": [ + "Win64" + ] + } + ] +} diff --git a/Plugins/VisualStudioTools/azure-pipelines/Support-extra-UBT-args-in-UAT.BuildPlugin.patch b/Plugins/VisualStudioTools/azure-pipelines/Support-extra-UBT-args-in-UAT.BuildPlugin.patch new file mode 100644 index 00000000..9d1a396a --- /dev/null +++ b/Plugins/VisualStudioTools/azure-pipelines/Support-extra-UBT-args-in-UAT.BuildPlugin.patch @@ -0,0 +1,46 @@ +From f7238064c8680f6392793eb664ee2c773daff594 Mon Sep 17 00:00:00 2001 +From: Oleksandr Kozlov +Date: Tue, 1 Apr 2025 15:22:14 +0200 +Subject: [PATCH] Support extra UBT args in UAT.BuildPlugin + +Forwarding extra parameters to UBT to allow customizing the build of a plugin. +Example: runuat.bat buildpluing -plugin=... -ubtargs="-LinkerArguments=\"/profile\"" + +--- + .../Scripts/BuildPluginCommand.Automation.cs | 13 +++++++++++++ + 1 file changed, 13 insertions(+) + +diff --git a/Engine/Source/Programs/AutomationTool/Scripts/BuildPluginCommand.Automation.cs b/Engine/Source/Programs/AutomationTool/Scripts/BuildPluginCommand.Automation.cs +index 5a43dc0c4..aaf3f192f 100644 +--- a/Engine/Source/Programs/AutomationTool/Scripts/BuildPluginCommand.Automation.cs ++++ b/Engine/Source/Programs/AutomationTool/Scripts/BuildPluginCommand.Automation.cs +@@ -64,6 +64,9 @@ public sealed class BuildPlugin : BuildCommand + // Option for verifying that all include directive s + bool bStrictIncludes = ParseParam("StrictIncludes"); + ++ // Extra arguments forwarded to UBT ++ string UBTArgs = ParseParamValue("ubtargs"); ++ + // Make sure the packaging directory is valid + DirectoryReference PackageDir = new DirectoryReference(PackageParam); + +@@ -126,6 +129,16 @@ public sealed class BuildPlugin : BuildCommand + AdditionalArgs.Append(" -NoPCH -NoSharedPCH -DisableUnity"); + } + ++ // Pass extra parameters to UBT ++ if (string.IsNullOrEmpty(UBTArgs) == false) ++ { ++ Logger.LogInformation("Building with extra UBT parameters: {UBTArgs}", UBTArgs); ++ string Arg = UBTArgs; ++ Arg = Arg.TrimStart(new char[] { '\"' }); ++ Arg = Arg.TrimEnd(new char[] { '\"' }); ++ AdditionalArgs.Append(' ').Append(Arg); ++ } ++ + // check if any architectures were specified + foreach (UnrealTargetPlatform Platform in UnrealTargetPlatform.GetValidPlatforms()) + { +-- +2.49.0.windows.1 + diff --git a/Plugins/VisualStudioTools/azure-pipelines/TSAOptions.json b/Plugins/VisualStudioTools/azure-pipelines/TSAOptions.json new file mode 100644 index 00000000..54198e16 --- /dev/null +++ b/Plugins/VisualStudioTools/azure-pipelines/TSAOptions.json @@ -0,0 +1,21 @@ +{ + "tsaVersion": "TsaV2", + "codebase": "NewOrUpdate", + "codebaseName": "vc-ue-extensions", + "tsaStamp": "DevDiv", + "tsaEnvironment": "PROD", + "notificationAliases": [ + "hebaggio@microsoft.com", + "cpp-apogee@microsoft.com" + ], + "codebaseAdmins": [ + "REDMOND\\hebaggio", + "REDMOND\\cpp-apogee" + ], + "instanceUrl": "https://devdiv.visualstudio.com", + "projectName": "DevDiv", + "areaPath": "DevDiv\\Cpp Developer Experience\\GameDev Experience\\Unreal Engine integrations", + "iterationPath": "DevDiv", + "alltools": true, + "repositoryName": "vc-ue-extensions" + } \ No newline at end of file diff --git a/Plugins/VisualStudioTools/azure-pipelines/compliance.yml b/Plugins/VisualStudioTools/azure-pipelines/compliance.yml new file mode 100644 index 00000000..82aee67c --- /dev/null +++ b/Plugins/VisualStudioTools/azure-pipelines/compliance.yml @@ -0,0 +1,123 @@ +# IMPORTANT: +# Do not run BinSkim because we do not control producing the binaries. That process is owned by +# Epic. We just provide source code. Since we do not control the build, BinSkim is not needed. + +variables: + Codeql.Enabled: true + Codeql.SourceRoot: '$(Build.SourcesDirectory)' + +trigger: +- main + +pr: + autoCancel: true + branches: + include: + - main + - dev/* + +schedules: + - cron: "0 12 * * Sun" + displayName: Weekly run + branches: + include: + - main + always: true + +resources: + repositories: + - repository: 1ESPipelineTemplates + type: git + name: 1ESPipelineTemplates/1ESPipelineTemplates + ref: refs/tags/release + +extends: + template: v1/1ES.Official.PipelineTemplate.yml@1ESPipelineTemplates + parameters: + pool: + name: VSEngSS-MicroBuild2022-1ES + os: windows + customBuildTags: + - ES365AIMigrationTooling + stages: + - stage: stage + jobs: + - job: 'UnrealEngine_VisualStudioTools_Compliance' + timeoutInMinutes: 1440 + steps: + - task: CmdLine@2 + displayName: 'Clone Unreal Engine Repository' + inputs: + script: 'git clone "https://$(token)@github.com/EpicGames/UnrealEngine" --single-branch --branch $(ue_branch) --depth 1 ue' + workingDirectory: '$(Agent.BuildDirectory)' + - task: CmdLine@2 + displayName: 'Apply patch to allow us to pass linker flags to the build' + inputs: + script: 'git apply --ignore-whitespace $(Build.SourcesDirectory)/azure-pipelines/Support-extra-UBT-args-in-UAT.BuildPlugin.patch' + workingDirectory: '$(Agent.BuildDirectory)\ue' + - task: PowerShell@2 + displayName: '[UE] Append /unattended option' + inputs: + targetType: 'inline' + script: + $filePath = "$(Agent.BuildDirectory)/ue/Setup.bat"; + (Get-Content $filePath).Replace("/register", "/register /unattended") | Set-Content $filePath + - task: CmdLine@2 + displayName: '[UE] Run Setup.bat' + inputs: + script: 'ue\Setup.bat --force' + workingDirectory: '$(Agent.BuildDirectory)' + - task: MSBuild@1 + displayName: 'Build Plugin' + timeoutInMinutes: 300 + inputs: + solution: '$(Build.SourcesDirectory)/build.proj' + msbuildArguments: '/p:UnrealEngine=$(Agent.BuildDirectory)\ue /p:OutputPath=$(Build.ArtifactStagingDirectory)\drop /p:VulkanReadyBinaries=true' + createLogFile: true + - task: CopyFiles@2 + displayName: 'Collect binaries to analyze' + inputs: + SourceFolder: '$(Build.ArtifactStagingDirectory)\drop' + Contents: '**\unrealeditor-visualstudiotools.*' + TargetFolder: '$(Build.ArtifactStagingDirectory)\binariesToAnalyze' + CleanTargetFolder: true + OverWrite: true + - task: PoliCheck@2 + inputs: + targetType: 'F' + targetArgument: '$(Build.SourcesDirectory)' + - task: ComponentGovernanceComponentDetection@0 + inputs: + ignoreDirectories: '$(Agent.BuildDirectory)\ue' + displayName: 'Component Detection' + - task: APIScan@2 + displayName: 'Run APIScan' + inputs: + softwareFolder: '$(Build.ArtifactStagingDirectory)/binariesToAnalyze' + softwareName: 'Visual Studio Tools for Unreal Engine' + softwareVersionNum: '2.4' + softwareBuildNum: '$(Build.BuildId)' + toolVersion: 'Latest' + env: + AzureServicesAuthConnectionString: runAs=App;AppId=$(ApiScanClientId) + - task: SDLNativeRules@3 + displayName: 'Run the PREfast SDL Native Rules for MSBuild' + env: + SYSTEM_ACCESSTOKEN: $(System.AccessToken) + inputs: + publishXML: true + userProvideBuildInfo: auto + rulesetName: Recommended + setupCommandlinePicker: 'vs2022' + - task: PublishSecurityAnalysisLogs@3 + displayName: 'Publish security analysis logs' + inputs: + ArtifactName: 'CodeAnalysisLogs' + ArtifactType: 'Container' + AllTools: true + ToolLogsNotFoundAction: 'Standard' + - task: TSAUpload@2 + displayName: 'TSA upload' + inputs: + GdnPublishTsaOnboard: True + GdnPublishTsaConfigFile: '$(Build.SourcesDirectory)/azure-pipelines/TSAOptions.json' diff --git a/Plugins/VisualStudioTools/azure-pipelines/release.yml b/Plugins/VisualStudioTools/azure-pipelines/release.yml new file mode 100644 index 00000000..bf04be10 --- /dev/null +++ b/Plugins/VisualStudioTools/azure-pipelines/release.yml @@ -0,0 +1,117 @@ +# IMPORTANT: +# Do not run BinSkim because we do not control producing the binaries. That process is owned by +# Epic. We just provide source code. Since we do not control the build, BinSkim is not needed. + +# Manual trigger for now +trigger: none +pr: none + +parameters: +- name: SignTypeOverride + displayName: Signing Type (default is real for the main branch and test otherwise) + type: string + default: default + values: + - default + - test + - real + +variables: + # MicroBuild requires TeamName to be set. + - name: TeamName + value: C++ Unreal Engine + - name: TagName + value: $[replace(variables['Build.SourceBranch'], 'refs/tags/', '')] + # If the user didn't override the signing type, then only real-sign on main. + - ${{ if ne(parameters.SignTypeOverride, 'default') }}: + - name: SignType + value: ${{ parameters.SignTypeOverride }} + - ${{ if and(eq(parameters.SignTypeOverride, 'default'), or(eq(variables['Build.SourceBranchName'], 'main'), startsWith(variables['Build.SourceBranch'], 'refs/tags'))) }}: + - name: SignType + value: real + - ${{ if and(eq(parameters.SignTypeOverride, 'default'), not(or(eq(variables['Build.SourceBranchName'], 'main'), startsWith(variables['Build.SourceBranch'], 'refs/tags')))) }}: + - name: SignType + value: test + +resources: + repositories: + - repository: 1ESPipelineTemplates + type: git + name: 1ESPipelineTemplates/1ESPipelineTemplates + ref: refs/tags/release + +extends: + template: v1/1ES.Official.PipelineTemplate.yml@1ESPipelineTemplates + parameters: + pool: + name: VSEngSS-MicroBuild2022-1ES + os: windows + customBuildTags: + - ES365AIMigrationTooling + stages: + - stage: stage + jobs: + - job: 'UnrealEngine_VisualStudioTools_Release' + timeoutInMinutes: 1440 + templateContext: + outputParentDirectory: $(Agent.BuildDirectory)/out/ + outputs: + - output: pipelineArtifact + displayName: 'Publish signed plugin files' + targetPath: $(Agent.BuildDirectory)/out + artifactName: SignedPlugin + artifactType: container + sbomEnabled: false + steps: + - powershell: | + Write-Host "##vso[task.setVariable variable=SHA1]$(git rev-parse HEAD)" + displayName: Save tag commit hash + workingDirectory: '$(Build.SourcesDirectory)' + - task: MicroBuildSigningPlugin@4 + displayName: Install MicroBuild Signing + inputs: + signType: $(SignType) + zipSources: true + - task: PowerShell@2 + displayName: "Create zip excluding .git folder" + inputs: + targetType: 'inline' + script: | + $destinationDirectory = "$(Agent.BuildDirectory)/out" + New-Item -Path $destinationDirectory -ItemType Directory + git archive -o "$destinationDirectory/VisualStudioTools.zip" $(SHA1) + - powershell: New-FileCatalog -Path .\VisualStudioTools.zip -CatalogFilePath .\VisualStudioTools.zip.cat -CatalogVersion 2.0 + displayName: Create standalone catalog + workingDirectory: '$(Agent.BuildDirectory)\out' + - task: NuGetToolInstaller@1 + inputs: + versionSpec: 5.7 + - task: NuGetCommand@2 + displayName: 'NuGet Restore MicroBuild Signing Extension' + inputs: + command: 'restore' + restoreSolution: 'Scripts/SignDetached.proj' + feedsToUse: 'config' + restoreDirectory: '$(Build.SourcesDirectory)\Scripts\packages' + - task: MSBuild@1 + displayName: Sign catalogs + inputs: + solution: Scripts/SignDetached.proj + msbuildArguments: /p:SignType=$(SignType) /p:BaseOutputDirectory=$(Agent.BuildDirectory)\out + # === Disabled for now in favor of uploading the artifacts to the pipeline === + # - task: GitHubRelease@1 + # displayName: Pre-release to public repo + # condition: and(succeeded(), startsWith(variables['Build.SourceBranch'], 'refs/tags')) + # inputs: + # gitHubConnection: GitHub-VSCodeExtensions + # repositoryName: microsoft/vc-ue-extensions + # action: create + # target: $(SHA1) + # tagSource: gitTag + # tag: $(TagName) + # title: $(TagName) + # isDraft: true + # isPreRelease: true + # assets: | + # $(Agent.BuildDirectory)\out\VisualStudioTools.zip + # $(Agent.BuildDirectory)\out\VisualStudioTools.zip.cat diff --git a/Plugins/VisualStudioTools/build.proj b/Plugins/VisualStudioTools/build.proj new file mode 100644 index 00000000..14e1f708 --- /dev/null +++ b/Plugins/VisualStudioTools/build.proj @@ -0,0 +1,24 @@ + + + $(MSBuildProjectDirectory) + $([System.IO.Path]::Combine($(PluginFolder), `VisualStudioTools.uplugin`)) + $([System.IO.Path]::Combine($(PluginFolder), "bin")) + $(UnrealEngine) + + $([MSBuild]::GetRegistryValue('HKEY_LOCAL_MACHINE\SOFTWARE\EpicGames\Unreal Engine\$(UnrealEngine)', 'InstalledDirectory')) + + $(EnginePath.Trim())\Engine\Build\BatchFiles\RunUAT.bat + -Unversioned + -ubtargs="-LinkerArguments=\"/profile\" " + + + + + + + + + + diff --git a/README.md b/README.md new file mode 100644 index 00000000..7dd4d496 --- /dev/null +++ b/README.md @@ -0,0 +1,684 @@ +# Game Design Document + +**Working title:** Naked Desire +**Genre:** NSFW exhibitionist sandbox / life-sim +**Engine:** Unreal Engine 5 (C++ primary, Blueprint for content) +**Platform:** PC +**Perspective:** Third-person +**Audience:** 18+ +**Reference titles:** Naked Order, Roshutsu, Roxanne's ENF Exhibitionist Game, Secret Flasher Sereka + +> This document is the canonical design reference. It is written to be consumed by Claude Code (or any contributor) during implementation review and planning. When the design changes, this document should be updated first, then code. + +--- + +## 1. Vision & Pillars + +### 1.1 One-line pitch +A sandbox exhibitionist life-sim where the player accepts fetish commissions from an underground forum, balances rent and recognition against the thrill of public exposure, and progresses down one of three character paths over a 90-day time limit. + +### 1.2 Design pillars +1. **Risk vs. reward, every second.** Walking outside is never neutral — coverage, time of day, NPC density, recognition, and lust all push the embarrassment meter constantly. Every decision (what to wear, which street to take, when to strip) is a calibration against a session-loss state. +2. **Persistent physical world.** Items are real objects in the world. A discarded skirt is *there* until something happens to it. The player's anxiety about losing clothing is mechanical, not flavor. +3. **Three distinct fantasies, one system.** Slut / Exhibitionist / Slave aren't cosmetic tags — they unlock different clothing, missions, attribute trees, and play styles. A Slave-path session looks fundamentally different from a Slut-path session. +4. **The forum is the spine.** Commissions drive minute-to-minute play, weekly missions drive medium-term goals, followers/reputation drive long-term progression. The forum is also the diegetic UI for most player-facing systems. +5. **Time pressure.** 90 in-game days. Rent every week. The clock never stops; the player must choose what to ignore. + +### 1.3 Non-goals +- This is not a dating sim. NPCs are reactive systems, not relationships. +- This is not a combat game. Threats are evasion-based (police, stalker, harasser). +- This is not a story-driven linear game. The story is a framing device; the loop is the product. + +--- + +## 2. Story & Setting + +### 2.1 Premise +Yumi, while browsing the internet after a rent increase, discovers a hidden fetish forum that pays for exposure-themed commissions. After completing her first task she realizes she enjoys it. She begins taking commissions to cover rent and explore the new feelings. + +### 2.2 Setting +A modern Japanese-style city. Currency is Yen. The city is the entire playable map: residential, commercial, parks, alleys, a beach (TBD), a gym, a beauty salon, multiple shop types, the player's apartment. + +### 2.3 Tone +Sexual, playful, transgressive. The player character is a willing participant, not a victim. The "stalker" NPC is the only non-consensual antagonist and exists as a session-loss threat, not a narrative one. + +### 2.4 Time structure +- **Total run length:** 90 days (3 months). +- **Day:** 08:00 → 20:00 in-game. Real-time duration ~45 min (half of the 1h 30m day/night cycle). +- **Night:** 20:00 → 08:00 in-game. Real-time duration ~45 min. +- **Week:** 7 days. Rent due at end of each week. +- **Sleep:** fast-forwards 8 hours, restores energy. Available at the player's apartment bed. + +--- + +## 3. Core Gameplay Loop + +### 3.1 Macro loop (per day) +1. Wake up at home. New daily commissions appear on the forum. Weekly commissions remain visible. +2. Plan: check commissions, check bank, check pending deliveries, check news/recognition. +3. Equip outfit from wardrobe. Pack bag (optional). +4. Leave the house → **session begins**. +5. Travel to commission locations, complete tasks, manage attributes. +6. Return home → **session ends**, rewards finalized, optional sleep. +7. Spend earnings (shops, gym, beauty salon), level up attributes, post photos. +8. Repeat. Pay rent at end of week. + +### 3.2 Micro loop (during a session) +Move → observe NPC density and types → make a coverage/exposure decision → embarrassment/lust rises → action (complete commission step, take photo, flee, masturbate, redress) → reward or threat resolution → repeat. + +### 3.3 Win / lose conditions +- **Win (campaign):** Survive 90 days. Endings are gated by progression path level and total followers (TBD specific thresholds). +- **Endless mode:** Unlocked after first campaign completion. Disables rent-based eviction. All other systems (session loss, embarrassment, lust, recognition, etc.) remain active. Lets players keep playing their character indefinitely. Implementation cost is minimal — a single flag on the run. +- **Lose (run):** Cannot pay rent → evicted → game over. Disabled in endless mode. +- **Lose (session):** Energy → 0, OR embarrassment → max, OR caught by police. Session loss has consequences (see §6.5) but does not end the run. + +--- + +## 4. Session System + +A session is the unit of "going outside." It is where 90% of gameplay happens. + +### 4.1 Session start +Triggered by leaving the apartment. Snapshots current equipment, attributes, and time. All world items remain where they are. + +### 4.2 During session +- Player moves freely. The world simulates NPCs, time, day/night. +- Attributes (embarrassment, lust, stamina, energy) update in real time per §7. +- Commissions can be progressed or completed. +- The player can freely re-enter the apartment to safely end the session at any time. + +### 4.3 Session end (safe) +Player returns home. All carried items persist. Rewards from completed commissions are finalized. Embarrassment resets toward baseline. Energy partially restored (full restore requires sleep). + +### 4.4 Session end (loss) +Triggered by any of the four loss conditions. On loss: +- The player is teleported home (or to a fail-state location — TBD). +- **All currently equipped clothing is forcibly dropped** at the loss location. +- **A bag currently placed in the world** (not carried) is lost along with its contents. +- **Unequipped clothing already lying on the ground anywhere** is lost. +- Reputation penalty (TBD magnitude). +- If lost to police: `wanted` flag set, requires action to clear (see §10.3). + +> **Implementation note:** session loss must be a clearly defined transactional state. All "what gets lost" logic should live in a single SessionLossResolver to keep this deterministic and debuggable. + +--- + +## 5. The Three Progression Paths + +The player chooses how they level up but is not locked into one path. XP earned from commissions is path-tagged. + +### 5.1 Slut +- **Unlocks:** revealing clothing (mini skirts, high heels, lingerie variants), masturbation action, masturbation-related missions. +- **Attribute access:** lust-related attributes (max lust, lust gain rate modifiers, masturbation energy efficiency). +- **Playstyle:** pushes lust as a resource. Risks blackout effects (§7.2). + +### 5.2 Exhibitionist +- **Unlocks:** "expose-capable" clothing (coats, pleated skirts), public-display missions. +- **Attribute access:** embarrassment-related attributes (max embarrassment, embarrassment decrease rate, pulse). +- **Playstyle:** longer sessions, denser crowds, tolerance-building. + +### 5.3 Slave +- **Unlocks:** BDSM clothing (latex suits, gags, cuffs, bars), restraint-themed missions. +- **Attribute access:** stamina-related attributes (max stamina, stamina recovery, energy efficiency). +- **Playstyle:** physically demanding, restriction-based puzzles (cuffs require NPC help to remove). + +### 5.4 Path level +Each path has a level (e.g., 1–10). Level gates clothing, missions, and attribute upgrades. XP per path is independent. + +--- + +## 6. Items + +### 6.1 Item identity rule +**Every item is a unique physical instance.** Two blue tops can have different states (torn vs. pristine). Items do not teleport, do not duplicate, and persist with their internal data wherever they are placed or dropped. + +**Implementation contract:** +- Each item has a unique runtime ID. +- Each item has a definition (immutable, shared) and an instance state (mutable, per-object). +- Items in the world are AActors. Items in containers are owned by the container's inventory component but retain identity. +- Saving and loading must preserve item identity, position, and per-instance state. + +### 6.2 Item categories +- **Clothing** (§6.3) +- **Bags** (§6.4) +- **Phone** (one — special, §9) +- **Consumables** (food, §6.6) +- **Gadgets** (TBD beyond phone) + +### 6.3 Clothing +Attributes per clothing instance: +- `type` — equipment slot (top, bottom, underwear-top, underwear-bottom, outerwear, footwear, accessory, restraint, etc. — final slot list TBD). +- `covers` — set of body parts: `{ boobs, ass, genitals, ... }`. +- `progressionPath` — Slut / Exhibitionist / Slave / None. +- `color` — primary color enum. +- `coverage` — float [0,1]. +- `isUnderwear` — bool. If true, effective coverage = `coverage / 2`. +- `condition` — float [0,1]. Starts at 1.0 (new). Decreases via §6.3.4. +- `canExpose` — list of body parts this garment can momentarily reveal without unequipping (e.g., coat → boobs, ass). +- `isRestrictive` — bool. If true, restricts hand use; requires NPC to remove. +- `containerSlots` — optional inventory (e.g., pants pocket for phone). + +#### 6.3.1 Coverage resolution +For each body part `b`: +- Find the set of equipped garments covering `b`. +- Effective coverage of `b` = `max(effectiveCoverage of garments covering b)` where `effectiveCoverage = isUnderwear ? coverage/2 : coverage`. +- If a non-underwear garment covers `b`, underwear coverage of `b` is ignored. +- Body part is "exposed" if effective coverage = 0. +- Lower total coverage → faster embarrassment gain when observed (§7.1). + +#### 6.3.2 Equipping & unequipping +- Equip/unequip anywhere in the world via the quick action menu. +- Unequipped clothing becomes a world AActor at the player's location. +- Clothing on the ground can be picked up when the player is in range. + +#### 6.3.3 Theft +- Clothing left unattended (no player nearby, not in a bag) for X minutes (TBD) is at risk of being stolen by an NPC. +- Clothing inside a bag (even if the bag is on the ground) is safer but the **bag itself** can be lost if the player loses the session while the bag is placed in the world. + +#### 6.3.4 Rip & tear +- Moving through bushes, against walls, or other rough collisions decrements `condition`. +- Damaged clothing renders visually torn and exposes additional body parts (coverage drops). +- Damage is irreversible. Damaged clothing cannot be repaired. +- When `condition` reaches 0, the item disappears. +- New clothing always starts at `condition = 1.0`. + +#### 6.3.5 Exposing +- Some clothing (e.g., coat, pleated skirt) supports a per-garment expose action. +- Triggering expose temporarily reveals listed body parts without removing the garment. +- Blocked if another garment covers the same part (e.g., pants block coat's ass-expose). +- While exposed, the body part counts as fully uncovered for embarrassment math. + +#### 6.3.6 Restrictive clothing +- Cuffs and similar items lock hand-dependent actions (using phone, picking up items, masturbating). +- Removal options (see §10.4.1): + - **Adult shop** — paid, reliable, fixed location. + - **Helper NPC** — free, rare random spawn, not reliable. + +### 6.4 Bags +- Bag is an equippable item with its own inventory. +- Player can equip **one** bag at a time. +- Bag can be placed in the world (set down) — persists as an AActor. +- Default carry capacity without a bag: equipped clothing + one phone-in-hand. +- Bag lost if session ends in loss while the bag is placed in the world (not equipped). + +### 6.5 Item loss summary table +| Situation | Outcome | +|---|---| +| Session ends safely | All carried/equipped/placed items persist. | +| Session lost, item equipped | Item forcibly dropped at loss location. | +| Session lost, item in equipped bag | Item persists (bag is on you). | +| Session lost, bag placed in world | Bag and contents lost. | +| Session lost, clothing on ground (unattended) | Lost. | +| Clothing unattended too long, no loss | At risk of NPC theft. | + +### 6.6 Consumables — Food +- Restores energy. +- May grant timed buffs (e.g., ramen: +stamina regen for 3h in-game). +- Buffs are typed and stackable per design (specifics TBD). +- Some foods require cooking (ingredients from convenience store), some are pre-made (from cafe). + +--- + +## 7. Attributes & Simulation + +All attributes update in real time. Indoor and outdoor behavior is identical — being inside the apartment does not pause or slow attribute simulation. The apartment is a "safe zone" only in the sense that no NPCs are there to observe the player, which means embarrassment naturally decays toward baseline. Lust and energy continue to behave normally. + +### 7.1 Embarrassment +- Increases when NPCs **observe** the player while: + - Wearing revealing clothing (coverage-weighted). + - Body parts exposed (full weight per uncovered part). + - Performing "perverted actions" (masturbation, exposing, completing commission objectives). +- Increase rate is modulated by: + - **Base embarrassment increase rate** (attribute). + - **Coverage** of each visible-to-observer body part. + - **Pulse** (higher → faster gain). + - **Day/night** (day rate > night rate, see §10.1). + - **Recognition** (higher → faster gain). +- Decreases over time when not being observed (`embarrassment decrease rate`). +- Reaches `maxEmbarrassment` → session lost. + +### 7.2 Lust +- Increases passively in the background (rate TBD, possibly tied to coverage). +- At maximum: + - Blurred peripheral vision. + - Player cannot tell whether NPCs are calling police or taking photos. + - No indicator of which NPCs noticed them. +- Reset by **masturbating** (consumes more energy than usual, modified by `energyDrainMasturbateModifier`). + +### 7.3 Energy +- Drained by all activity. Base rate plus modifiers: + - `energyDrainRate` (base, passive) + - `energyDrainRunModifier` (running) + - `energyDrainWorkoutModifier` (gym) + - `energyDrainCookingModifier` (cooking) + - `energyDrainMasturbateModifier` (masturbation) +- Recovered during sleep at `energyRecoveryRate`. +- Hard floor at 0 → session lost. +- Max raised by gym training. + +### 7.4 Stamina +- Used for sprinting and other burst physical actions. +- Recovers at `staminaRecoveryRate` when not sprinting. +- Max raised by Slave-path leveling. +- Distinct from energy: stamina is short-term, energy is daily budget. + +### 7.5 Recognition +- Each photo taken by a Paparazzi NPC and published increases recognition. +- Higher recognition → faster embarrassment gain (NPCs recognize the player). +- Reducible by reporting articles on the city news site (PC, §11.1). +- Can be **bypassed** by hiding the face (mask, hat-and-glasses combo — TBD specifics). + +### 7.6 Wanted +- Boolean. Set when caught by police or when triggered by specific commission failures. +- Affects police patrol density and aggression. +- Cleared by tearing down wanted posters in the city (§10.3). + +### 7.7 Reputation +- Earned by completing commissions; lost by failing or skipping them. +- Degrades passively over time, faster at higher values. +- Affects follower gain: positive/neutral → followers grow; negative → followers shrink. + +### 7.8 Followers & Money +- **Followers** — running total of forum followers. Used in subscriber-style follower-gain math when posting photos. +- **Money (Yen)** — earned from commissions, livestream donations, selling worn underwear. Spent on rent, clothing, food, gym, beauty salon. + +### 7.9 Attribute leveling +Path XP unlocks the *ability* to upgrade attributes within that path's pool. Money or a separate currency may be required per level-up (TBD — recommend keeping it tied to XP only for clarity, but flag for playtest). + +--- + +## 8. Movement + +States: `stand`, `walk`, `run`, `crouch`, `crouchWalk`, `crouchRun`. + +Design implications: +- Crouching reduces NPC detection radius (TBD multipliers). +- Running drains stamina and energy faster but is required for escape. +- Crouch-run is a compromise state for traversing risky exposed areas. + +Movement should be implemented as a state machine on the character with clear transitions. UE5's enhanced input + ALS-style or GASP-style animation graph is appropriate (Oleh has prior GASP/Motion Matching context). + +--- + +## 9. Phone + +The phone is the player's diegetic UI hub. It can be used if it is in: hand, pocket (pants with phone slot), or equipped bag. + +### 9.1 Camera +- **Front camera** — held in hand, framed selfie shot. +- **Back camera** — phone is placed in the world via `place camera` action. A floating window shows the camera's view. Photos are triggered via hotkey while the camera is placed. +- All photos saved to **Gallery**. + +### 9.1.1 Livestream +- Available at any time via the phone, regardless of whether the player is holding it or it is placed in the world. +- Same dual-mode setup as the camera: front-facing while held, back-facing when placed. +- Generates donation income in real time. Income rate scales with exposure visible in the stream (similar logic to photo follower-gain math, but continuous). +- Recommended implementation: livestream is a `StreamSession` object owned by the phone, tickable, with `viewerCount`, `tipRate`, and `streamQualityScore` (a function of what the camera sees and player attributes). +- Ending the stream returns earnings to the bank. + +### 9.2 Gallery +- Lists all captured photos with metadata (time, location, equipped state, exposed parts). +- Photos can be posted to the forum profile from here. + +### 9.3 Forum (phone) +The phone is the primary access point for the forum. See §13. + +### 9.4 Bank app +- Track balance, income, spending. Pay rent (or auto-pay). + +### 9.5 Feetex (deliveries) +- Track pending online orders (clothing, food). Items arrive at the apartment door one in-game day after purchase. + +### 9.6 Maps +- City map with marked shop locations, commission objectives, player position. + +### 9.7 Health Tracker +- Displays the player's attribute readouts (energy, stamina, lust, embarrassment, recognition). + +--- + +## 10. The City + +### 10.1 Day / Night +| Phase | In-game time | Real time | Effects | +|---|---|---|---| +| Day | 08:00 → 20:00 | ~45 min | High NPC density. Faster embarrassment gain. Most shops open. | +| Night | 20:00 → 08:00 | ~45 min | Low NPC density. Slower embarrassment gain. Police patrols spawn. Most shops closed. | + +Sleeping at home fast-forwards 8 hours. + +### 10.2 NPC types +| NPC | Behavior | +|---|---| +| **Walker** | Doesn't stop; reacts (animation/audio) but keeps walking. Low embarrassment contribution. | +| **Stalker** | Stops, stares. Sustained observation → faster embarrassment gain. | +| **Paparazzi** | Stops, takes photo. Photo → recognition increase. | +| **Snitch** | Stops, calls police. Triggers police spawn / wanted state if observed long enough. | +| **Harasser** | Walks toward player, attempts to grope. Player must evade. | +| **Helper** (rare) | Friendly NPC. Can remove restrictive clothing (cuffs) for free. Random spawn, not guaranteed to appear when needed. See §10.4. | +| **Police** | See §10.3. | + +### 10.3 Police +- Spawn each night, patrol routes. +- Detect player if face not hidden, or if revealing/no clothing. +- On detection: chase begins. +- If player breaks line of sight: police patrol last known position for a timer, then disengage. +- `wanted` persists across sessions until cleared. +- **Wanted poster mechanic:** wanted posters spawn in the city. Tearing them all down stops police spawning until further story triggers. + +### 10.4 Locations +- **Apartment** — safe zone. Wardrobe, bed, PC, kitchen, home gym (optional unlock). +- **Convenience store** — cooking ingredients. +- **Cafe** — pre-made food. +- **Clothing shops** — various types, each with a different inventory mix. +- **Gym** — increase max energy. Costs energy in the process. Possibly costs money. +- **Beauty salon** — boobs size, ass size, makeup, hair style, hair color. +- **Adult shop** — paid service to remove restrictive clothing (cuffs, etc.). Reliable but costs money and requires the player to travel there while restricted. Unlocked at a TBD Slave-path level (since cuffs are Slave-path content, the shop being a Slave-path service makes thematic and gating sense). +- **Streets / parks / alleys** — commission space. +- **(TBD)** beach, train station, school exterior, hot springs, etc. — design pass needed for variety. + +#### 10.4.1 Cuff / restraint removal +Two paths for removing restrictive clothing: +1. **Adult shop** — reliable, costs money, fixed location. Player must travel there while restricted (which is the cost — both monetary and risk-of-exposure since hands are limited en route). +2. **Helper NPC** — rare random spawn, free. Cannot be relied upon. Creates emergent "lucky encounter" moments and a sandbox-style alternative. + +This gives restrictive clothing a real tactical weight: equip cuffs near the adult shop with money in pocket = low risk; equip them far from home with no money = a real situation. + +--- + +## 11. PC (at home) + +### 11.1 City News +- Random news plus articles about the player (posted by Paparazzi-driven events). +- Player can **report** articles with their photo → reduces recognition. + +### 11.2 Clothing shop (online) +- Order clothing. 1-day delivery. + +### 11.3 Food shop (online) +- Order food. 1-day delivery. + +--- + +## 12. Shops & Services Summary + +| Service | In-person | Online | Notes | +|---|---|---|---| +| Clothing | Yes (multiple shop types) | Yes (PC) | Online has 1-day delay. | +| Food (ingredients) | Convenience store | Yes (PC) | Cooking required. | +| Food (pre-made) | Cafe | Yes (PC) | Eat immediately. | +| Gym | Yes (city) | Home gym (optional) | Increases max energy. | +| Beauty salon | Yes (city) | No | Body, hair, makeup customization. | + +--- + +## 13. The Forum + +The forum is accessed via phone or PC. It is both diegetic and the primary mission UI. + +### 13.1 Weekly missions +- Generated at week start, semi-random, weighted by player path progression. +- Rewards: money, XP. +- If the player doesn't meet entry requirements (level, path level), missions are visible but not marked failed — they serve as goals. +- Must be completed by end of week or marked failed. + +### 13.2 Daily commissions +- Generated at day start, semi-random, weighted by path progression. +- Rewards: money, XP, followers. +- Failing or not completing within the day → followers/reputation loss. +- A commission is "started" when the player accepts it; remaining un-started commissions are simply offered. + +### 13.3 Profile +- View stats, progression, path levels, posted photos. +- Post photos → follower gain (calculated from exposed body parts + visible coverage in photo). +- Livestream is initiated from the phone at any time (see §9.1.1), not from the forum profile. The profile displays livestream history and lifetime earnings. +- Level up attributes (gated by path XP). + +### 13.4 Commission generation +Commissions should be procedural with template-driven content. Recommended template structure: +``` +CommissionTemplate { + id, + pathRequirement: { path, minLevel }, + steps: [ list of typed objective steps ], + rewardMoneyRange, + rewardXPRange, + rewardFollowersRange, + failurePenalty, + validLocations: [ ... ], +} +``` +Typed objective steps (initial set): +- `ExposeBodyPart(part, durationSeconds)` +- `BeFullyNakedNearNPCs(count, durationSeconds)` +- `WalkNakedDistance(meters)` +- `MoveDistanceFromClothing(meters)` +- `PerformAction(actionId)` (e.g., masturbate) +- `BeObservedByNPCType(type, durationOrCount)` +- `TakePhotoAtLocation(locationTag)` +- `DeliverItemTo(npcOrLocation)` + +Example commissions from the brief that should be representable: +- "Get naked in front of 1 person" → `BeFullyNakedNearNPCs(1, ~3s)`. +- "Walk with breasts exposed for 10 seconds" → `ExposeBodyPart(boobs, 10)`. +- "Walk naked for 30 seconds" → `BeFullyNaked(30)` (composite step). +- "Move 50m away from your clothing while naked" → `BeFullyNaked` + `MoveDistanceFromClothing(50)`. + +### 13.5 Subscriber math (rough) +``` +followerGain = base(photoExposureScore) * reputationFactor * (1 / log(followerCount + e)) +``` +Concrete formula to be calibrated in playtest. Keep this isolated in a single `FollowerGainCalculator` for tunability. + +--- + +## 14. UI / UX + +### 14.1 Quick action menu +Radial or hotbar accessible mid-session. Actions: +- Unequip / equip clothing (per slot). +- Expose body part (per garment with `canExpose`). +- Open phone. +- Drop bag / pick up bag. +- Masturbate. +- Crouch / stand. + +### 14.2 HUD (in-session) +- Attribute bars (energy, stamina, embarrassment, lust) — minimal/peripheral when low, more prominent when nearing thresholds. +- Equipped clothing summary (small icons). +- Day/night and clock readout. +- NPC awareness indicator (who has noticed you) — **disabled at max lust** per §7.2. +- Active commission objective text. + +### 14.3 Out-of-session UI +Forum, bank, gallery, shops are all in-fiction screens (phone/PC). Avoid out-of-fiction menus where possible. + +### 14.4 Accessibility & comfort +- Subtitle support for any voiced dialogue. +- Camera "place" via voice command must have a non-voice fallback (hotkey). +- Photo-sensitive warning if any flash/strobe effects are used. + +--- + +## 15. Economy + +### 15.1 Income sources +- Daily commissions (largest reliable source). +- Weekly missions (larger lump-sum payouts). +- Livestream donations (variable, riskier, always available via phone). +- **Selling worn underwear** — two delivery methods: + - **Feetex shipping** — drop the item in a Feetex shipping box at the post office or convenience store. Payment arrives 1 in-game day later (mirrors Feetex's existing 1-day delivery delay). + - **Drop-off** — travel to a specified location (varies per order) and leave the underwear there. Immediate payment, but the location may be in a high-risk area depending on the order. Tactical trade-off: convenience vs. drop-off-style commission tension. +- Photo posts (indirect — followers → ongoing income? TBD). + +### 15.2 Costs +- Weekly rent — **flat across the campaign**. No escalation, no event-driven spikes. The pressure comes from the 90-day timer and other expenses, not from a moving rent target. +- Clothing. +- Food / ingredients. +- Gym membership / beauty salon. +- Adult shop (cuff removal service). +- Phone repairs (if introduced). + +### 15.3 Tuning targets (placeholder) +| Tier | Daily income | Weekly rent | Notes | +|---|---|---|---| +| Early | ¥3–8k/day | ¥20k/week | Pressure forces commissions. | +| Mid | ¥10–20k/day | ¥30k/week | Player can save / invest. | +| Late | ¥25k+/day | ¥50k/week | Livestream meta unlocked. | + +Numbers are placeholders for playtest calibration. + +--- + +## 16. Save / Persistence + +### 16.1 What must be saved +- Player attributes and progression. +- All world items (position, orientation, condition, container relationships). +- All NPC state? (probably just template + scheduling seed; full NPC state is too heavy) +- Forum state: active commissions, weekly missions, followers, reputation, photos posted. +- Calendar: current day, current time, week number. +- Wanted state, recognition, pending deliveries. +- Apartment state. + +### 16.2 Save points +- Automatic on sleep. +- Automatic on safe session end. +- Manual save in apartment (recommended). +- No mid-session save (preserves tension) — design call, open for revision. + +### 16.3 Item identity in save +The unique-instance rule (§6.1) means save must serialize each item by instance ID, not by template. Container parent references must be stable across save/load. + +--- + +## 17. Technical Architecture (UE5) + +### 17.1 High-level systems +- `PlayerCharacter` (Pawn + ASC) — movement, equipment slots, attribute set. +- `AttributeSet` — embarrassment, lust, energy, stamina, recognition, money, reputation. GAS-based. +- `EquipmentComponent` — slot management, equip/unequip, expose actions. +- `InventoryComponent` — generic, reused by player, bags, containers. +- `ItemActor` — base for all world items. Wraps `ItemInstance`. +- `ItemInstance` (UObject) — runtime data, serialized with save. +- `ItemDefinition` (DataAsset) — static data per item template. +- `SessionManager` (GameMode or subsystem) — session start/end, loss resolution. +- `TimeOfDaySubsystem` — clock, day/night, week, calendar. +- `ForumSubsystem` — commissions, missions, profile, followers, reputation. +- `NPCManager` — spawning, density, type weighting by location and time. +- `RecognitionSubsystem` — photo-to-news pipeline, article state, reporting. +- `PoliceManager` — patrols, wanted state, line of sight, chase. +- `SaveSubsystem` — orchestrates serialization across all of the above. + +### 17.2 GAS usage +GAS is well-suited here: attributes, modifiers (clothing-based, recognition-based, day/night), and gameplay effects (food buffs, wanted status, lust max) all map cleanly. Use: +- `UAttributeSet` for all numeric attributes in §7. +- `GameplayEffects` for buffs, debuffs, passive drains. +- `GameplayTags` for NPC observation state, body part exposure, clothing flags. +- `GameplayCues` for visual/audio reactions. + +### 17.3 Replication +Single-player. Multiplayer is **out of scope**. Code should still use server-authoritative-style patterns where it costs little (helps separation of concerns, mirrors HRPG codebase habits, makes future co-op less painful) but avoid premature networking complexity. + +### 17.4 Data-driven content +Clothing, commissions, food, NPC templates all live as `DataAssets` (or DataTables for tabular content). Designers (eventually) should be able to add items without touching C++. + +### 17.5 Class boundaries +- C++ for: attribute math, simulation tick, equipment/inventory mechanics, session loss resolution, save/load, AI controllers, time-of-day, commission validation. +- Blueprint for: animation event hookups, cosmetic feedback, individual mission template wiring, UI widgets, world placement. + +### 17.6 Open technical questions +- Animation system: borrow GASP/Motion Matching approach? Custom? +- Crowd density: instanced NPCs vs. full pawns? Hybrid (full pawns within awareness radius, instanced beyond)? +- Cloth/clothing rendering: skeletal mesh swap vs. modular character system? Modular is strongly recommended given the dressing system depth. +- Photo system: in-engine render-to-texture (preferred) vs. screenshot-with-overlay. + +--- + +## 18. Content Inventory (initial scope target) + +### 18.1 Minimum viable content for vertical slice +- 15–20 clothing items spread across paths (5 Slut, 5 Exhibitionist, 5 Slave, 5 neutral). +- 3 bag variants. +- 8 food items (4 cooking ingredients, 4 pre-made). +- 5 NPC types (Walker, Stalker, Paparazzi, Snitch, Harasser) + Police + Helper. +- 1 functional city district with all shop types. +- 20 commission templates yielding ~5x procedural variation. +- Apartment + PC + phone fully functional. +- 1 full week of gameplay playable end-to-end. + +### 18.2 Full launch target (TBD) +- 60+ clothing items. +- All NPC types polished, multiple visual variants each. +- Full city, 4+ districts. +- 100+ commission templates. +- All 3 paths leveled to cap with distinct content. + +--- + +## 19. Risks & Mitigations + +| Risk | Likelihood | Mitigation | +|---|---|---| +| Item-identity persistence is complex and error-prone. | High | Build save/load and item ID system first, before any content. Heavy testing. | +| GAS attribute interactions create unintended feedback loops (e.g., embarrassment ↔ recognition). | Med | Centralize modifier sources in a debug overlay. Lock down formula tests. | +| Procedural commissions feel repetitive. | High | Strong template variation, location/time-of-day modifiers, themed weekly arcs. | +| NPC density vs. performance. | Med | LOD'd AI: full pawns near player, instanced "extras" at distance. | +| Adult-content distribution constraints. | High (business) | Plan for Steam-incompatible content split / Patreon / itch / direct distribution from day one. Out of scope for this GDD but flag now. | +| Scope (90-day timer × 3 paths × commission variety). | High | Vertical slice first. Cut path content before cutting systems. | + +--- + +## 20. Resolved Design Decisions + +Decisions previously open, now fixed: + +1. **Camera perspective:** Third-person. +2. **Dangerous-stalker NPC:** Removed. Was a documentation typo, not an intended NPC. The Stalker (watching, low-threat) is the only stalker-type NPC. +3. **Indoor attribute behavior:** Identical to outdoor. No pause or slowdown. The apartment is safe only because no NPCs are present to observe. +4. **Player customization:** Beauty salon only. No separate character creator at run start. +5. **Livestreaming:** Available any time via the phone, held or placed. Mirrors photo capture (front-facing held, back-facing placed). See §9.1.1. +6. **Selling worn underwear:** Feetex shipping (1-day, convenient) or specified drop-off location (immediate, risk-based). See §15.1. +7. **Rent:** Flat. No escalation. +8. **Run length:** 90-day campaign. Endless mode unlocked after first completion (rent-eviction disabled, all other systems intact). See §3.3. +9. **Cuff/restraint removal:** Adult shop (paid, reliable) + Helper NPC (rare random spawn, free). See §10.4.1. +10. **Voice commands:** Not used. Hotkey-driven only. + +## 21. Open Design Questions + +These remain genuinely unresolved and should be addressed during implementation: + +1. Final slot list for clothing equipment (top, bottom, underwear-top, underwear-bottom, outerwear, footwear, accessory, restraint — confirm and lock). +2. NPC theft timer for unattended clothing (X minutes, see §6.3.3). +3. Concrete tuning numbers for embarrassment / lust / energy / stamina rates. +4. Specific ending conditions for the 90-day campaign (path level + follower thresholds). +5. Manual save in apartment: enabled or auto-save only? +6. Photo system implementation: render-to-texture vs. screenshot-with-overlay (§17.6). +7. Crowd density: full pawns vs. instanced extras with awareness-radius promotion (§17.6). +8. Modular character system specifics — base mesh, layering scheme, attachment sockets. +9. Helper NPC spawn rate and conditions (city-wide chance per session? specific zones?). +10. Photo-post follower decay curve and per-photo cap. + +--- + +## 22. Glossary + +- **Coverage** — clothing's 0–1 score for how much it conceals a body part. +- **Commission** — short, accept-now mission, daily-generated, from the forum. +- **Mission** — weekly task, generated at week start. +- **Session** — the active outdoor play state between leaving and returning to the apartment. +- **Path** — Slut / Exhibitionist / Slave progression track. +- **Recognition** — how known the player is in the city. Multiplies embarrassment gain. +- **Wanted** — binary police-target flag. +- **Helper** — rare friendly NPC who can remove restrictive clothing for free. +- **Feetex** — in-fiction package tracking and shipping service. +- **Endless mode** — post-campaign unlock; rent eviction disabled, all other systems active. + +--- + +## 23. Document Conventions + +- "TBD" = explicit pending decision, must be resolved before relevant code is finalized. +- Code names in `monospace`. Final names should match these unless decided otherwise. +- All numeric values without units are placeholders for tuning. +- When this doc and the code disagree, this doc wins until updated. \ No newline at end of file diff --git a/Source/NakedDesire.Target.cs b/Source/NakedDesire.Target.cs new file mode 100644 index 00000000..e5908afa --- /dev/null +++ b/Source/NakedDesire.Target.cs @@ -0,0 +1,15 @@ +// © 2025 Naked People Team. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class NakedDesireTarget : TargetRules +{ + public NakedDesireTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Game; + DefaultBuildSettings = BuildSettingsVersion.V6; + IncludeOrderVersion = EngineIncludeOrderVersion.Latest; + ExtraModuleNames.Add("NakedDesire"); + } +} diff --git a/Source/NakedDesire/Clothing/ClothingItem.cpp b/Source/NakedDesire/Clothing/ClothingItem.cpp new file mode 100644 index 00000000..48e0e258 --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingItem.cpp @@ -0,0 +1,4 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "ClothingItem.h" diff --git a/Source/NakedDesire/Clothing/ClothingItem.h b/Source/NakedDesire/Clothing/ClothingItem.h new file mode 100644 index 00000000..deac1cf5 --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingItem.h @@ -0,0 +1,49 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "ClothingSlotType.h" +#include "Engine/DataAsset.h" +#include "NakedDesire/Player/PrivateBodyPartType.h" +#include "ClothingItem.generated.h" + +/** + * + */ +UCLASS(BlueprintType) +class NAKEDDESIRE_API UClothingItem : public UPrimaryDataAsset +{ + GENERATED_BODY() + +public: + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + FText Name; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + UTexture2D* Icon; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + EClothingSlotType SlotType; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + USkeletalMesh* SkeletalMesh; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + TMap Materials; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + UStaticMesh* StaticMesh; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + int BasePrice; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + TArray CoveredBodyParts; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (EditCondition = "SlotType == EClothingSlotType::Shoes", Category = "Shoes")) + float ShoesOffset = 0.0f; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + bool UseLeaderPose = false; +}; diff --git a/Source/NakedDesire/Clothing/ClothingItemData.cpp b/Source/NakedDesire/Clothing/ClothingItemData.cpp new file mode 100644 index 00000000..c3d1b02b --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingItemData.cpp @@ -0,0 +1,25 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "ClothingItemData.h" +#include "../SaveGame/ClothingItemSaveData.h" + +FClothingItemSaveData UClothingItemData::ToSaveData() const +{ + FClothingItemSaveData SaveData; + + SaveData.ClothingItem = Info; + + return SaveData; +} + +UClothingItemData* UClothingItemData::CreateFromSaveData(const FClothingItemSaveData& SaveData) +{ + + UClothingItem* ClothingItem = SaveData.ClothingItem.LoadSynchronous(); + + UClothingItemData* ClothingItemData = NewObject(); + ClothingItemData->Info = ClothingItem; + + return ClothingItemData; +} diff --git a/Source/NakedDesire/Clothing/ClothingItemData.h b/Source/NakedDesire/Clothing/ClothingItemData.h new file mode 100644 index 00000000..c49baa3f --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingItemData.h @@ -0,0 +1,27 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "ClothingItem.h" +#include "ClothingItemData.generated.h" + +struct FClothingItemSaveData; +/** + * + */ +UCLASS(EditInlineNew, BlueprintType) +class NAKEDDESIRE_API UClothingItemData : public UObject +{ + GENERATED_BODY() + +public: + UPROPERTY(BlueprintReadOnly, EditDefaultsOnly) + UClothingItem* Info = nullptr; + + UFUNCTION(BlueprintCallable) + FClothingItemSaveData ToSaveData() const; + + UFUNCTION(BlueprintCallable) + static UClothingItemData* CreateFromSaveData(const FClothingItemSaveData& SaveData); +}; diff --git a/Source/NakedDesire/Clothing/ClothingList.cpp b/Source/NakedDesire/Clothing/ClothingList.cpp new file mode 100644 index 00000000..c8bee7bf --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingList.cpp @@ -0,0 +1,5 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "ClothingList.h" + diff --git a/Source/NakedDesire/Clothing/ClothingList.h b/Source/NakedDesire/Clothing/ClothingList.h new file mode 100644 index 00000000..a1fa5f7f --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingList.h @@ -0,0 +1,22 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/DataAsset.h" +#include "ClothingList.generated.h" + +class UClothingItemData; + +/** + * + */ +UCLASS() +class NAKEDDESIRE_API UClothingList : public UPrimaryDataAsset +{ + GENERATED_BODY() + +public: + UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Instanced) + TArray ClothingItems; +}; diff --git a/Source/NakedDesire/Clothing/ClothingManager.cpp b/Source/NakedDesire/Clothing/ClothingManager.cpp new file mode 100644 index 00000000..6917eba7 --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingManager.cpp @@ -0,0 +1,186 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "ClothingManager.h" +#include "ClothingItemData.h" +#include "GameFramework/Character.h" +#include "NakedDesire/SaveGame/GlobalSaveGameData.h" + +UClothingManager::UClothingManager() +{ + PrimaryComponentTick.bCanEverTick = false; +} + +bool UClothingManager::IsBodyTypeExposed(const EPrivateBodyPartType PrivateBodyPartType) +{ + for (const auto& ClothingSlot : ClothingSlots) + { + if (ClothingSlot.ClothingData && ClothingSlot.ClothingData->Info->CoveredBodyParts.Contains(PrivateBodyPartType)) + { + return false; + } + } + + return true; +} + +bool UClothingManager::GetClothingSlotData(const EClothingSlotType ClothingSlotType, FClothingSlotData& OutClothingSlotData) +{ + for (const auto& ClothingSlot : ClothingSlots) + { + if (ClothingSlot.ClothingSlotType == ClothingSlotType) + { + OutClothingSlotData = ClothingSlot; + return true; + } + } + + return false; +} +void UClothingManager::SetClothingSlotItem(const EClothingSlotType ClothingSlotType, UClothingItemData* ClothingItem) +{ + for (FClothingSlotData& ClothingSlot : ClothingSlots) + { + if (ClothingSlot.ClothingSlotType == ClothingSlotType) + { + ClothingSlot.ClothingData = ClothingItem; + } + } +} + +TArray UClothingManager::GetEquippedClothing() +{ + TArray EquippedClothingItems; + + for (FClothingSlotData ClothingSlot : ClothingSlots) + { + if (ClothingSlot.ClothingData) + { + EquippedClothingItems.Add(ClothingSlot.ClothingData); + } + } + + return EquippedClothingItems; +} + +void UClothingManager::HydrateClothing(UGlobalSaveGameData* SaveGameData) +{ + for (const FClothingItemSaveData& ClothingItemSaveData : SaveGameData->PlayerClothing) + { + UClothingItemData* ClothingItemData = UClothingItemData::CreateFromSaveData(ClothingItemSaveData); + PutOnClothing(ClothingItemData); + } +} + +float UClothingManager::GetHeelHeight() +{ + if (FClothingSlotData ClothingSlotData; GetClothingSlotData(EClothingSlotType::Shoes, ClothingSlotData)) + { + if (ClothingSlotData.ClothingData) + { + return ClothingSlotData.ClothingData->Info->ShoesOffset; + } + } + + return 0; +} + +void UClothingManager::PutOnClothing(UClothingItemData* ClothingData) +{ + if (!ClothingData) + { + return; + } + + const EClothingSlotType ClothingSlotType = ClothingData->Info->SlotType; + + FClothingSlotData ClothingSlotData; + GetClothingSlotData(ClothingSlotType, ClothingSlotData); + + ClothingSlotData.MeshComponent->SetSkeletalMesh(ClothingData->Info->SkeletalMesh); + if (!ClothingData->Info->Materials.IsEmpty()) + { + for (const TPair& Material : ClothingData->Info->Materials) + { + ClothingSlotData.MeshComponent->SetMaterialByName(Material.Key, Material.Value); + } + } + + SetClothingSlotItem(ClothingSlotType, ClothingData); + if (ClothingData->Info->UseLeaderPose) + { + ClothingSlotData.MeshComponent->SetLeaderPoseComponent(Cast(GetOwner())->GetMesh()); + } + + OnClothingEquip.Broadcast(ClothingData); +} + +void UClothingManager::TakeClothing(UClothingItemData* ClothingData) +{ + if (!ClothingData->Info) + { + return; + } + + FClothingSlotData ClothingSlotData; + GetClothingSlotData(ClothingData->Info->SlotType, ClothingSlotData); + + if (ClothingSlotData.ClothingData->Info) + { + DropClothing(ClothingData->Info->SlotType); + } + + ClothingSlotData.ClothingData = ClothingData; + + PutOnClothing(ClothingData); +} + +UClothingItemData* UClothingManager::RemoveClothing(const EClothingSlotType ClothingSlotType) +{ + FClothingSlotData ClothingSlotData; + if (!GetClothingSlotData(ClothingSlotType, ClothingSlotData) || !ClothingSlotData.ClothingData) + { + UE_LOG(LogTemp, Error, TEXT("Couldn't find clothing slot")); + return nullptr; + } + + UClothingItemData* ClothingData = ClothingSlotData.ClothingData; + SetClothingSlotItem(ClothingSlotType, nullptr); + + USkeletalMeshComponent* MeshComponent = ClothingSlotData.MeshComponent; + MeshComponent->SetSkeletalMesh(nullptr); + + if (ClothingData->Info->UseLeaderPose) + { + ClothingSlotData.MeshComponent->SetLeaderPoseComponent(nullptr); + } + + OnClothingUnequip.Broadcast(ClothingData); + + return ClothingData; +} + +void UClothingManager::DropClothing(const EClothingSlotType ClothingType) +{ + const UClothingItemData* ClothingData = RemoveClothing(ClothingType); + if (!ClothingData) + { + return; + } + + OnClothingDropped.Broadcast(ClothingData); +} + +bool UClothingManager::IsClothingTypeOn(const EClothingSlotType ClothingType) +{ + FClothingSlotData ClothingSlotData; + GetClothingSlotData(ClothingType, ClothingSlotData); + + const bool IsTypeOn = ClothingSlotData.ClothingData != nullptr; + return IsTypeOn; +} + +bool UClothingManager::IsPartiallyNaked() +{ + return IsBodyTypeExposed(EPrivateBodyPartType::BackBottom) || IsBodyTypeExposed(EPrivateBodyPartType::FrontBottom) || IsBodyTypeExposed(EPrivateBodyPartType::FrontTop); +} diff --git a/Source/NakedDesire/Clothing/ClothingManager.h b/Source/NakedDesire/Clothing/ClothingManager.h new file mode 100644 index 00000000..7808cd83 --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingManager.h @@ -0,0 +1,79 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "ClothingSlotData.h" +#include "Components/ActorComponent.h" +#include "NakedDesire/Player/PrivateBodyPartType.h" +#include "ClothingManager.generated.h" + +// TODO: Check clothing colors + +class UGlobalSaveGameData; +class AClothingPickup; +class UClothingItemData; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnClothingChangeSignature, const UClothingItemData*, ClothingData); + +UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) +class NAKEDDESIRE_API UClothingManager : public UActorComponent +{ + GENERATED_BODY() + +public: + UClothingManager(); + + UPROPERTY(BlueprintReadWrite, Category = "Clothing Manager|Clothing") + USkeletalMeshComponent* RootMesh = nullptr; + + UPROPERTY(BlueprintReadWrite, Category = "Clothing Manager|Clothing") + TArray ClothingSlots; + + + + UPROPERTY(BlueprintAssignable) + FOnClothingChangeSignature OnClothingEquip; + + UPROPERTY(BlueprintAssignable) + FOnClothingChangeSignature OnClothingUnequip; + + UPROPERTY(BlueprintAssignable) + FOnClothingChangeSignature OnClothingDropped; + + + UFUNCTION(BlueprintCallable) + void PutOnClothing(UClothingItemData* ClothingData); + + UFUNCTION(BlueprintCallable) + void DropClothing(const EClothingSlotType ClothingType); + + UFUNCTION(BlueprintCallable) + bool IsClothingTypeOn(const EClothingSlotType ClothingType); + + UFUNCTION(BlueprintCallable) + bool IsPartiallyNaked(); + + UFUNCTION(BlueprintCallable) + bool IsBodyTypeExposed(EPrivateBodyPartType PrivateBodyPartType); + + UFUNCTION(BlueprintCallable) + void TakeClothing(UClothingItemData* ClothingData); + + UFUNCTION(BlueprintCallable) + UClothingItemData* RemoveClothing(EClothingSlotType ClothingSlotType); + + UFUNCTION(BlueprintCallable) + bool GetClothingSlotData(EClothingSlotType ClothingSlotType, FClothingSlotData& OutClothingSlotData); + + UFUNCTION(BlueprintCallable) + void SetClothingSlotItem(const EClothingSlotType ClothingSlotType, UClothingItemData* ClothingItem); + + UFUNCTION(BlueprintCallable) + TArray GetEquippedClothing(); + + void HydrateClothing(UGlobalSaveGameData* SaveGameData); + + UFUNCTION(BlueprintPure) + float GetHeelHeight(); +}; diff --git a/Source/NakedDesire/Clothing/ClothingSlotData.h b/Source/NakedDesire/Clothing/ClothingSlotData.h new file mode 100644 index 00000000..12212070 --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingSlotData.h @@ -0,0 +1,45 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "ClothingSlotType.h" +#include "ClothingSlotData.generated.h" + +enum class EClothingSlotType : uint8; +class UClothingItemData; + +/** + * + */ +USTRUCT(BlueprintType) +struct NAKEDDESIRE_API FClothingSlotData +{ + GENERATED_BODY() + + FClothingSlotData() + : MeshComponent(nullptr), ClothingSlotType(EClothingSlotType::Anal), ClothingData(nullptr), Name(FText::GetEmpty()) + { + } + + FClothingSlotData(USkeletalMeshComponent* MeshComponent, const EClothingSlotType ClothingSlotType, UClothingItemData* ClothingData, const FText& Name) + { + this->MeshComponent = MeshComponent; + this->ClothingSlotType = ClothingSlotType; + this->ClothingData = ClothingData; + this->Name = Name; + } + + UPROPERTY(BlueprintReadWrite, Category = "Clothing") + USkeletalMeshComponent* MeshComponent = nullptr; + + UPROPERTY(BlueprintReadWrite, Category = "Clothing") + EClothingSlotType ClothingSlotType = EClothingSlotType::Anal; + + UPROPERTY(BlueprintReadWrite, Category = "Clothing") + UClothingItemData* ClothingData = nullptr; + + UPROPERTY(BlueprintReadWrite, Category = "Clothing") + FText Name = FText::GetEmpty(); +}; + diff --git a/Source/NakedDesire/Clothing/ClothingSlotType.h b/Source/NakedDesire/Clothing/ClothingSlotType.h new file mode 100644 index 00000000..e0297194 --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingSlotType.h @@ -0,0 +1,27 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" + +/** + * + */ +UENUM(BlueprintType) +enum class EClothingSlotType : uint8 +{ + Nipples, + Anal, + Vagina, + Head, + Neck, + Face, + Eyes, + Body, + Top, + Bottom, + Bra, + Panties, + Socks, + Shoes, +}; diff --git a/Source/NakedDesire/Clothing/ClothingSlotWidgetData.h b/Source/NakedDesire/Clothing/ClothingSlotWidgetData.h new file mode 100644 index 00000000..d1e5bc7f --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingSlotWidgetData.h @@ -0,0 +1,14 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "ClothingSlotWidgetData.generated.h" + +USTRUCT(BlueprintType) +struct NAKEDDESIRE_API FClothingSlotWidgetData +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly) + UTexture2D* PlaceholderIcon = nullptr; +}; diff --git a/Source/NakedDesire/Clothing/ClothingSlotWidgetsInfo.cpp b/Source/NakedDesire/Clothing/ClothingSlotWidgetsInfo.cpp new file mode 100644 index 00000000..8f7021b0 --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingSlotWidgetsInfo.cpp @@ -0,0 +1,5 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "ClothingSlotWidgetsInfo.h" + diff --git a/Source/NakedDesire/Clothing/ClothingSlotWidgetsInfo.h b/Source/NakedDesire/Clothing/ClothingSlotWidgetsInfo.h new file mode 100644 index 00000000..b34c479f --- /dev/null +++ b/Source/NakedDesire/Clothing/ClothingSlotWidgetsInfo.h @@ -0,0 +1,22 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "ClothingSlotWidgetData.h" +#include "ClothingSlotType.h" +#include "Engine/DataAsset.h" +#include "ClothingSlotWidgetsInfo.generated.h" + +/** + * + */ +UCLASS() +class NAKEDDESIRE_API UClothingSlotInfo : public UPrimaryDataAsset +{ + GENERATED_BODY() + +public: + UPROPERTY(EditDefaultsOnly) + TMap ClothingSlotsData; +}; diff --git a/Source/NakedDesire/Global/AirMode.h b/Source/NakedDesire/Global/AirMode.h new file mode 100644 index 00000000..3a5989d6 --- /dev/null +++ b/Source/NakedDesire/Global/AirMode.h @@ -0,0 +1,15 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" + +/** + * + */ +UENUM(BlueprintType) +enum class EAirMode : uint8 +{ + OnGround, + InAir +}; diff --git a/Source/NakedDesire/Global/Constants.h b/Source/NakedDesire/Global/Constants.h new file mode 100644 index 00000000..4f3b3575 --- /dev/null +++ b/Source/NakedDesire/Global/Constants.h @@ -0,0 +1,8 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#define SLOT_NAME "Slot2" +#define SLOT_PLAYER 0 +#define IS_DEMO false + diff --git a/Source/NakedDesire/Global/Gait.h b/Source/NakedDesire/Global/Gait.h new file mode 100644 index 00000000..4e4486e0 --- /dev/null +++ b/Source/NakedDesire/Global/Gait.h @@ -0,0 +1,15 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" + +/** + * + */ +UENUM(BlueprintType) +enum class EGait : uint8 +{ + Walk, + Run +}; diff --git a/Source/NakedDesire/Global/MovementState.h b/Source/NakedDesire/Global/MovementState.h new file mode 100644 index 00000000..18665385 --- /dev/null +++ b/Source/NakedDesire/Global/MovementState.h @@ -0,0 +1,15 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" + +/** + * + */ +UENUM(BlueprintType) +enum class EMovementState : uint8 +{ + Idle, + Moving +}; diff --git a/Source/NakedDesire/Global/NakedDesireGameInstance.cpp b/Source/NakedDesire/Global/NakedDesireGameInstance.cpp new file mode 100644 index 00000000..4d342d62 --- /dev/null +++ b/Source/NakedDesire/Global/NakedDesireGameInstance.cpp @@ -0,0 +1,4 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "NakedDesireGameInstance.h" diff --git a/Source/NakedDesire/Global/NakedDesireGameInstance.h b/Source/NakedDesire/Global/NakedDesireGameInstance.h new file mode 100644 index 00000000..2e154447 --- /dev/null +++ b/Source/NakedDesire/Global/NakedDesireGameInstance.h @@ -0,0 +1,15 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "NakedDesireGameInstance.generated.h" + +/** + * + */ +UCLASS() +class NAKEDDESIRE_API UNakedDesireGameInstance : public UGameInstance +{ + GENERATED_BODY() +}; diff --git a/Source/NakedDesire/Global/NakedDesireGameMode.cpp b/Source/NakedDesire/Global/NakedDesireGameMode.cpp new file mode 100644 index 00000000..1e1c0947 --- /dev/null +++ b/Source/NakedDesire/Global/NakedDesireGameMode.cpp @@ -0,0 +1,70 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#include "NakedDesireGameMode.h" +#include "Kismet/GameplayStatics.h" +#include "NakedDesire/Clothing/ClothingItemData.h" +#include "UObject/ConstructorHelpers.h" +#include "NakedDesire/Interactables/Wardrobe.h" +#include "NakedDesire/MissionBuilder/MissionsConfig.h" +#include "NakedDesire/MissionBuilder/MissionsManager.h" +#include "NakedDesire/Player/NakedDesireCharacter.h" + +void ANakedDesireGameMode::RestartGame() +{ + UGameplayStatics::OpenLevel(this, "City"); +} + +AWardrobe* ANakedDesireGameMode::GetWardrobe() const +{ + return Wardrobe; +} + +void ANakedDesireGameMode::BuyItem(UClothingItemData* ClothingItem) +{ + ANakedDesireCharacter* Player = Cast(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)); + if (!Player) + { + return; + } + + if (Player->Money < ClothingItem->Info->BasePrice) + { + return; + } + + Player->Money -= ClothingItem->Info->BasePrice; + Wardrobe->ClothingItems.Add(ClothingItem); +} + +void ANakedDesireGameMode::OnHourChanged(int32 Hour) +{ + if (Hour == 4) + { + DaysPassed++; + RefreshDailyMissions(); + } +} + +void ANakedDesireGameMode::BeginPlay() +{ + Super::BeginPlay(); + + if (AActor* FoundActor = UGameplayStatics::GetActorOfClass(GetWorld(), AWardrobe::StaticClass())) + { + if (AWardrobe* WardrobeActor = Cast(FoundActor)) + { + Wardrobe = WardrobeActor; + } + } +} + +void ANakedDesireGameMode::RefreshDailyMissions() +{ + ANakedDesireCharacter* Player = Cast(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)); + if (!Player) + { + return; + } + + Player->MissionsManager->RefreshDailyMissions(MissionsConfig->DailyMissions[DaysPassed].Missions); +} diff --git a/Source/NakedDesire/Global/NakedDesireGameMode.h b/Source/NakedDesire/Global/NakedDesireGameMode.h new file mode 100644 index 00000000..d48ec887 --- /dev/null +++ b/Source/NakedDesire/Global/NakedDesireGameMode.h @@ -0,0 +1,62 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameModeBase.h" +#include "NakedDesireGameMode.generated.h" + +class UMissionsConfig; +class AWardrobe; +class UClothingItemData; + +UCLASS(minimalapi) +class ANakedDesireGameMode : public AGameModeBase +{ + GENERATED_BODY() + + UPROPERTY() + AWardrobe* Wardrobe = nullptr; + + UPROPERTY(EditDefaultsOnly) + UMissionsConfig* MissionsConfig; + + int32 DaysPassed = 0; + +public: + int NoticeCount = 0; + + + + void RestartGame(); + + UFUNCTION(BlueprintPure, BlueprintImplementableEvent) + FTimecode GetCurrentTime() const; + + UFUNCTION(BlueprintPure, BlueprintImplementableEvent) + int32 GetDaysElapsed() const; + + UFUNCTION(BlueprintImplementableEvent, BlueprintCallable) + void SetCurrentTime(FTimecode TimeCode); + + UFUNCTION(BlueprintPure) + AWardrobe* GetWardrobe() const; + + UFUNCTION(BlueprintImplementableEvent) + void EndGameEmbarrassed(); + + UFUNCTION(BlueprintCallable) + void BuyItem(UClothingItemData* ClothingItem); + + UFUNCTION(BlueprintCallable) + void OnHourChanged(int32 Hour); + +protected: + virtual void BeginPlay() override; + +private: + void RefreshDailyMissions(); +}; + + + diff --git a/Source/NakedDesire/Global/NakedDesireUserSettings.cpp b/Source/NakedDesire/Global/NakedDesireUserSettings.cpp new file mode 100644 index 00000000..8d4f9cb5 --- /dev/null +++ b/Source/NakedDesire/Global/NakedDesireUserSettings.cpp @@ -0,0 +1,60 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "NakedDesireUserSettings.h" + +void UNakedDesireUserSettings::SetGlobalVolume(float Value) +{ + GlobalVolume = Value; +} + +float UNakedDesireUserSettings::GetGlobalVolume() const +{ + return GlobalVolume; +} + +void UNakedDesireUserSettings::SetIsCensorshipEnabled(bool Value) +{ + IsCensorshipEnabled = Value; +} + +bool UNakedDesireUserSettings::GetIsCensorshipEnabled() const +{ + return IsCensorshipEnabled; +} + +bool UNakedDesireUserSettings::GetHasAcceptedDisclaimer() const +{ + return HasAcceptedDisclaimer; +} + +void UNakedDesireUserSettings::SetHasAcceptedDisclaimer(bool Value) +{ + HasAcceptedDisclaimer = Value; +} + +void UNakedDesireUserSettings::SaveSettings() +{ + Super::SaveSettings(); + + OnSettingsChanged.Broadcast(this); +} + +void UNakedDesireUserSettings::ApplyNonResolutionSettings() +{ + Super::ApplyNonResolutionSettings(); + + OnSettingsChanged.Broadcast(this); +} + +void UNakedDesireUserSettings::ApplySettings(bool bCheckForCommandLineOverrides) +{ + Super::ApplySettings(bCheckForCommandLineOverrides); + + OnSettingsChanged.Broadcast(this); +} + +UNakedDesireUserSettings* UNakedDesireUserSettings::GetNakedDesireUserSettings() +{ + return Cast(Super::GetGameUserSettings()); +} diff --git a/Source/NakedDesire/Global/NakedDesireUserSettings.h b/Source/NakedDesire/Global/NakedDesireUserSettings.h new file mode 100644 index 00000000..61678328 --- /dev/null +++ b/Source/NakedDesire/Global/NakedDesireUserSettings.h @@ -0,0 +1,57 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameUserSettings.h" +#include "NakedDesireUserSettings.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSettingsChanged, class UNakedDesireUserSettings*, Settings); + +/** + * + */ +UCLASS() +class NAKEDDESIRE_API UNakedDesireUserSettings : public UGameUserSettings +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintCallable) + static UNakedDesireUserSettings* GetNakedDesireUserSettings(); + + UFUNCTION(BlueprintCallable) + void SetGlobalVolume(float Value); + + UFUNCTION(BlueprintPure) + float GetGlobalVolume() const; + + UFUNCTION(BlueprintCallable) + void SetIsCensorshipEnabled(bool Value); + + UFUNCTION(BlueprintPure) + bool GetIsCensorshipEnabled() const; + + UFUNCTION(BlueprintPure) + bool GetHasAcceptedDisclaimer() const; + + UFUNCTION(BlueprintCallable) + void SetHasAcceptedDisclaimer(bool Value); + + virtual void SaveSettings() override; + virtual void ApplyNonResolutionSettings() override; + virtual void ApplySettings(bool bCheckForCommandLineOverrides) override; + + UPROPERTY(BlueprintAssignable) + FOnSettingsChanged OnSettingsChanged; + +protected: + UPROPERTY(Config) + float GlobalVolume = 0.5f; + + UPROPERTY(Config) + bool IsCensorshipEnabled = false; + + UPROPERTY(Config) + bool HasAcceptedDisclaimer = false; +}; diff --git a/Source/NakedDesire/Global/Stance.h b/Source/NakedDesire/Global/Stance.h new file mode 100644 index 00000000..1aa79e69 --- /dev/null +++ b/Source/NakedDesire/Global/Stance.h @@ -0,0 +1,15 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" + +/** + * + */ +UENUM(BlueprintType) +enum class EStance : uint8 +{ + Stand, + Crouch +}; diff --git a/Source/NakedDesire/Global/Utils.cpp b/Source/NakedDesire/Global/Utils.cpp new file mode 100644 index 00000000..b3b8bb4d --- /dev/null +++ b/Source/NakedDesire/Global/Utils.cpp @@ -0,0 +1,16 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "Utils.h" + +#include "Constants.h" + +FString UUtils::GetSlotName() +{ + return SLOT_NAME; +} + +int UUtils::GetSlotPlayer() +{ + return SLOT_PLAYER; +} diff --git a/Source/NakedDesire/Global/Utils.h b/Source/NakedDesire/Global/Utils.h new file mode 100644 index 00000000..88a14b4e --- /dev/null +++ b/Source/NakedDesire/Global/Utils.h @@ -0,0 +1,23 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Kismet/BlueprintFunctionLibrary.h" +#include "Utils.generated.h" + +/** + * + */ +UCLASS() +class NAKEDDESIRE_API UUtils : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + +public: + UFUNCTION(BlueprintCallable, BlueprintPure) + static FString GetSlotName(); + + UFUNCTION(BlueprintCallable, BlueprintPure) + static int GetSlotPlayer(); +}; diff --git a/Source/NakedDesire/Interactables/InteractableBase.cpp b/Source/NakedDesire/Interactables/InteractableBase.cpp new file mode 100644 index 00000000..2ac3b3da --- /dev/null +++ b/Source/NakedDesire/Interactables/InteractableBase.cpp @@ -0,0 +1,55 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "InteractableBase.h" +#include "Components/WidgetComponent.h" +#include "Kismet/GameplayStatics.h" +#include "NakedDesire/InteractionSystem/InteractionManager.h" +#include "NakedDesire/Player/NakedDesireCharacter.h" + + +AInteractableBase::AInteractableBase() +{ + PrimaryActorTick.bCanEverTick = true; + PrimaryActorTick.TickInterval = 0.25f; + + RootSceneComponent = CreateDefaultSubobject(TEXT("Root")); + RootComponent = RootSceneComponent; + + WidgetAnchor = CreateDefaultSubobject(TEXT("Widget Anchor")); + WidgetAnchor->SetupAttachment(RootComponent); + + InteractionTrigger = CreateDefaultSubobject(TEXT("Interaction Trigger")); + InteractionTrigger->SetupAttachment(WidgetAnchor); + + InteractionTrigger->SetDrawSize(FVector2D(35, 35)); + InteractionTrigger->SetWidgetSpace(EWidgetSpace::Screen); + InteractionTrigger->SetWindowFocusable(false); +} + +void AInteractableBase::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + if (!Player) + { + if (ACharacter* PlayerCharacter = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)) + { + Player = Cast(PlayerCharacter); + } + } + + if (Player) + { + const TScriptInterface NearestInteractionTarget = Player->InteractionManager->GetNearestInteractionTarget(); + if (NearestInteractionTarget.GetObject() == this) + { + InteractionTrigger->SetVisibility(true); + } + else + { + InteractionTrigger->SetVisibility(false); + } + } +} + diff --git a/Source/NakedDesire/Interactables/InteractableBase.h b/Source/NakedDesire/Interactables/InteractableBase.h new file mode 100644 index 00000000..65f1c225 --- /dev/null +++ b/Source/NakedDesire/Interactables/InteractableBase.h @@ -0,0 +1,35 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "NakedDesire/InteractionSystem/InteractionTarget.h" +#include "InteractableBase.generated.h" + +class ANakedDesireCharacter; +class UWidgetComponent; + +UCLASS() +class NAKEDDESIRE_API AInteractableBase : public AActor, public IInteractionTarget +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly) + USceneComponent* RootSceneComponent = nullptr; + + UPROPERTY(EditDefaultsOnly) + USceneComponent* WidgetAnchor = nullptr; + + UPROPERTY(EditDefaultsOnly) + UWidgetComponent* InteractionTrigger = nullptr; + + UPROPERTY() + ANakedDesireCharacter* Player = nullptr; + +public: + AInteractableBase(); + +protected: + virtual void Tick(float DeltaSeconds) override; +}; diff --git a/Source/NakedDesire/Interactables/Wardrobe.cpp b/Source/NakedDesire/Interactables/Wardrobe.cpp new file mode 100644 index 00000000..95b018f7 --- /dev/null +++ b/Source/NakedDesire/Interactables/Wardrobe.cpp @@ -0,0 +1,5 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "Wardrobe.h" + diff --git a/Source/NakedDesire/Interactables/Wardrobe.h b/Source/NakedDesire/Interactables/Wardrobe.h new file mode 100644 index 00000000..7cd41878 --- /dev/null +++ b/Source/NakedDesire/Interactables/Wardrobe.h @@ -0,0 +1,20 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "InteractableBase.h" +#include "GameFramework/Actor.h" +#include "Wardrobe.generated.h" + +class UClothingItemData; + +UCLASS(Blueprintable) +class NAKEDDESIRE_API AWardrobe : public AInteractableBase +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, BlueprintReadWrite, Instanced) + TArray ClothingItems; +}; diff --git a/Source/NakedDesire/InteractionSystem/InteractionManager.cpp b/Source/NakedDesire/InteractionSystem/InteractionManager.cpp new file mode 100644 index 00000000..ea4e23bb --- /dev/null +++ b/Source/NakedDesire/InteractionSystem/InteractionManager.cpp @@ -0,0 +1,41 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "InteractionManager.h" +#include "Kismet/GameplayStatics.h" +#include "NakedDesire/Player/NakedDesireCharacter.h" + + +UInteractionManager::UInteractionManager() +{ + PrimaryComponentTick.bCanEverTick = false; +} + +void UInteractionManager::OnTargetEnter(const TScriptInterface& Target) +{ + InteractionTargets.Add(Target); +} + +void UInteractionManager::OnTargetExit(const TScriptInterface& Target) +{ + InteractionTargets.Remove(Target); +} + +TScriptInterface UInteractionManager::GetNearestInteractionTarget() +{ + const ANakedDesireCharacter* Player = Cast(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)); + TScriptInterface Target; + for (const auto& Elem : InteractionTargets) + { + const AActor* Actor = Cast(Elem.GetObject()); + const AActor* TargetActor = Target ? Cast(Target.GetObject()) : nullptr; + if (!Target || FVector::Distance(Player->GetActorLocation(), Actor->GetActorLocation()) < FVector::Distance(Player->GetActorLocation(), TargetActor->GetActorLocation())) + { + Target = Elem; + } + + } + + return Target; +} + diff --git a/Source/NakedDesire/InteractionSystem/InteractionManager.h b/Source/NakedDesire/InteractionSystem/InteractionManager.h new file mode 100644 index 00000000..a6379858 --- /dev/null +++ b/Source/NakedDesire/InteractionSystem/InteractionManager.h @@ -0,0 +1,27 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "InteractionTarget.h" +#include "Components/ActorComponent.h" +#include "InteractionManager.generated.h" + + +UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) +class NAKEDDESIRE_API UInteractionManager : public UActorComponent +{ + GENERATED_BODY() + + UPROPERTY() + TArray> InteractionTargets; + +public: + UInteractionManager(); + + void OnTargetEnter(const TScriptInterface& Target); + void OnTargetExit(const TScriptInterface& Target); + + UFUNCTION(BlueprintCallable) + TScriptInterface GetNearestInteractionTarget(); +}; diff --git a/Source/NakedDesire/InteractionSystem/InteractionTarget.cpp b/Source/NakedDesire/InteractionSystem/InteractionTarget.cpp new file mode 100644 index 00000000..a2eba98e --- /dev/null +++ b/Source/NakedDesire/InteractionSystem/InteractionTarget.cpp @@ -0,0 +1,4 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "InteractionTarget.h" diff --git a/Source/NakedDesire/InteractionSystem/InteractionTarget.h b/Source/NakedDesire/InteractionSystem/InteractionTarget.h new file mode 100644 index 00000000..68f6a9a4 --- /dev/null +++ b/Source/NakedDesire/InteractionSystem/InteractionTarget.h @@ -0,0 +1,27 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Interface.h" +#include "InteractionTarget.generated.h" + +// This class does not need to be modified. +UINTERFACE(MinimalAPI) +class UInteractionTarget : public UInterface +{ + GENERATED_BODY() +}; + +/** + * + */ +class NAKEDDESIRE_API IInteractionTarget +{ + GENERATED_BODY() + + // Add interface functions to this class. This is the class that will be inherited to implement this interface. +public: + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Interaction Target") + void Interact(); +}; diff --git a/Source/NakedDesire/Locations/LocationData.cpp b/Source/NakedDesire/Locations/LocationData.cpp new file mode 100644 index 00000000..a05381b2 --- /dev/null +++ b/Source/NakedDesire/Locations/LocationData.cpp @@ -0,0 +1,4 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "LocationData.h" diff --git a/Source/NakedDesire/Locations/LocationData.h b/Source/NakedDesire/Locations/LocationData.h new file mode 100644 index 00000000..035a3924 --- /dev/null +++ b/Source/NakedDesire/Locations/LocationData.h @@ -0,0 +1,24 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameplayTagContainer.h" +#include "Engine/DataAsset.h" +#include "LocationData.generated.h" + +/** + * + */ +UCLASS() +class NAKEDDESIRE_API ULocationData : public UPrimaryDataAsset +{ + GENERATED_BODY() + +public: + UPROPERTY(EditDefaultsOnly) + FGameplayTag Tag; + + UPROPERTY(EditDefaultsOnly) + FText Name; +}; diff --git a/Source/NakedDesire/Locations/LocationTrigger.cpp b/Source/NakedDesire/Locations/LocationTrigger.cpp new file mode 100644 index 00000000..6a13ebc8 --- /dev/null +++ b/Source/NakedDesire/Locations/LocationTrigger.cpp @@ -0,0 +1,21 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "LocationTrigger.h" + +#include "Components/BoxComponent.h" + + +ALocationTrigger::ALocationTrigger() +{ + PrimaryActorTick.bCanEverTick = false; + + BoxTrigger = CreateDefaultSubobject("Box Trigger"); + RootComponent = BoxTrigger; +} + +ULocationData* ALocationTrigger::GetLocationData() const +{ + return LocationData; +} + diff --git a/Source/NakedDesire/Locations/LocationTrigger.h b/Source/NakedDesire/Locations/LocationTrigger.h new file mode 100644 index 00000000..daefd03a --- /dev/null +++ b/Source/NakedDesire/Locations/LocationTrigger.h @@ -0,0 +1,27 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "LocationTrigger.generated.h" + +class ULocationData; +class UBoxComponent; + +UCLASS() +class NAKEDDESIRE_API ALocationTrigger : public AActor +{ + GENERATED_BODY() + + UPROPERTY(BlueprintReadOnly, meta = (AllowPrivateAccess)) + UBoxComponent* BoxTrigger; + + UPROPERTY(EditAnywhere) + ULocationData* LocationData; + +public: + ALocationTrigger(); + + ULocationData* GetLocationData() const; +}; diff --git a/Source/NakedDesire/MissionBuilder/GoalRestriction.cpp b/Source/NakedDesire/MissionBuilder/GoalRestriction.cpp new file mode 100644 index 00000000..7f4c3fe1 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/GoalRestriction.cpp @@ -0,0 +1,27 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "GoalRestriction.h" + +void UGoalRestriction::Init(ANakedDesireCharacter* PlayerCharacter) +{ + IsSuccess = false; + Player = PlayerCharacter; + OnUpdate.Broadcast(this); +} + +void UGoalRestriction::Complete() +{ + Complete(true); +} + +void UGoalRestriction::Complete(const bool Value) +{ + IsSuccess = Value; + OnUpdate.Broadcast(this); +} + +FText UGoalRestriction::GetDescription() const +{ + return FText::GetEmpty(); +} diff --git a/Source/NakedDesire/MissionBuilder/GoalRestriction.h b/Source/NakedDesire/MissionBuilder/GoalRestriction.h new file mode 100644 index 00000000..ba73fb22 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/GoalRestriction.h @@ -0,0 +1,44 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Object.h" +#include "GoalRestriction.generated.h" + +class ANakedDesireCharacter; +class UGoalRestriction; + +DECLARE_MULTICAST_DELEGATE_OneParam(FMissionRestrictionUpdateSignature, UGoalRestriction*); + +/** + * + */ +UCLASS(EditInlineNew, BlueprintType) +class NAKEDDESIRE_API UGoalRestriction : public UObject +{ + GENERATED_BODY() + +public: + FMissionRestrictionUpdateSignature OnUpdate; + + UFUNCTION(BlueprintPure) + bool GetIsSuccess() const + { + return IsSuccess; + } + + virtual void Init(ANakedDesireCharacter* PlayerCharacter); + virtual void Complete(); + virtual void Complete(bool Value); + virtual void Stop() {}; + + UFUNCTION(BlueprintPure) + virtual FText GetDescription() const; + +protected: + UPROPERTY() + ANakedDesireCharacter* Player = nullptr; + + bool IsSuccess = false; +}; diff --git a/Source/NakedDesire/MissionBuilder/Goals/FlashGoal.cpp b/Source/NakedDesire/MissionBuilder/Goals/FlashGoal.cpp new file mode 100644 index 00000000..53c0d1ed --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/Goals/FlashGoal.cpp @@ -0,0 +1,65 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "FlashGoal.h" + +#include "NakedDesire/NPC/NPCAIController.h" +#include "NakedDesire/Player/NakedDesireCharacter.h" + +#define LOCTEXT_NAMESPACE "Missions.Goals.Flash" +const FText GoalsFlashSingle = LOCTEXT("Description.Single", "Flash someone {BodyPart} once"); +const FText GoalsFlashMultiple = LOCTEXT("Description.Multiple", "Flash {BodyPart} to {PeopleCount} people"); +#undef LOCTEXT_NAMESPACE + +void UFlashGoal::Init(ANakedDesireCharacter* PlayerCharacter) +{ + Super::Init(PlayerCharacter); + + PlayerNoticedHandle = PlayerCharacter->OnNoticed.AddUObject(this, &UFlashGoal::OnPlayerNoticed); +} + +void UFlashGoal::Complete() +{ + Super::Complete(); + + Player->OnNoticed.Remove(PlayerNoticedHandle); +} + +FText UFlashGoal::GetDescription() const +{ + const FText BodyTypeString = UPrivateBodyPartType::GetString(BodyType); + + if (RequiredFlashCount == 1) + { + return FText::Format(GoalsFlashSingle, + FFormatNamedArguments + { + {TEXT("BodyPart"), BodyTypeString} + }); + } + + return FText::Format(GoalsFlashMultiple, + FFormatNamedArguments + { + {TEXT("BodyPart"), BodyTypeString}, + {TEXT("PeopleCount"), RequiredFlashCount} + }); +} + +void UFlashGoal::OnPlayerNoticed(ANPCAIController* NPC) +{ + if (IsCompleted || !CheckRestrictions()) + { + return; + } + + if (!NoticedActors.Contains(NPC)) + { + NoticedActors.Add(NPC); + } + + if (NoticedActors.Num() >= RequiredFlashCount) + { + Complete(); + } +} diff --git a/Source/NakedDesire/MissionBuilder/Goals/FlashGoal.h b/Source/NakedDesire/MissionBuilder/Goals/FlashGoal.h new file mode 100644 index 00000000..9f9fa215 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/Goals/FlashGoal.h @@ -0,0 +1,37 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "NakedDesire/MissionBuilder/MissionGoal.h" +#include "NakedDesire/Player/PrivateBodyPartType.h" +#include "FlashGoal.generated.h" + +class ANPCAIController; +/** + * + */ +UCLASS(EditInlineNew) +class NAKEDDESIRE_API UFlashGoal : public UMissionGoal +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly, meta = (ClampMin = 1)) + int RequiredFlashCount = 1; + + UPROPERTY(EditDefaultsOnly) + EPrivateBodyPartType BodyType; + + FDelegateHandle PlayerNoticedHandle; + + UPROPERTY() + TSet NoticedActors; + +public: + virtual void Init(ANakedDesireCharacter* PlayerCharacter) override; + virtual void Complete() override; + virtual FText GetDescription() const override; + +private: + void OnPlayerNoticed(ANPCAIController* NPC); +}; diff --git a/Source/NakedDesire/MissionBuilder/Goals/MinTimeGoal.cpp b/Source/NakedDesire/MissionBuilder/Goals/MinTimeGoal.cpp new file mode 100644 index 00000000..9a84556b --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/Goals/MinTimeGoal.cpp @@ -0,0 +1,42 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#include "MinTimeGoal.h" + +#define LOCTEXT_NAMESPACE "Missions.Goals.MinTime" +const FText GoalsMinTimeDescription = LOCTEXT("Description", "Do following at least {MinTime} seconds"); +#undef LOCTEXT_NAMESPACE + + +FText UMinTimeGoal::GetDescription() const +{ + return FText::Format(GoalsMinTimeDescription, + FFormatNamedArguments + { + {TEXT("MinTime"), MinTime} + }); +} + +void UMinTimeGoal::OnRestrictionUpdated(UGoalRestriction* Restriction) +{ + Super::OnRestrictionUpdated(Restriction); + + if (CheckRestrictions()) + { + if (!TimerHandle.IsValid()) + { + GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &UMinTimeGoal::TimeIsUp, MinTime, false); + } + } + else + { + if (TimerHandle.IsValid()) + { + GetWorld()->GetTimerManager().ClearTimer(TimerHandle); + } + } +} + +void UMinTimeGoal::TimeIsUp() +{ + Complete(); +} diff --git a/Source/NakedDesire/MissionBuilder/Goals/MinTimeGoal.h b/Source/NakedDesire/MissionBuilder/Goals/MinTimeGoal.h new file mode 100644 index 00000000..7cc87106 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/Goals/MinTimeGoal.h @@ -0,0 +1,30 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "../MissionGoal.h" +#include "MinTimeGoal.generated.h" + +/** + * + */ +UCLASS(EditInlineNew) +class NAKEDDESIRE_API UMinTimeGoal : public UMissionGoal +{ + GENERATED_BODY() + +public: + virtual FText GetDescription() const override; + +protected: + virtual void OnRestrictionUpdated(UGoalRestriction* Restriction) override; + +private: + UPROPERTY(EditDefaultsOnly) + float MinTime = 3.f; + + FTimerHandle TimerHandle; + + void TimeIsUp(); +}; diff --git a/Source/NakedDesire/MissionBuilder/Mission.cpp b/Source/NakedDesire/MissionBuilder/Mission.cpp new file mode 100644 index 00000000..ef5f16a9 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/Mission.cpp @@ -0,0 +1,63 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "Mission.h" + +#include "MissionGoal.h" + +void UMission::Init(ANakedDesireCharacter* PlayerCharacter) +{ + Player = PlayerCharacter; + + for (const auto& Goal : Goals) + { + Goal->Init(Player); + auto Handle = Goal->OnUpdate.AddUObject(this, &UMission::OnGoalUpdated); + GoalUpdateHandles.Add(Handle); + } +} + +void UMission::OnGoalUpdated(UMissionGoal* MissionGoal) +{ + if (IsCompleted) + { + return; + } + + if (CheckGoals()) + { + Complete(); + } +} + +void UMission::Complete() +{ + IsCompleted = true; + + for (const auto& Goal : Goals) + { + for (const auto& Handle : GoalUpdateHandles) + { + Goal->OnUpdate.Remove(Handle); + } + } + + OnComplete.Broadcast(this); +} + +bool UMission::CheckGoals() +{ + if (IsCompleted) + { + return true; + } + + for (const auto& Goal : Goals) + { + if (!Goal->GetIsCompleted() || !Goal->CheckRestrictions()) + { + return false; + } + } + return true; +} diff --git a/Source/NakedDesire/MissionBuilder/Mission.h b/Source/NakedDesire/MissionBuilder/Mission.h new file mode 100644 index 00000000..337dde37 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/Mission.h @@ -0,0 +1,67 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Object.h" +#include "Mission.generated.h" + + +DECLARE_MULTICAST_DELEGATE_OneParam(FMissionCompleteSignature, class UMission*); + +class UMissionGoal; +class ANakedDesireCharacter; +class UGoalRestriction; +/** + * + */ +UCLASS(EditInlineNew, BlueprintType) +class NAKEDDESIRE_API UMission : public UObject +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly, Instanced) + TArray Goals; + + UPROPERTY(EditDefaultsOnly) + int MoneyReward = 0; + + bool IsCompleted = false; + + TArray GoalUpdateHandles; + +public: + FMissionCompleteSignature OnComplete; + + void Init(ANakedDesireCharacter* PlayerCharacter); + + UFUNCTION(BlueprintPure) + int GetMoneyReward() const + { + return MoneyReward; + } + + UFUNCTION(BlueprintPure) + TArray GetGoals() const + { + return Goals; + } + + UFUNCTION(BlueprintPure) + bool GetIsCompleted() const + { + return IsCompleted; + } + +protected: + UPROPERTY() + ANakedDesireCharacter* Player = nullptr; + +private: + UFUNCTION() + void OnGoalUpdated(UMissionGoal* MissionGoal); + + void Complete(); + + bool CheckGoals(); +}; diff --git a/Source/NakedDesire/MissionBuilder/MissionGoal.cpp b/Source/NakedDesire/MissionBuilder/MissionGoal.cpp new file mode 100644 index 00000000..8b42f2fc --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/MissionGoal.cpp @@ -0,0 +1,70 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "MissionGoal.h" + +#include "GoalRestriction.h" + +void UMissionGoal::Init(ANakedDesireCharacter* PlayerCharacter) +{ + Player = PlayerCharacter; + + for (const auto& Elem : Restrictions) + { + Elem->Init(Player); + auto Handle = Elem->OnUpdate.AddUObject(this, &UMissionGoal::OnRestrictionUpdated); + RestrictionUpdateHandles.Add(Handle); + } +} + +void UMissionGoal::Complete() +{ + if (!CheckRestrictions()) + { + return; + } + + IsCompleted = true; + for (const auto& Restriction : Restrictions) + { + Restriction->Stop(); + for (const auto& Handle : RestrictionUpdateHandles) + { + Restriction->OnUpdate.Remove(Handle); + } + } + + OnUpdate.Broadcast(this); +} + +bool UMissionGoal::CheckRestrictions() +{ + if (IsCompleted) + { + return true; + } + + for (const auto& Restriction : Restrictions) + { + if (!Restriction->GetIsSuccess()) + { + return false; + } + } + return true; +} + +FText UMissionGoal::GetDescription() const +{ + return FText::GetEmpty(); +} + +void UMissionGoal::OnRestrictionUpdated(UGoalRestriction* Restriction) +{ + if (IsCompleted) + { + return; + } + + OnUpdate.Broadcast(this); +} diff --git a/Source/NakedDesire/MissionBuilder/MissionGoal.h b/Source/NakedDesire/MissionBuilder/MissionGoal.h new file mode 100644 index 00000000..0a09b63f --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/MissionGoal.h @@ -0,0 +1,58 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Object.h" +#include "MissionGoal.generated.h" + +class ANakedDesireCharacter; +class UMissionGoal; +class UGoalRestriction; + +DECLARE_MULTICAST_DELEGATE_OneParam(FGoalUpdateSignature, UMissionGoal*); + +/** + * + */ +UCLASS(EditInlineNew, BlueprintType) +class NAKEDDESIRE_API UMissionGoal : public UObject +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly, Instanced) + TArray Restrictions; + + TArray RestrictionUpdateHandles; + +public: + virtual void Init(ANakedDesireCharacter* PlayerCharacter); + virtual void Complete(); + + UFUNCTION(BlueprintPure) + bool GetIsCompleted() const + { + return IsCompleted; + } + + UFUNCTION(BlueprintPure) + TArray GetRestrictions() const + { + return Restrictions; + } + + FGoalUpdateSignature OnUpdate; + + bool CheckRestrictions(); + + UFUNCTION(BlueprintPure) + virtual FText GetDescription() const; + +protected: + UPROPERTY() + ANakedDesireCharacter* Player = nullptr; + + virtual void OnRestrictionUpdated(UGoalRestriction* Restriction); + + bool IsCompleted = false; +}; diff --git a/Source/NakedDesire/MissionBuilder/MissionsConfig.cpp b/Source/NakedDesire/MissionBuilder/MissionsConfig.cpp new file mode 100644 index 00000000..a7545025 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/MissionsConfig.cpp @@ -0,0 +1,4 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "MissionsConfig.h" diff --git a/Source/NakedDesire/MissionBuilder/MissionsConfig.h b/Source/NakedDesire/MissionBuilder/MissionsConfig.h new file mode 100644 index 00000000..ab82fd3e --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/MissionsConfig.h @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Engine/DataAsset.h" +#include "MissionsConfig.generated.h" + +class UMission; + +USTRUCT() +struct NAKEDDESIRE_API FMissionsConfigItem +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly, Instanced) + TArray Missions; +}; + +/** + * + */ +UCLASS() +class NAKEDDESIRE_API UMissionsConfig : public UPrimaryDataAsset +{ + GENERATED_BODY() + +public: + UPROPERTY(EditDefaultsOnly) + TArray DailyMissions; + + UPROPERTY(EditDefaultsOnly) + TArray WeeklyMissions; +}; diff --git a/Source/NakedDesire/MissionBuilder/MissionsManager.cpp b/Source/NakedDesire/MissionBuilder/MissionsManager.cpp new file mode 100644 index 00000000..23587d58 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/MissionsManager.cpp @@ -0,0 +1,69 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "MissionsManager.h" +#include "Mission.h" +#include "NakedDesire/Player/NakedDesireCharacter.h" + + +UMissionsManager::UMissionsManager() +{ + PrimaryComponentTick.bCanEverTick = false; +} + +void UMissionsManager::BeginPlay() +{ + Super::BeginPlay(); + + Player = Cast(GetOwner()); + UE_LOG(LogTemp, Warning, TEXT("Player is NULL %s"), Player == nullptr ? TEXT("True") : TEXT("False")); + + for (const auto& Mission : AvailableMissions) + { + Mission->Init(Player); + Mission->OnComplete.AddUObject(this, &UMissionsManager::CompleteMission); + } +} + +void UMissionsManager::CompleteMission(UMission* Mission) +{ + CompletedMissions.Add(Mission); + AvailableMissions.Remove(Mission); + OnMissionCompleted.Broadcast(Mission); +} + +void UMissionsManager::CollectRewards() +{ + if (CompletedMissions.IsEmpty()) + { + return; + } + + int TotalReward = 0; + for (const UMission* Mission : CompletedMissions) + { + TotalReward += Mission->GetMoneyReward(); + } + + Player->Money += TotalReward; + CompletedMissions.Empty(); + OnRewardsCollected.Broadcast(TotalReward); +} + +void UMissionsManager::RefreshDailyMissions(const TArray& NewMissions) +{ + for (auto Mission : AvailableMissions) + { + Mission->OnComplete.RemoveAll(this); + AvailableMissions.Remove(Mission); + } + + AvailableMissions.Append(NewMissions); + + for (auto Mission : AvailableMissions) + { + Mission->Init(Player); + Mission->OnComplete.AddUObject(this, &UMissionsManager::CompleteMission); + } +} + diff --git a/Source/NakedDesire/MissionBuilder/MissionsManager.h b/Source/NakedDesire/MissionBuilder/MissionsManager.h new file mode 100644 index 00000000..1357219c --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/MissionsManager.h @@ -0,0 +1,49 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "MissionsManager.generated.h" + + +class UMission; +class ANakedDesireCharacter; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnMissionCompletedSignature, UMission*, Mission); +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnRewardsCollected, int, Reward); + +UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) +class NAKEDDESIRE_API UMissionsManager : public UActorComponent +{ + GENERATED_BODY() + + UPROPERTY() + ANakedDesireCharacter* Player = nullptr; + +public: + UMissionsManager(); + + UPROPERTY(EditDefaultsOnly, Instanced, BlueprintReadOnly) + TArray AvailableMissions; + + UPROPERTY(BlueprintReadWrite) + TArray CompletedMissions; + + UPROPERTY(BlueprintAssignable) + FOnMissionCompletedSignature OnMissionCompleted; + + UPROPERTY(BlueprintAssignable) + FOnRewardsCollected OnRewardsCollected; + + void CompleteMission(UMission* Mission); + + UFUNCTION(BlueprintCallable) + void CollectRewards(); + + UFUNCTION() + void RefreshDailyMissions(const TArray& NewMissions); + +protected: + virtual void BeginPlay() override; +}; diff --git a/Source/NakedDesire/MissionBuilder/Restrictions/EquipClothingRestriction.cpp b/Source/NakedDesire/MissionBuilder/Restrictions/EquipClothingRestriction.cpp new file mode 100644 index 00000000..3b6d97f9 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/Restrictions/EquipClothingRestriction.cpp @@ -0,0 +1,110 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "EquipClothingRestriction.h" + +#include "NakedDesire/Clothing/ClothingItem.h" +#include "NakedDesire/Clothing/ClothingItemData.h" +#include "NakedDesire/Clothing/ClothingManager.h" +#include "NakedDesire/Player/NakedDesireCharacter.h" + +#define LOCTEXT_NAMESPACE "Missions.Restriction.EquipClothing" +const FText RestrictionEquipClothingDescriptionSingle = LOCTEXT("Description.Single", "Equip {ItemName}"); +const FText RestrictionEquipClothingDescriptionMultiple = LOCTEXT("Description.Multiple", "Equip one of: {ItemNames}"); +#undef LOCTEXT_NAMESPACE + +void UEquipClothingRestriction::Init(ANakedDesireCharacter* PlayerCharacter) +{ + Super::Init(PlayerCharacter); + + if (!ClothingEquippedDelegateHandle.IsValid()) + { + Player->ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &UEquipClothingRestriction::OnClothingEquipped); + } + + if (!ClothingUnequippedDelegateHandle.IsValid()) + { + Player->ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &UEquipClothingRestriction::OnClothingUnequipped); + } + + CheckClothing(); +} + +void UEquipClothingRestriction::Stop() +{ + Super::Stop(); + + Player->ClothingManager->OnClothingEquip.Remove(this, TEXT("OnClothingEquipped")); + Player->ClothingManager->OnClothingUnequip.Remove(this, TEXT("OnClothingUnequipped")); +} + +FText UEquipClothingRestriction::GetDescription() const +{ + if (ClothingItems.Num() == 1 && ClothingItems[0]) + { + return FText::Format(RestrictionEquipClothingDescriptionSingle, + FFormatNamedArguments + { + {TEXT("ItemName"), ClothingItems[0]->Name} + }); + } + + FString Items = TEXT(""); + for (const auto& Item : ClothingItems) + { + if (Item) + { + Items += Item->Name.ToString() + ", "; + } + } + return FText::Format(RestrictionEquipClothingDescriptionMultiple, + FFormatNamedArguments + { + {TEXT("ItemNames"), FText::FromString(Items)} + }); +} + +void UEquipClothingRestriction::OnClothingEquipped(const UClothingItemData* ClothingData) +{ + const bool IsTargetClothing = ClothingItems.FindByPredicate([&ClothingData](const UClothingItem* Item) + { + return Item && Item->Name.EqualTo(ClothingData->Info->Name); + }) != nullptr; + if (IsTargetClothing) + { + Complete(); + } +} + +void UEquipClothingRestriction::OnClothingUnequipped(const UClothingItemData* ClothingData) +{ + const bool IsTargetClothing = ClothingItems.FindByPredicate([&ClothingData](const UClothingItem* Item) + { + return Item && Item->Name.EqualTo(ClothingData->Info->Name); + }) != nullptr; + if (IsTargetClothing) + { + Init(Player); + } +} + +void UEquipClothingRestriction::CheckClothing() +{ + for (const FClothingSlotData& ClothingSlot : Player->ClothingManager->ClothingSlots) + { + if (!ClothingSlot.ClothingData) + { + continue; + } + + const bool IsTargetClothing = ClothingItems.FindByPredicate([&ClothingSlot](const UClothingItem* Item) + { + return Item && Item->Name.EqualTo(ClothingSlot.ClothingData->Info->Name); + }) != nullptr; + if (IsTargetClothing) + { + Complete(); + return; + } + } +} diff --git a/Source/NakedDesire/MissionBuilder/Restrictions/EquipClothingRestriction.h b/Source/NakedDesire/MissionBuilder/Restrictions/EquipClothingRestriction.h new file mode 100644 index 00000000..02185f76 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/Restrictions/EquipClothingRestriction.h @@ -0,0 +1,39 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "NakedDesire/MissionBuilder/GoalRestriction.h" +#include "EquipClothingRestriction.generated.h" + +class UClothingItem; +class UClothingItemData; +/** + * + */ +UCLASS(EditInlineNew) +class NAKEDDESIRE_API UEquipClothingRestriction : public UGoalRestriction +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly, meta = (ToolTip = + "One of provided clothing items should be equipped by player. If multiple clothing items required provide multiple restrictions")) + TArray ClothingItems; + +public: + virtual void Init(ANakedDesireCharacter* PlayerCharacter) override; + virtual void Stop() override; + virtual FText GetDescription() const override; + +private: + FDelegateHandle ClothingEquippedDelegateHandle; + FDelegateHandle ClothingUnequippedDelegateHandle; + + UFUNCTION() + void OnClothingEquipped(const UClothingItemData* ClothingData); + + UFUNCTION() + void OnClothingUnequipped(const UClothingItemData* ClothingData); + + void CheckClothing(); +}; diff --git a/Source/NakedDesire/MissionBuilder/Restrictions/ExposeBodyPartRestriction.cpp b/Source/NakedDesire/MissionBuilder/Restrictions/ExposeBodyPartRestriction.cpp new file mode 100644 index 00000000..e31f1883 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/Restrictions/ExposeBodyPartRestriction.cpp @@ -0,0 +1,81 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "ExposeBodyPartRestriction.h" + +#include "NakedDesire/Clothing/ClothingItemData.h" +#include "NakedDesire/Player/NakedDesireCharacter.h" +#include "NakedDesire/Clothing/ClothingManager.h" + +#define LOCTEXT_NAMESPACE "Missions.Restrictions.ExposeBodyPart" +const FText RestrictionsExposeBodyPartDescription = LOCTEXT("Description", "Expose {BodyPart}"); +#undef LOCTEXT_NAMESPACE + +void UExposeBodyPartRestriction::Init(ANakedDesireCharacter* PlayerCharacter) +{ + Super::Init(PlayerCharacter); + + PlayerCharacter->ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &UExposeBodyPartRestriction::EquipClothing); + PlayerCharacter->ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &UExposeBodyPartRestriction::UnequipClothing); + + CheckClothing(); +} + +void UExposeBodyPartRestriction::Stop() +{ + Super::Stop(); + + Player->ClothingManager->OnClothingEquip.Remove(this, TEXT("ClothingEquip")); + Player->ClothingManager->OnClothingUnequip.Remove(this, TEXT("ClothingUnequip")); +} + +FText UExposeBodyPartRestriction::GetDescription() const +{ + FText Part = UPrivateBodyPartType::GetString(BodyPart); + + return FText::Format(RestrictionsExposeBodyPartDescription, + FFormatNamedArguments + { + {TEXT("BodyPart"), Part} + }); +} + +void UExposeBodyPartRestriction::EquipClothing(const UClothingItemData* ClothingData) +{ + if (IsSuccess && ClothingData->Info->CoveredBodyParts.Contains(BodyPart)) + { + Init(Player); + } +} + +void UExposeBodyPartRestriction::UnequipClothing(const UClothingItemData* ClothingData) +{ + if (IsSuccess) + { + return; + } + + CheckClothing(); +} + +void UExposeBodyPartRestriction::CheckClothing() +{ + if (!Player || !Player->ClothingManager || Player->ClothingManager->ClothingSlots.IsEmpty()) + { + return; + } + + const FClothingSlotData* TargetClothingItem = Player->ClothingManager->ClothingSlots.FindByPredicate([this](const FClothingSlotData& ClothingSlot) + { + if (ClothingSlot.ClothingData) + { + return ClothingSlot.ClothingData->Info->CoveredBodyParts.Contains(BodyPart); + } + + return false; + }); + if (!TargetClothingItem) + { + Complete(); + } +} diff --git a/Source/NakedDesire/MissionBuilder/Restrictions/ExposeBodyPartRestriction.h b/Source/NakedDesire/MissionBuilder/Restrictions/ExposeBodyPartRestriction.h new file mode 100644 index 00000000..5aa121cf --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/Restrictions/ExposeBodyPartRestriction.h @@ -0,0 +1,38 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "NakedDesire/Player/PrivateBodyPartType.h" +#include "NakedDesire/MissionBuilder/GoalRestriction.h" +#include "ExposeBodyPartRestriction.generated.h" + +class UClothingItemData; +/** + * + */ +UCLASS(EditInlineNew) +class NAKEDDESIRE_API UExposeBodyPartRestriction : public UGoalRestriction +{ + GENERATED_BODY() + + FDelegateHandle EquipClothingHandle; + FDelegateHandle UnequipClothingHandle; + + UPROPERTY(EditDefaultsOnly) + EPrivateBodyPartType BodyPart; + +protected: + virtual void Init(ANakedDesireCharacter* PlayerCharacter) override; + virtual void Stop() override; + virtual FText GetDescription() const override; + +private: + UFUNCTION() + void EquipClothing(const UClothingItemData* ClothingData); + + UFUNCTION() + void UnequipClothing(const UClothingItemData* ClothingData); + + void CheckClothing(); +}; diff --git a/Source/NakedDesire/MissionBuilder/Restrictions/LocationRestriction.cpp b/Source/NakedDesire/MissionBuilder/Restrictions/LocationRestriction.cpp new file mode 100644 index 00000000..4696b6c4 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/Restrictions/LocationRestriction.cpp @@ -0,0 +1,51 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "LocationRestriction.h" +#include "NakedDesire/Locations/LocationData.h" +#include "NakedDesire/Player/NakedDesireCharacter.h" + +#define LOCTEXT_NAMESPACE "Missions.Restrictions.Location" +const FText RestrictionsLocationDescription = LOCTEXT("Description", "Visit {LocationName}"); +#undef LOCTEXT_NAMESPACE + +void ULocationRestriction::Init(ANakedDesireCharacter* PlayerCharacter) +{ + Super::Init(PlayerCharacter); + + AreaEnterHandle = PlayerCharacter->OnAreaEnter.AddUObject(this, &ULocationRestriction::OnAreaEnter); + AreaExitHandle = PlayerCharacter->OnAreaExit.AddUObject(this, &ULocationRestriction::OnAreaExit); +} + +void ULocationRestriction::Stop() +{ + Super::Stop(); + + Player->OnAreaEnter.Remove(AreaEnterHandle); + Player->OnAreaExit.Remove(AreaExitHandle); +} + +FText ULocationRestriction::GetDescription() const +{ + return FText::Format(RestrictionsLocationDescription, + FFormatNamedArguments + { + {TEXT("LocationName"), TargetLocation->Name} + }); +} + +void ULocationRestriction::OnAreaEnter(ULocationData* LocationData) +{ + if (!IsSuccess && LocationData->Tag.MatchesTag(TargetLocation->Tag)) + { + Complete(); + } +} + +void ULocationRestriction::OnAreaExit(ULocationData* LocationData) +{ + if (IsSuccess && LocationData->Tag.MatchesTag(TargetLocation->Tag)) + { + Init(Player); + } +} diff --git a/Source/NakedDesire/MissionBuilder/Restrictions/LocationRestriction.h b/Source/NakedDesire/MissionBuilder/Restrictions/LocationRestriction.h new file mode 100644 index 00000000..66d60d41 --- /dev/null +++ b/Source/NakedDesire/MissionBuilder/Restrictions/LocationRestriction.h @@ -0,0 +1,32 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "NakedDesire/MissionBuilder/GoalRestriction.h" +#include "LocationRestriction.generated.h" + +class ULocationData; +/** + * + */ +UCLASS() +class NAKEDDESIRE_API ULocationRestriction : public UGoalRestriction +{ + GENERATED_BODY() + + FDelegateHandle AreaEnterHandle; + FDelegateHandle AreaExitHandle; + + UPROPERTY(EditDefaultsOnly) + ULocationData* TargetLocation; + +protected: + virtual void Init(ANakedDesireCharacter* PlayerCharacter) override; + virtual void Stop() override; + virtual FText GetDescription() const override; + +private: + void OnAreaEnter(ULocationData* LocationData); + void OnAreaExit(ULocationData* LocationData); +}; diff --git a/Source/NakedDesire/NPC/NPC.cpp b/Source/NakedDesire/NPC/NPC.cpp new file mode 100644 index 00000000..0123164c --- /dev/null +++ b/Source/NakedDesire/NPC/NPC.cpp @@ -0,0 +1,24 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "NPC.h" +#include "GameFramework/CharacterMovementComponent.h" + +ANPC::ANPC() +{ + PrimaryActorTick.bCanEverTick = false; + + GetCharacterMovement()->MaxWalkSpeed = 200.0f; + GetCharacterMovement()->bUseControllerDesiredRotation = true; + GetCharacterMovement()->bOrientRotationToMovement = false; + bUseControllerRotationYaw = false; + AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned; +} + +void ANPC::Destroyed() +{ + Super::Destroyed(); + + OnDestroyed.Broadcast(this); +} + diff --git a/Source/NakedDesire/NPC/NPC.h b/Source/NakedDesire/NPC/NPC.h new file mode 100644 index 00000000..4e70c29d --- /dev/null +++ b/Source/NakedDesire/NPC/NPC.h @@ -0,0 +1,25 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "NPC.generated.h" + +class ANPC; + +DECLARE_MULTICAST_DELEGATE_OneParam(FOnNPCDestroyed, ANPC* NPC); + +UCLASS() +class NAKEDDESIRE_API ANPC : public ACharacter +{ + GENERATED_BODY() + +public: + ANPC(); + + FOnNPCDestroyed OnDestroyed; + +protected: + virtual void Destroyed() override; +}; diff --git a/Source/NakedDesire/NPC/NPCAIController.cpp b/Source/NakedDesire/NPC/NPCAIController.cpp new file mode 100644 index 00000000..30ba085b --- /dev/null +++ b/Source/NakedDesire/NPC/NPCAIController.cpp @@ -0,0 +1,39 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "NPCAIController.h" + +#include "NavigationSystem.h" +#include "NPCTargetLocation.h" +#include "AI/NavigationSystemBase.h" +#include "BehaviorTree/BlackboardComponent.h" +#include "Kismet/GameplayStatics.h" +#include "NakedDesire/Global/NakedDesireGameMode.h" +#include "NakedDesire/Player/NakedDesireCharacter.h" + +void ANPCAIController::SetShouldReactToPlayer(const bool Value) +{ + Blackboard->SetValueAsBool(FName(TEXT("ShouldReactToPlayer")), Value); +} + +void ANPCAIController::OnPossess(APawn* InPawn) +{ + Super::OnPossess(InPawn); + + NavigationSystem = FNavigationSystem::GetCurrent(GetWorld()); + GameMode = Cast(UGameplayStatics::GetGameMode(GetWorld())); + + RunBehaviorTree(BehaviorTreeAsset); + + const FVector SpawnLocation = InPawn->GetActorLocation(); + + TArray TargetActors; + UGameplayStatics::GetAllActorsOfClass(GetWorld(), ANPCTargetLocation::StaticClass(), TargetActors); + + const int RandomIndex = FMath::RandRange(0, TargetActors.Num() - 1); + Blackboard->SetValueAsVector("TargetLocation", TargetActors[RandomIndex]->GetActorLocation()); + Blackboard->SetValueAsVector("SpawnLocation", SpawnLocation); + + PlayerCharacter = Cast(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)); + Blackboard->SetValueAsObject("Player", PlayerCharacter); +} diff --git a/Source/NakedDesire/NPC/NPCAIController.h b/Source/NakedDesire/NPC/NPCAIController.h new file mode 100644 index 00000000..bbd96ef7 --- /dev/null +++ b/Source/NakedDesire/NPC/NPCAIController.h @@ -0,0 +1,38 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "DetourCrowdAIController.h" +#include "NPCAIController.generated.h" + +class ANakedDesireGameMode; +class UNavigationSystemV1; +class ANakedDesireCharacter; +/** + * + */ +UCLASS() +class NAKEDDESIRE_API ANPCAIController : public ADetourCrowdAIController +{ + GENERATED_BODY() + + UPROPERTY() + ANakedDesireCharacter* PlayerCharacter = nullptr; + + UPROPERTY() + const UNavigationSystemV1* NavigationSystem = nullptr; + + UPROPERTY() + ANakedDesireGameMode* GameMode = nullptr; + + UPROPERTY(EditDefaultsOnly) + UBehaviorTree* BehaviorTreeAsset = nullptr; + +public: + UFUNCTION(BlueprintCallable) + void SetShouldReactToPlayer(bool Value); + +protected: + virtual void OnPossess(APawn* InPawn) override; +}; diff --git a/Source/NakedDesire/NPC/NPCSpawner.cpp b/Source/NakedDesire/NPC/NPCSpawner.cpp new file mode 100644 index 00000000..a2acf451 --- /dev/null +++ b/Source/NakedDesire/NPC/NPCSpawner.cpp @@ -0,0 +1,58 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "NPCSpawner.h" +#include "NPC.h" +#include "Kismet/GameplayStatics.h" +#include "NakedDesire/Global/NakedDesireGameMode.h" + +ANPCSpawner::ANPCSpawner() +{ + PrimaryActorTick.bCanEverTick = false; +} + +void ANPCSpawner::BeginPlay() +{ + Super::BeginPlay(); + + PlayerCharacter = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0); + + FTimerHandle TimerHandle; + const int32 RandomDelay = FMath::RandRange(5, 30); + GetWorldTimerManager().SetTimer(TimerHandle, this, &ANPCSpawner::OnTimerTick, 30, true, RandomDelay); + OnTimerTick(); + + if (AGameModeBase* CurrentGameMode = UGameplayStatics::GetGameMode(GetWorld())) + { + GameMode = Cast(CurrentGameMode); + } +} + +void ANPCSpawner::OnTimerTick() +{ + if (!PlayerCharacter || !GameMode) + { + return; + } + + const bool IsPlayerClose = FVector::Dist(PlayerCharacter->GetActorLocation(), GetActorLocation()) < 5000; + const FTimecode CurrentTime = GameMode->GetCurrentTime(); + const bool IsDay = CurrentTime.Hours >= 9.0f && CurrentTime.Hours < 21.00f; + const bool CanSpawnMore = IsDay ? NPCs.Num() < MaxCountDay : NPCs.Num() < MaxCountNight; + + if (CanSpawnMore && PlayerCharacter && IsPlayerClose && (FMath::RandBool() && !AlwaysSpawn)) + { + FActorSpawnParameters SpawnParameters; + SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; + const int RandomIndex = FMath::RandRange(0, NPCClasses.Num() - 1); + ANPC* NewNPC = GetWorld()->SpawnActor(NPCClasses[RandomIndex], GetActorLocation(), GetActorRotation(), SpawnParameters); + NewNPC->OnDestroyed.AddUObject(this, &ANPCSpawner::OnNPCDestroyed); + NPCs.Add(NewNPC); + } +} + +void ANPCSpawner::OnNPCDestroyed(ANPC* NPC) +{ + NPCs.Remove(NPC); +} + diff --git a/Source/NakedDesire/NPC/NPCSpawner.h b/Source/NakedDesire/NPC/NPCSpawner.h new file mode 100644 index 00000000..d67bdebe --- /dev/null +++ b/Source/NakedDesire/NPC/NPCSpawner.h @@ -0,0 +1,49 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "NPCSpawner.generated.h" + +class ANakedDesireGameMode; +class ANPC; + +UCLASS() +class NAKEDDESIRE_API ANPCSpawner : public AActor +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly) + TArray> NPCClasses; + + UPROPERTY(EditAnywhere) + bool AlwaysSpawn = false; + + UPROPERTY() + ACharacter* PlayerCharacter = nullptr; + + bool IsPlayerInRange = false; + + UPROPERTY() + ANakedDesireGameMode* GameMode = nullptr; + + UPROPERTY() + TArray NPCs; + + UPROPERTY(EditAnywhere, meta = (ClampMin = 1, ClampMax = 30, UIMin = 1, UIMax = 30)) + int MaxCountDay = 10; + + UPROPERTY(EditAnywhere, meta = (ClampMin = 1, ClampMax = 30, UIMin = 1, UIMax = 30)) + int MaxCountNight = 5; + +public: + ANPCSpawner(); + +protected: + virtual void BeginPlay() override; + +private: + void OnTimerTick(); + void OnNPCDestroyed(ANPC* NPC); +}; diff --git a/Source/NakedDesire/NPC/NPCTargetLocation.cpp b/Source/NakedDesire/NPC/NPCTargetLocation.cpp new file mode 100644 index 00000000..b55aea49 --- /dev/null +++ b/Source/NakedDesire/NPC/NPCTargetLocation.cpp @@ -0,0 +1,11 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "NPCTargetLocation.h" + +// Sets default values +ANPCTargetLocation::ANPCTargetLocation() +{ + PrimaryActorTick.bCanEverTick = false; +} + diff --git a/Source/NakedDesire/NPC/NPCTargetLocation.h b/Source/NakedDesire/NPC/NPCTargetLocation.h new file mode 100644 index 00000000..b63c1b2c --- /dev/null +++ b/Source/NakedDesire/NPC/NPCTargetLocation.h @@ -0,0 +1,16 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "NPCTargetLocation.generated.h" + +UCLASS() +class NAKEDDESIRE_API ANPCTargetLocation : public AActor +{ + GENERATED_BODY() + +public: + ANPCTargetLocation(); +}; diff --git a/Source/NakedDesire/NakedDesire.Build.cs b/Source/NakedDesire/NakedDesire.Build.cs new file mode 100644 index 00000000..0b06ddd4 --- /dev/null +++ b/Source/NakedDesire/NakedDesire.Build.cs @@ -0,0 +1,17 @@ +// © 2025 Naked People Team. All Rights Reserved. + +using UnrealBuildTool; + +public class NakedDesire : ModuleRules +{ + public NakedDesire(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] + { + "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "UMG", "CommonUI", "NavigationSystem", + "AIModule", "GameplayTags" + }); + } +} \ No newline at end of file diff --git a/Source/NakedDesire/NakedDesire.cpp b/Source/NakedDesire/NakedDesire.cpp new file mode 100644 index 00000000..7f41e3af --- /dev/null +++ b/Source/NakedDesire/NakedDesire.cpp @@ -0,0 +1,7 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#include "NakedDesire.h" +#include "Modules/ModuleManager.h" + +IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, NakedDesire, "NakedDesire" ); + \ No newline at end of file diff --git a/Source/NakedDesire/NakedDesire.h b/Source/NakedDesire/NakedDesire.h new file mode 100644 index 00000000..92396373 --- /dev/null +++ b/Source/NakedDesire/NakedDesire.h @@ -0,0 +1,5 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" diff --git a/Source/NakedDesire/Player/NakedDesireCharacter.cpp b/Source/NakedDesire/Player/NakedDesireCharacter.cpp new file mode 100644 index 00000000..6aa755f2 --- /dev/null +++ b/Source/NakedDesire/Player/NakedDesireCharacter.cpp @@ -0,0 +1,450 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#include "NakedDesireCharacter.h" +#include "NakedDesire/Locations/LocationTrigger.h" +#include "NakedDesire/Clothing/ClothingManager.h" +#include "Components/CapsuleComponent.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "NakedDesire/InteractionSystem/InteractionManager.h" +#include "NakedDesire/InteractionSystem/InteractionTarget.h" +#include "NakedDesire/MissionBuilder/MissionsManager.h" +#include "NakedDesire/Stats/StatsManager.h" +#include "EnhancedInputComponent.h" +#include "EnhancedInputSubsystems.h" +#include "Kismet/GameplayStatics.h" +#include "Internationalization/Text.h" +#include "NakedDesire/Clothing/ClothingItemData.h" +#include "NakedDesire/Global/Constants.h" +#include "NakedDesire/Global/NakedDesireUserSettings.h" +#include "NakedDesire/SaveGame/GlobalSaveGameData.h" +#include "Perception/AIPerceptionStimuliSourceComponent.h" +#include "Perception/AISense_Sight.h" + +ANakedDesireCharacter::ANakedDesireCharacter() +{ + GetCharacterMovement()->MaxWalkSpeed = WalkSpeed; + + GetCapsuleComponent()->OnComponentBeginOverlap.AddUniqueDynamic(this, &ANakedDesireCharacter::OnBeginOverlap); + GetCapsuleComponent()->OnComponentEndOverlap.AddUniqueDynamic(this, &ANakedDesireCharacter::OnEndOverlap); + + bUseControllerRotationYaw = false; + + GetCharacterMovement()->bOrientRotationToMovement = true; + GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true; + + ClothingManager = CreateDefaultSubobject("Clothing Manager"); + StatsManager = CreateDefaultSubobject("Stats Manager"); + MissionsManager = CreateDefaultSubobject("Missions Manager"); + InteractionManager = CreateDefaultSubobject("Interaction Manager"); + + NipplesMeshComponent = CreateDefaultSubobject("Nipples"); + NipplesMeshComponent->SetupAttachment(GetMesh()); + AnalMeshComponent = CreateDefaultSubobject("Anal"); + AnalMeshComponent->SetupAttachment(GetMesh()); + VaginaMeshComponent = CreateDefaultSubobject("Vagina"); + VaginaMeshComponent->SetupAttachment(GetMesh()); + HeadMeshComponent = CreateDefaultSubobject("Head"); + HeadMeshComponent->SetupAttachment(GetMesh()); + NeckMeshComponent = CreateDefaultSubobject("Neck"); + NeckMeshComponent->SetupAttachment(GetMesh()); + FaceMeshComponent = CreateDefaultSubobject("Face"); + FaceMeshComponent->SetupAttachment(GetMesh()); + EyesMeshComponent = CreateDefaultSubobject("Eyes"); + EyesMeshComponent->SetupAttachment(GetMesh()); + BodyMeshComponent = CreateDefaultSubobject("Body"); + BodyMeshComponent->SetupAttachment(GetMesh()); + TopMeshComponent = CreateDefaultSubobject("Top"); + TopMeshComponent->SetupAttachment(GetMesh()); + BottomMeshComponent = CreateDefaultSubobject("Bottom"); + BottomMeshComponent->SetupAttachment(GetMesh()); + BraMeshComponent = CreateDefaultSubobject("Bra"); + BraMeshComponent->SetupAttachment(GetMesh()); + PantiesMeshComponent = CreateDefaultSubobject("Panties"); + PantiesMeshComponent->SetupAttachment(GetMesh()); + SocksMeshComponent = CreateDefaultSubobject("Socks"); + SocksMeshComponent->SetupAttachment(GetMesh()); + ShoesMeshComponent = CreateDefaultSubobject("Shoes"); + ShoesMeshComponent->SetupAttachment(GetMesh()); + + BoobLCensorship = CreateDefaultSubobject(TEXT("Boob L Censorship")); + BoobLCensorship->SetupAttachment(GetMesh(), FName(TEXT("boob_l"))); + BoobRCensorship = CreateDefaultSubobject(TEXT("Boob R Censorship")); + BoobRCensorship->SetupAttachment(GetMesh(), FName(TEXT("boob_r"))); + FrontBottomCensorship = CreateDefaultSubobject(TEXT("Front Bottom Censorship")); + FrontBottomCensorship->SetupAttachment(GetMesh(), FName(TEXT("pelvis"))); + BackBottomCensorship = CreateDefaultSubobject(TEXT("Back Bottom Censorship")); + BackBottomCensorship->SetupAttachment(GetMesh(), FName(TEXT("pelvis"))); + + StimuliSourceComponent = CreateDefaultSubobject(TEXT("Stimuli Source Component")); +} + +EGait ANakedDesireCharacter::GetGait() const +{ + return Gait; +} + +EStance ANakedDesireCharacter::GetStance() const +{ + return Stance; +} + +void ANakedDesireCharacter::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + + if (StatsManager->Stamina == 0 && Gait == EGait::Run) + { + SetIsRunning(false); + } + + if (Gait == EGait::Run && GetCharacterMovement()->Velocity.SizeSquared2D() > 100 && StatsManager->Stamina > 0) + { + GetCharacterMovement()->MaxWalkSpeed = RunSpeed; + StatsManager->DecreaseStamina(7 * DeltaTime); + } + else + { + GetCharacterMovement()->MaxWalkSpeed = WalkSpeed; + if (StatsManager->Stamina < StatsManager->MaxStamina) + { + StatsManager->IncreaseStamina(15 * DeltaTime); + } + } +} + +void ANakedDesireCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) +{ + Super::SetupPlayerInputComponent(PlayerInputComponent); + + if (UEnhancedInputComponent* EnhancedInputComponent = Cast(PlayerInputComponent)) + { + EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ANakedDesireCharacter::OnLook); + EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ANakedDesireCharacter::OnMove); + EnhancedInputComponent->BindAction(RunAction, ETriggerEvent::Started, this, &ANakedDesireCharacter::OnRunPress); + EnhancedInputComponent->BindAction(RunAction, ETriggerEvent::Completed, this, &ANakedDesireCharacter::OnRunRelease); + EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this, &ANakedDesireCharacter::OnCrouchToggle); + } +} + +void ANakedDesireCharacter::NotifyControllerChanged() +{ + Super::NotifyControllerChanged(); + + if (const APlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(), 0)) + { + if (const ULocalPlayer* LocalPlayer = PC->GetLocalPlayer()) + { + if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem()) + { + if (MappingContext) + { + InputSystem->AddMappingContext(MappingContext, 0); + } + } + } + } +} + +void ANakedDesireCharacter::BeginPlay() +{ + Super::BeginPlay(); + + StimuliSourceComponent->RegisterForSense(TSubclassOf()); + StimuliSourceComponent->RegisterWithPerceptionSystem(); + + UGlobalSaveGameData* SaveGameData = UGlobalSaveGameData::LoadOrCreateSaveGame(DefaultPlayerClothing, DefaultWardrobeClothing); + + SetupClothingSlots(); + + ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &ANakedDesireCharacter::OnClothingEquip); + ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &ANakedDesireCharacter::OnClothingUnequip); + + UNakedDesireUserSettings::GetNakedDesireUserSettings()->OnSettingsChanged.AddUniqueDynamic(this, &ANakedDesireCharacter::OnSettingsChanged); + + ClothingManager->HydrateClothing(SaveGameData); +} + +UAISense_Sight::EVisibilityResult ANakedDesireCharacter::CanBeSeenFrom(const FCanBeSeenFromContext& Context, + FVector& OutSeenLocation, int32& OutNumberOfLoSChecksPerformed, int32& OutNumberOfAsyncLosCheckRequested, + float& OutSightStrength, int32* UserData, const FOnPendingVisibilityQueryProcessedDelegate* Delegate) +{ + const FVector StartLocation = Context.ObserverLocation; + const FVector BoobsBoneLocation = GetMesh()->GetBoneLocation(FName(TEXT("boobs_root"))); + const FVector PelvisBoneLocation = GetMesh()->GetBoneLocation(FName(TEXT("pelvis"))); + + OutNumberOfLoSChecksPerformed++; + + FHitResult BoobsHitResult; + const bool BoobsHit = CheckSight(StartLocation, BoobsBoneLocation, BoobsHitResult, Context.IgnoreActor); + + FHitResult PelvisHitResult; + const bool PelvisHit = CheckSight(StartLocation, PelvisBoneLocation, PelvisHitResult, Context.IgnoreActor); + + if ((!BoobsHit || BoobsHitResult.GetActor() == this) && ClothingManager->IsBodyTypeExposed(EPrivateBodyPartType::FrontTop)) + { + UE_LOG(LogTemp, Warning, TEXT("Boobs hit")); + OutSeenLocation = BoobsBoneLocation; + OutSightStrength = 1.0f; + return UAISense_Sight::EVisibilityResult::Visible; + } + + if ((!PelvisHit || PelvisHitResult.GetActor() == this) && + (ClothingManager->IsBodyTypeExposed(EPrivateBodyPartType::BackBottom) || ClothingManager->IsBodyTypeExposed(EPrivateBodyPartType::FrontBottom))) + { + UE_LOG(LogTemp, Warning, TEXT("Pelvis hit")); + OutSeenLocation = PelvisBoneLocation; + OutSightStrength = 1.0f; + return UAISense_Sight::EVisibilityResult::Visible; + } + + UE_LOG(LogTemp, Warning, TEXT("Not visoble")); + + return UAISense_Sight::EVisibilityResult::NotVisible; +} + +bool ANakedDesireCharacter::CheckSight(const FVector& StartLocation, const FVector& EndLocation, FHitResult& HitResult, + const AActor* IgnoreActor) +{ + FCollisionQueryParams QueryParams(SCENE_QUERY_STAT(AILineOfSight), true); + QueryParams.AddIgnoredActor(IgnoreActor); + QueryParams.AddIgnoredActor(this); // ignore self + + const bool bHit = GetWorld()->LineTraceSingleByChannel( + HitResult, + StartLocation, + EndLocation, + ECC_Visibility, + QueryParams + ); + + // DrawDebugLine(GetWorld(), StartLocation, EndLocation, bHit ? FColor::Red : FColor::Green, false, 1.0f); + + return bHit; +} + +void ANakedDesireCharacter::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) +{ + if (OtherActor->Implements()) + { + InteractionManager->OnTargetEnter(OtherActor); + } + + if (const ALocationTrigger* AreaTrigger = Cast(OtherActor)) + { + CurrentArea = AreaTrigger->GetLocationData(); + OnAreaEnter.Broadcast(CurrentArea); + } +} + +void ANakedDesireCharacter::OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, + UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) +{ + if (OtherActor->Implements()) + { + InteractionManager->OnTargetExit(OtherActor); + } + + if (const ALocationTrigger* AreaTrigger = Cast(OtherActor)) + { + CurrentArea = nullptr; + OnAreaExit.Broadcast(AreaTrigger->GetLocationData()); + } +} + +void ANakedDesireCharacter::OnClothingEquip(const UClothingItemData* ClothingItemData) +{ + if (ClothingItemData->Info->CoveredBodyParts.Contains(EPrivateBodyPartType::BackBottom)) + { + BackBottomCensorship->SetVisibility(false); + } + if (ClothingItemData->Info->CoveredBodyParts.Contains(EPrivateBodyPartType::FrontBottom)) + { + FrontBottomCensorship->SetVisibility(false); + } + if (ClothingItemData->Info->CoveredBodyParts.Contains(EPrivateBodyPartType::FrontTop)) + { + BoobLCensorship->SetVisibility(false); + BoobRCensorship->SetVisibility(false); + } +} + +void ANakedDesireCharacter::OnClothingUnequip(const UClothingItemData* ClothingItemData) +{ + if (!UNakedDesireUserSettings::GetNakedDesireUserSettings()->GetIsCensorshipEnabled() && !IS_DEMO) + { + return; + } + + if (ClothingManager->IsBodyTypeExposed(EPrivateBodyPartType::BackBottom)) + { + BackBottomCensorship->SetVisibility(true); + } + if (ClothingManager->IsBodyTypeExposed(EPrivateBodyPartType::FrontBottom)) + { + FrontBottomCensorship->SetVisibility(true); + } + if (ClothingManager->IsBodyTypeExposed(EPrivateBodyPartType::FrontTop)) + { + BoobLCensorship->SetVisibility(true); + BoobRCensorship->SetVisibility(true); + } +} + +void ANakedDesireCharacter::OnSettingsChanged(UNakedDesireUserSettings* Settings) +{ + if (Settings->GetIsCensorshipEnabled()) + { + if (ClothingManager->IsBodyTypeExposed(EPrivateBodyPartType::BackBottom)) + { + BackBottomCensorship->SetVisibility(true); + } + if (ClothingManager->IsBodyTypeExposed(EPrivateBodyPartType::FrontBottom)) + { + FrontBottomCensorship->SetVisibility(true); + } + if (ClothingManager->IsBodyTypeExposed(EPrivateBodyPartType::FrontTop)) + { + BoobLCensorship->SetVisibility(true); + BoobRCensorship->SetVisibility(true); + } + } + else if (!IS_DEMO) + { + BackBottomCensorship->SetVisibility(false); + FrontBottomCensorship->SetVisibility(false); + BoobLCensorship->SetVisibility(false); + BoobRCensorship->SetVisibility(false); + } +} + +void ANakedDesireCharacter::OnLook(const FInputActionValue& Value) +{ + const FVector2D MouseValue = Value.Get(); + + AddControllerYawInput(MouseValue.X); + AddControllerPitchInput(MouseValue.Y); +} + +void ANakedDesireCharacter::OnMove(const FInputActionValue& Value) +{ + const FVector2D MoveInput = Value.Get(); + const FRotator Rotator = Controller->GetControlRotation(); + const FRotationMatrix Direction = FRotationMatrix(FRotator(0, Rotator.Yaw, 0)); + const FVector ForwardDirection = Direction.GetUnitAxis(EAxis::X); + const FVector RightDirection = Direction.GetUnitAxis(EAxis::Y); + + AddMovementInput(ForwardDirection, MoveInput.Y); + AddMovementInput(RightDirection, MoveInput.X); +} + +void ANakedDesireCharacter::OnRunPress(const FInputActionValue& Value) +{ + SetIsRunning(true); +} + +void ANakedDesireCharacter::OnRunRelease(const FInputActionValue& Value) +{ + SetIsRunning(false); +} + +void ANakedDesireCharacter::OnCrouchToggle(const FInputActionValue& Value) +{ + if (GetCharacterMovement()->IsCrouching()) + { + UnCrouch(); + } + else + { + Crouch(); + } +} + +void ANakedDesireCharacter::SetupClothingSlots() +{ +#define LOCTEXT_NAMESPACE "ClothingSlots" + + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + NipplesMeshComponent, EClothingSlotType::Nipples, + nullptr, + LOCTEXT("Nipples", "Nipples"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + AnalMeshComponent, EClothingSlotType::Anal, + nullptr, + LOCTEXT("Anal", "Anal"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + VaginaMeshComponent, EClothingSlotType::Vagina, + nullptr, + LOCTEXT("Vagina", "Vagina"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + HeadMeshComponent, EClothingSlotType::Head, + nullptr, + LOCTEXT("Head", "Head"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + NeckMeshComponent, EClothingSlotType::Neck, + nullptr, + LOCTEXT("Neck", "Neck"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + FaceMeshComponent, EClothingSlotType::Face, + nullptr, + LOCTEXT("Face", "Face"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + EyesMeshComponent, EClothingSlotType::Eyes, + nullptr, + LOCTEXT("Eyes", "Eyes"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + BodyMeshComponent, EClothingSlotType::Body, + nullptr, + LOCTEXT("Body", "Body"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + TopMeshComponent, EClothingSlotType::Top, + nullptr, + LOCTEXT("Top", "Top"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + BottomMeshComponent, EClothingSlotType::Bottom, + nullptr, + LOCTEXT("Bottom", "Bottom"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + BraMeshComponent, EClothingSlotType::Bra, + nullptr, + LOCTEXT("Bra", "Bra"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + PantiesMeshComponent, EClothingSlotType::Panties, + nullptr, + LOCTEXT("Panties", "Panties"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + SocksMeshComponent, EClothingSlotType::Socks, + nullptr, + LOCTEXT("Socks", "Socks"))); + ClothingManager->ClothingSlots.Add( + FClothingSlotData( + ShoesMeshComponent, EClothingSlotType::Shoes, + nullptr, + LOCTEXT("Shoes", "Shoes"))); + +#undef LOCTEXT_NAMESPACE +} + +void ANakedDesireCharacter::NotifyNoticed(ANPCAIController* NPCController) +{ + OnNoticed.Broadcast(NPCController); +} + +void ANakedDesireCharacter::SetIsRunning(const bool Value) +{ + Gait = Value ? EGait::Run : EGait::Walk; + GetCharacterMovement()->MaxWalkSpeed = Gait == EGait::Run ? RunSpeed : WalkSpeed; +} diff --git a/Source/NakedDesire/Player/NakedDesireCharacter.h b/Source/NakedDesire/Player/NakedDesireCharacter.h new file mode 100644 index 00000000..3c490085 --- /dev/null +++ b/Source/NakedDesire/Player/NakedDesireCharacter.h @@ -0,0 +1,197 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "InputAction.h" +#include "InputMappingContext.h" +#include "NakedDesire/Global/Gait.h" +#include "NakedDesire/Global/NakedDesireUserSettings.h" +#include "NakedDesire/Global/Stance.h" +#include "Perception/AISightTargetInterface.h" +#include "NakedDesireCharacter.generated.h" + +class UAIPerceptionStimuliSourceComponent; +class UClothingItemData; +class UClothingList; +struct FClothingSlotData; +class UInteractionManager; +class UClothingPickerWidget; +class UClothingManager; +class UStatsManager; +class UMissionsManager; +class ANPCAIController; +class ULocationData; + +DECLARE_MULTICAST_DELEGATE_OneParam(FOnNoticedSignature, ANPCAIController*); +DECLARE_MULTICAST_DELEGATE_OneParam(FOnAreaChangeSignature, ULocationData*); + +UCLASS(config=Game) +class ANakedDesireCharacter : public ACharacter, public IAISightTargetInterface +{ + GENERATED_BODY() + +public: + ANakedDesireCharacter(); + + // Input + UPROPERTY(EditDefaultsOnly, Category = "Input") + UInputMappingContext* MappingContext; + + UPROPERTY(EditDefaultsOnly, Category = "Input") + UInputAction* LookAction; + + UPROPERTY(EditDefaultsOnly, Category = "Input") + UInputAction* MoveAction; + + UPROPERTY(EditDefaultsOnly, Category = "Input") + UInputAction* RunAction; + + UPROPERTY(EditDefaultsOnly, Category = "Input") + UInputAction* CrouchAction; + + // Clothing + UPROPERTY(EditDefaultsOnly, Category = "Clothing Manager|Clothing") + UClothingList* DefaultPlayerClothing = nullptr; + + UPROPERTY(EditDefaultsOnly, Category = "Clothing Manager|Clothing") + UClothingList* DefaultWardrobeClothing = nullptr; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* NipplesMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* AnalMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* VaginaMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* HeadMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* NeckMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* FaceMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* EyesMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* BodyMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* TopMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* BottomMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* BraMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* PantiesMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* SocksMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + USkeletalMeshComponent* ShoesMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Censorship") + UStaticMeshComponent* BoobLCensorship; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Censorship") + UStaticMeshComponent* BoobRCensorship; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Censorship") + UStaticMeshComponent* FrontBottomCensorship; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Censorship") + UStaticMeshComponent* BackBottomCensorship; + + // Components + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing") + UClothingManager* ClothingManager; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + UStatsManager* StatsManager; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + UMissionsManager* MissionsManager; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + UInteractionManager* InteractionManager; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + UAIPerceptionStimuliSourceComponent* StimuliSourceComponent; + + // Variables + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + float WalkSpeed = 250.0f; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) + float RunSpeed = 500.0f; + + UPROPERTY(BlueprintReadWrite) + int Money = 300000; + + int XP = 0; + + UPROPERTY() + ULocationData* CurrentArea = nullptr; + + FOnNoticedSignature OnNoticed; + + FOnAreaChangeSignature OnAreaEnter; + FOnAreaChangeSignature OnAreaExit; + + void NotifyNoticed(ANPCAIController* NPCController); + void SetIsRunning(bool Value); + + UFUNCTION(BlueprintPure) + EGait GetGait() const; + + UFUNCTION(BlueprintPure) + EStance GetStance() const; + +protected: + virtual void Tick(float DeltaTime) override; + virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override; + virtual void NotifyControllerChanged() override; + virtual void BeginPlay() override; + virtual UAISense_Sight::EVisibilityResult CanBeSeenFrom(const FCanBeSeenFromContext& Context, FVector& OutSeenLocation, int32& OutNumberOfLoSChecksPerformed, int32& OutNumberOfAsyncLosCheckRequested, float& OutSightStrength, int32* UserData = nullptr, const FOnPendingVisibilityQueryProcessedDelegate* Delegate = nullptr) override; + +private: + EGait Gait = EGait::Walk; + EStance Stance = EStance::Stand; + + UFUNCTION() + void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, + int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); + + UFUNCTION() + void OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, + int32 OtherBodyIndex); + + UFUNCTION() + void OnClothingEquip(const UClothingItemData* ClothingItemData); + + UFUNCTION() + void OnClothingUnequip(const UClothingItemData* ClothingItemData); + + UFUNCTION() + void OnSettingsChanged(UNakedDesireUserSettings* Settings); + + void OnLook(const FInputActionValue& Value); + void OnMove(const FInputActionValue& Value); + void OnRunPress(const FInputActionValue& Value); + void OnRunRelease(const FInputActionValue& Value); + void OnCrouchToggle(const FInputActionValue& Value); + + void SetupClothingSlots(); + + bool CheckSight(const FVector& StartLocation, const FVector& EndLocation, FHitResult& HitResult, const AActor* IgnoreActor); +}; diff --git a/Source/NakedDesire/Player/PlayerCinematic.cpp b/Source/NakedDesire/Player/PlayerCinematic.cpp new file mode 100644 index 00000000..c18f6731 --- /dev/null +++ b/Source/NakedDesire/Player/PlayerCinematic.cpp @@ -0,0 +1,136 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "PlayerCinematic.h" + +#include "NakedDesireCharacter.h" +#include "Kismet/GameplayStatics.h" +#include "NakedDesire/Clothing/ClothingItemData.h" +#include "NakedDesire/Clothing/ClothingManager.h" + + +// Sets default values +APlayerCinematic::APlayerCinematic() +{ + PrimaryActorTick.bCanEverTick = false; + + NipplesMeshComponent = CreateDefaultSubobject(TEXT("Nipples")); + NipplesMeshComponent->SetupAttachment(GetMesh()); + AnalMeshComponent = CreateDefaultSubobject(TEXT("Anal")); + AnalMeshComponent->SetupAttachment(GetMesh()); + VaginaMeshComponent = CreateDefaultSubobject(TEXT("Vagina")); + VaginaMeshComponent->SetupAttachment(GetMesh()); + HeadMeshComponent = CreateDefaultSubobject(TEXT("Head")); + HeadMeshComponent->SetupAttachment(GetMesh()); + NeckMeshComponent = CreateDefaultSubobject(TEXT("Neck")); + NeckMeshComponent->SetupAttachment(GetMesh()); + FaceMeshComponent = CreateDefaultSubobject(TEXT("Face")); + FaceMeshComponent->SetupAttachment(GetMesh()); + EyesMeshComponent = CreateDefaultSubobject(TEXT("Eyes")); + EyesMeshComponent->SetupAttachment(GetMesh()); + BodyMeshComponent = CreateDefaultSubobject(TEXT("Body")); + BodyMeshComponent->SetupAttachment(GetMesh()); + TopMeshComponent = CreateDefaultSubobject(TEXT("Top")); + TopMeshComponent->SetupAttachment(GetMesh()); + BottomMeshComponent = CreateDefaultSubobject(TEXT("Bottom")); + BottomMeshComponent->SetupAttachment(GetMesh()); + BraMeshComponent = CreateDefaultSubobject(TEXT("Bra")); + BraMeshComponent->SetupAttachment(GetMesh()); + PantiesMeshComponent = CreateDefaultSubobject(TEXT("Panties")); + PantiesMeshComponent->SetupAttachment(GetMesh()); + SocksMeshComponent = CreateDefaultSubobject(TEXT("Socks")); + SocksMeshComponent->SetupAttachment(GetMesh()); + ShoesMeshComponent = CreateDefaultSubobject(TEXT("Shoes")); + ShoesMeshComponent->SetupAttachment(GetMesh()); +} + +void APlayerCinematic::BeginPlay() +{ + Super::BeginPlay(); + + Player = Cast(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)); + if (!Player) + { + return; + } + + Player->ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &APlayerCinematic::OnClothingEquip); + Player->ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &APlayerCinematic::OnClothingUnequip); + + for (const UClothingItemData* ClothingItemData : Player->ClothingManager->GetEquippedClothing()) + { + EquipClothing(ClothingItemData); + } +} + +void APlayerCinematic::OnClothingEquip(const UClothingItemData* ClothingData) +{ + EquipClothing(ClothingData); +} + +void APlayerCinematic::OnClothingUnequip(const UClothingItemData* ClothingData) +{ + UnequipClothing(ClothingData); +} + +USkeletalMeshComponent* APlayerCinematic::GetMeshByType(const EClothingSlotType SlotType) const +{ + switch (SlotType) + { + case EClothingSlotType::Nipples: + return NipplesMeshComponent; + case EClothingSlotType::Anal: + return AnalMeshComponent; + case EClothingSlotType::Vagina: + return VaginaMeshComponent; + case EClothingSlotType::Head: + return HeadMeshComponent; + case EClothingSlotType::Neck: + return NeckMeshComponent; + case EClothingSlotType::Face: + return FaceMeshComponent; + case EClothingSlotType::Eyes: + return EyesMeshComponent; + case EClothingSlotType::Body: + return BodyMeshComponent; + case EClothingSlotType::Top: + return TopMeshComponent; + case EClothingSlotType::Bottom: + return BottomMeshComponent; + case EClothingSlotType::Bra: + return BraMeshComponent; + case EClothingSlotType::Panties: + return PantiesMeshComponent; + case EClothingSlotType::Socks: + return SocksMeshComponent; + case EClothingSlotType::Shoes: + return ShoesMeshComponent; + default: + return NipplesMeshComponent; + } +} + +void APlayerCinematic::EquipClothing(const UClothingItemData* ClothingData) +{ + USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingData->Info->SlotType); + MeshComponent->SetSkeletalMesh(ClothingData->Info->SkeletalMesh); + if (ClothingData->Info->UseLeaderPose) + { + MeshComponent->SetLeaderPoseComponent(GetMesh()); + } + + if (!ClothingData->Info->Materials.IsEmpty()) + { + for (const TPair& Material : ClothingData->Info->Materials) + { + MeshComponent->SetMaterialByName(Material.Key, Material.Value); + } + } +} + +void APlayerCinematic::UnequipClothing(const UClothingItemData* ClothingData) +{ + USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingData->Info->SlotType); + MeshComponent->SetSkeletalMesh(nullptr); + MeshComponent->SetLeaderPoseComponent(nullptr); +} diff --git a/Source/NakedDesire/Player/PlayerCinematic.h b/Source/NakedDesire/Player/PlayerCinematic.h new file mode 100644 index 00000000..2fb9c8a1 --- /dev/null +++ b/Source/NakedDesire/Player/PlayerCinematic.h @@ -0,0 +1,79 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "NakedDesire/Clothing/ClothingSlotType.h" +#include "PlayerCinematic.generated.h" + +class UClothingItemData; +class ANakedDesireCharacter; + +UCLASS() +class NAKEDDESIRE_API APlayerCinematic : public ACharacter +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* NipplesMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* AnalMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* VaginaMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* HeadMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* NeckMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* FaceMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* EyesMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* BodyMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* TopMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* BottomMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* BraMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* PantiesMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* SocksMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* ShoesMeshComponent; + + UPROPERTY() + ANakedDesireCharacter* Player; + +public: + APlayerCinematic(); + +protected: + virtual void BeginPlay() override; + +private: + UFUNCTION() + void OnClothingEquip(const UClothingItemData* ClothingData); + + UFUNCTION() + void OnClothingUnequip(const UClothingItemData* ClothingData); + + USkeletalMeshComponent* GetMeshByType(const EClothingSlotType SlotType) const; + void EquipClothing(const UClothingItemData* ClothingData); + void UnequipClothing(const UClothingItemData* ClothingData); +}; diff --git a/Source/NakedDesire/Player/PlayerImpostor.cpp b/Source/NakedDesire/Player/PlayerImpostor.cpp new file mode 100644 index 00000000..ce273c6b --- /dev/null +++ b/Source/NakedDesire/Player/PlayerImpostor.cpp @@ -0,0 +1,140 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "PlayerImpostor.h" + +#include "NakedDesireCharacter.h" +#include "Kismet/GameplayStatics.h" +#include "NakedDesire/Clothing/ClothingManager.h" + + +APlayerImpostor::APlayerImpostor() +{ + PrimaryActorTick.bCanEverTick = false; + + RootSceneComponent = CreateDefaultSubobject(TEXT("Root")); + SetRootComponent(RootSceneComponent); + + Mesh = CreateDefaultSubobject(TEXT("RootMesh")); + Mesh->SetupAttachment(RootComponent); + + NipplesMeshComponent = CreateDefaultSubobject(TEXT("Nipples")); + NipplesMeshComponent->SetupAttachment(GetMesh()); + AnalMeshComponent = CreateDefaultSubobject(TEXT("Anal")); + AnalMeshComponent->SetupAttachment(GetMesh()); + VaginaMeshComponent = CreateDefaultSubobject(TEXT("Vagina")); + VaginaMeshComponent->SetupAttachment(GetMesh()); + HeadMeshComponent = CreateDefaultSubobject(TEXT("Head")); + HeadMeshComponent->SetupAttachment(GetMesh()); + NeckMeshComponent = CreateDefaultSubobject(TEXT("Neck")); + NeckMeshComponent->SetupAttachment(GetMesh()); + FaceMeshComponent = CreateDefaultSubobject(TEXT("Face")); + FaceMeshComponent->SetupAttachment(GetMesh()); + EyesMeshComponent = CreateDefaultSubobject(TEXT("Eyes")); + EyesMeshComponent->SetupAttachment(GetMesh()); + BodyMeshComponent = CreateDefaultSubobject(TEXT("Body")); + BodyMeshComponent->SetupAttachment(GetMesh()); + TopMeshComponent = CreateDefaultSubobject(TEXT("Top")); + TopMeshComponent->SetupAttachment(GetMesh()); + BottomMeshComponent = CreateDefaultSubobject(TEXT("Bottom")); + BottomMeshComponent->SetupAttachment(GetMesh()); + BraMeshComponent = CreateDefaultSubobject(TEXT("Bra")); + BraMeshComponent->SetupAttachment(GetMesh()); + PantiesMeshComponent = CreateDefaultSubobject(TEXT("Panties")); + PantiesMeshComponent->SetupAttachment(GetMesh()); + SocksMeshComponent = CreateDefaultSubobject(TEXT("Socks")); + SocksMeshComponent->SetupAttachment(GetMesh()); + ShoesMeshComponent = CreateDefaultSubobject(TEXT("Shoes")); + ShoesMeshComponent->SetupAttachment(GetMesh()); +} + +void APlayerImpostor::OnClothingEquip(const UClothingItemData* ClothingData) +{ + EquipClothing(ClothingData); +} + +void APlayerImpostor::OnClothingUnequip(const UClothingItemData* ClothingData) +{ + UnequipClothing(ClothingData); +} + +void APlayerImpostor::BeginPlay() +{ + Super::BeginPlay(); + + Player = Cast(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)); + if (!Player) + { + return; + } + + Player->ClothingManager->OnClothingEquip.AddUniqueDynamic(this, &APlayerImpostor::OnClothingEquip); + Player->ClothingManager->OnClothingUnequip.AddUniqueDynamic(this, &APlayerImpostor::OnClothingUnequip); + + for (const UClothingItemData* ClothingItemData : Player->ClothingManager->GetEquippedClothing()) + { + EquipClothing(ClothingItemData); + } +} + +USkeletalMeshComponent* APlayerImpostor::GetMeshByType(const EClothingSlotType SlotType) const +{ + switch (SlotType) + { + case EClothingSlotType::Nipples: + return NipplesMeshComponent; + case EClothingSlotType::Anal: + return AnalMeshComponent; + case EClothingSlotType::Vagina: + return VaginaMeshComponent; + case EClothingSlotType::Head: + return HeadMeshComponent; + case EClothingSlotType::Neck: + return NeckMeshComponent; + case EClothingSlotType::Face: + return FaceMeshComponent; + case EClothingSlotType::Eyes: + return EyesMeshComponent; + case EClothingSlotType::Body: + return BodyMeshComponent; + case EClothingSlotType::Top: + return TopMeshComponent; + case EClothingSlotType::Bottom: + return BottomMeshComponent; + case EClothingSlotType::Bra: + return BraMeshComponent; + case EClothingSlotType::Panties: + return PantiesMeshComponent; + case EClothingSlotType::Socks: + return SocksMeshComponent; + case EClothingSlotType::Shoes: + return ShoesMeshComponent; + default: + return NipplesMeshComponent; + } +} + +void APlayerImpostor::EquipClothing(const UClothingItemData* ClothingData) +{ + USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingData->Info->SlotType); + MeshComponent->SetSkeletalMesh(ClothingData->Info->SkeletalMesh); + if (ClothingData->Info->UseLeaderPose) + { + MeshComponent->SetLeaderPoseComponent(GetMesh()); + } + + if (!ClothingData->Info->Materials.IsEmpty()) + { + for (const TPair& Material : ClothingData->Info->Materials) + { + MeshComponent->SetMaterialByName(Material.Key, Material.Value); + } + } +} + +void APlayerImpostor::UnequipClothing(const UClothingItemData* ClothingData) +{ + USkeletalMeshComponent* MeshComponent = GetMeshByType(ClothingData->Info->SlotType); + MeshComponent->SetSkeletalMesh(nullptr); + MeshComponent->SetLeaderPoseComponent(nullptr); +} diff --git a/Source/NakedDesire/Player/PlayerImpostor.h b/Source/NakedDesire/Player/PlayerImpostor.h new file mode 100644 index 00000000..b2bddc96 --- /dev/null +++ b/Source/NakedDesire/Player/PlayerImpostor.h @@ -0,0 +1,86 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "NakedDesire/Clothing/ClothingItemData.h" +#include "NakedDesire/Clothing/ClothingSlotType.h" +#include "PlayerImpostor.generated.h" + +class ANakedDesireCharacter; + +UCLASS() +class NAKEDDESIRE_API APlayerImpostor : public APawn +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true)) + USceneComponent* RootSceneComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true)) + USkeletalMeshComponent* Mesh; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* NipplesMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* AnalMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* VaginaMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* HeadMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* NeckMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* FaceMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* EyesMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* BodyMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* TopMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* BottomMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* BraMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* PantiesMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* SocksMeshComponent; + + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = true), Category = "Clothing") + USkeletalMeshComponent* ShoesMeshComponent; + + UPROPERTY() + ANakedDesireCharacter* Player; + +public: + APlayerImpostor(); + +protected: + virtual void BeginPlay() override; + +private: + UFUNCTION() + void OnClothingEquip(const UClothingItemData* ClothingData); + + UFUNCTION() + void OnClothingUnequip(const UClothingItemData* ClothingData); + + USkeletalMeshComponent* GetMesh() const { return Mesh; }; + USkeletalMeshComponent* GetMeshByType(const EClothingSlotType SlotType) const; + void EquipClothing(const UClothingItemData* ClothingData); + void UnequipClothing(const UClothingItemData* ClothingData); +}; diff --git a/Source/NakedDesire/Player/PrivateBodyPartType.h b/Source/NakedDesire/Player/PrivateBodyPartType.h new file mode 100644 index 00000000..7462368b --- /dev/null +++ b/Source/NakedDesire/Player/PrivateBodyPartType.h @@ -0,0 +1,42 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "PrivateBodyPartType.generated.h" + +#define LOCTEXT_NAMESPACE "Missions.BodyType" +const FText BackBottom = LOCTEXT("BackBottom", "back bottom"); +const FText FrontBottom = LOCTEXT("FrontBottom", "front bottom"); +const FText FrontTop = LOCTEXT("FrontTop", "front top"); +#undef LOCTEXT_NAMESPACE + +UENUM(BlueprintType) +enum class EPrivateBodyPartType : uint8 +{ + FrontBottom = 0, + BackBottom = 1, + FrontTop = 2 +}; + +UCLASS() +class UPrivateBodyPartType : public UObject +{ + GENERATED_BODY() + +public: + static FText GetString(const EPrivateBodyPartType BodyType) + { + switch (BodyType) + { + case EPrivateBodyPartType::BackBottom: + return BackBottom; + case EPrivateBodyPartType::FrontBottom: + return FrontBottom; + case EPrivateBodyPartType::FrontTop: + return FrontTop; + default: + return FText::GetEmpty(); + } + } +}; diff --git a/Source/NakedDesire/SaveGame/ClothingItemSaveData.h b/Source/NakedDesire/SaveGame/ClothingItemSaveData.h new file mode 100644 index 00000000..d99fe198 --- /dev/null +++ b/Source/NakedDesire/SaveGame/ClothingItemSaveData.h @@ -0,0 +1,20 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/Object.h" +#include "ClothingItemSaveData.generated.h" + +class UClothingItem; +/** + * + */ +USTRUCT(BlueprintType) +struct FClothingItemSaveData +{ + GENERATED_BODY() + + UPROPERTY() + TSoftObjectPtr ClothingItem; +}; diff --git a/Source/NakedDesire/SaveGame/GlobalSaveGameData.cpp b/Source/NakedDesire/SaveGame/GlobalSaveGameData.cpp new file mode 100644 index 00000000..d4786e96 --- /dev/null +++ b/Source/NakedDesire/SaveGame/GlobalSaveGameData.cpp @@ -0,0 +1,67 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "GlobalSaveGameData.h" + +#include "NakedDesire/Global/Constants.h" +#include "Kismet/GameplayStatics.h" +#include "NakedDesire/Clothing/ClothingItemData.h" +#include "NakedDesire/Clothing/ClothingList.h" + +UGlobalSaveGameData* UGlobalSaveGameData::CreateNewSaveGame(TArray CurrentWardrobeClothing, TArray CurrentPlayerClothing) +{ + UGlobalSaveGameData* NewSave = Cast( + UGameplayStatics::CreateSaveGameObject(UGlobalSaveGameData::StaticClass()) + ); + + if (!NewSave) + { + return nullptr; + } + + for (const UClothingItemData* Item : CurrentWardrobeClothing) + { + NewSave->WardrobeClothing.Add(Item->ToSaveData()); + } + + for (const UClothingItemData* Item : CurrentPlayerClothing) + { + NewSave->PlayerClothing.Add(Item->ToSaveData()); + } + + return NewSave; +} + +UGlobalSaveGameData* UGlobalSaveGameData::LoadOrCreateSaveGame(UClothingList* DefaultPlayerClothing, UClothingList* DefaultWardrobeClothing) +{ + if (UGameplayStatics::DoesSaveGameExist(SLOT_NAME, SLOT_PLAYER)) + { + return Cast( + UGameplayStatics::LoadGameFromSlot(SLOT_NAME, SLOT_PLAYER) + ); + } + + UGlobalSaveGameData* NewSave = nullptr; + if (DefaultWardrobeClothing && DefaultPlayerClothing) + { + NewSave = CreateNewSaveGame(DefaultWardrobeClothing->ClothingItems, DefaultPlayerClothing->ClothingItems); + } + + if (NewSave) + { + UGameplayStatics::SaveGameToSlot(NewSave, SLOT_NAME, SLOT_PLAYER); + } + + return NewSave; +} + +bool UGlobalSaveGameData::SaveGame(const TArray CurrentWardrobeClothing, + const TArray CurrentPlayerClothing) +{ + if (UGlobalSaveGameData* SaveGame = CreateNewSaveGame(CurrentWardrobeClothing, CurrentPlayerClothing)) + { + return UGameplayStatics::SaveGameToSlot(SaveGame, SLOT_NAME, SLOT_PLAYER); + } + + return false; +} diff --git a/Source/NakedDesire/SaveGame/GlobalSaveGameData.h b/Source/NakedDesire/SaveGame/GlobalSaveGameData.h new file mode 100644 index 00000000..ea3d9cfd --- /dev/null +++ b/Source/NakedDesire/SaveGame/GlobalSaveGameData.h @@ -0,0 +1,41 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "ClothingItemSaveData.h" +#include "GameFramework/SaveGame.h" +#include "GlobalSaveGameData.generated.h" + +class UClothingList; +class UClothingItemData; +/** + * + */ +UCLASS() +class NAKEDDESIRE_API UGlobalSaveGameData : public USaveGame +{ + GENERATED_BODY() + +public: + UPROPERTY(BlueprintReadWrite, SaveGame) + bool HaveSeenTutorial = false; + + UPROPERTY(BlueprintReadWrite, SaveGame) + float Money = 0; + + UPROPERTY(BlueprintReadWrite) + TArray WardrobeClothing; + + UPROPERTY(BlueprintReadWrite) + TArray PlayerClothing; + + UFUNCTION(BlueprintCallable) + static UGlobalSaveGameData* LoadOrCreateSaveGame(UClothingList* DefaultPlayerClothing, UClothingList* DefaultWardrobeClothing); + + UFUNCTION(BlueprintCallable) + static bool SaveGame(TArray CurrentWardrobeClothing, TArray CurrentPlayerClothing); + +private: + static UGlobalSaveGameData* CreateNewSaveGame(TArray CurrentWardrobeClothing, TArray CurrentPlayerClothing); +}; diff --git a/Source/NakedDesire/Stats/StatsManager.cpp b/Source/NakedDesire/Stats/StatsManager.cpp new file mode 100644 index 00000000..42684e39 --- /dev/null +++ b/Source/NakedDesire/Stats/StatsManager.cpp @@ -0,0 +1,70 @@ +// © 2025 Naked People Team. All Rights Reserved. + + +#include "StatsManager.h" +#include "Kismet/GameplayStatics.h" +#include "NakedDesire/Global/NakedDesireGameMode.h" + +UStatsManager::UStatsManager() +{ + PrimaryComponentTick.bCanEverTick = true; + PrimaryComponentTick.TickInterval = 1.0f; +} + +void UStatsManager::BeginPlay() +{ + Super::BeginPlay(); + + EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment); + StaminaUpdate.Broadcast(Stamina, MaxStamina); + EnergyUpdate.Broadcast(Energy, MaxEnergy); +} + +void UStatsManager::TickComponent(float DeltaTime, enum ELevelTick TickType, + FActorComponentTickFunction* ThisTickFunction) +{ + DecreaseEnergy(0.9f); + DecreaseEmbarrassment(1.0f); +} + +void UStatsManager::IncreaseEmbarrassment(const float Amount) +{ + Embarrassment = FMath::Clamp(Embarrassment + Amount, 0, MaxEmbarrassment); + EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment); + if (Embarrassment == MaxEmbarrassment) + { + ANakedDesireGameMode* GameMode = Cast(UGameplayStatics::GetGameMode(this)); + GameMode->EndGameEmbarrassed(); + } +} + +void UStatsManager::DecreaseEmbarrassment(const float Amount) +{ + Embarrassment = FMath::Clamp(Embarrassment - Amount, 0, MaxEmbarrassment); + EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment); +} + +void UStatsManager::DecreaseStamina(const float Amount) +{ + Stamina = FMath::Clamp(Stamina - Amount, 0, MaxStamina); + StaminaUpdate.Broadcast(Stamina, MaxStamina); +} + +void UStatsManager::IncreaseStamina(const float Amount) +{ + Stamina = FMath::Clamp(Stamina + Amount, 0, MaxStamina); + StaminaUpdate.Broadcast(Stamina, MaxStamina); +} + +void UStatsManager::DecreaseEnergy(const float Amount) +{ + Energy = FMath::Clamp(Energy - Amount, 0, MaxEnergy); + EnergyUpdate.Broadcast(Energy, MaxEnergy); +} + +void UStatsManager::RestoreEnergy() +{ + Energy = MaxEnergy; + EnergyUpdate.Broadcast(Energy, MaxEnergy); +} + diff --git a/Source/NakedDesire/Stats/StatsManager.h b/Source/NakedDesire/Stats/StatsManager.h new file mode 100644 index 00000000..ce0c229c --- /dev/null +++ b/Source/NakedDesire/Stats/StatsManager.h @@ -0,0 +1,49 @@ +// © 2025 Naked People Team. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "StatsManager.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAttributeUpdateSignature, float, CurrentValue, float, MaxValue); + + +UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) +class NAKEDDESIRE_API UStatsManager : public UActorComponent +{ + GENERATED_BODY() + + float Embarrassment = 0.0f; + float MaxEmbarrassment = 100.0f; + float Energy = 1000.0f; + float MaxEnergy = 1000.0f; + +public: + UStatsManager(); + +protected: + virtual void BeginPlay() override; + virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + +public: + float Stamina = 100.0f; + float MaxStamina = 100.0f; + + UFUNCTION(BlueprintCallable) + void IncreaseEmbarrassment(float Amount); + void DecreaseEmbarrassment(float Amount); + void DecreaseStamina(float Amount); + void IncreaseStamina(float Amount); + void DecreaseEnergy(float Amount); + void RestoreEnergy(); + + UPROPERTY(BlueprintAssignable) + FAttributeUpdateSignature EmbarrassmentUpdate; + + UPROPERTY(BlueprintAssignable) + FAttributeUpdateSignature StaminaUpdate; + + UPROPERTY(BlueprintAssignable) + FAttributeUpdateSignature EnergyUpdate; +}; diff --git a/Source/NakedDesireEditor.Target.cs b/Source/NakedDesireEditor.Target.cs new file mode 100644 index 00000000..cee2ba90 --- /dev/null +++ b/Source/NakedDesireEditor.Target.cs @@ -0,0 +1,15 @@ +// © 2025 Naked People Team. All Rights Reserved. + +using UnrealBuildTool; +using System.Collections.Generic; + +public class NakedDesireEditorTarget : TargetRules +{ + public NakedDesireEditorTarget(TargetInfo Target) : base(Target) + { + Type = TargetType.Editor; + DefaultBuildSettings = BuildSettingsVersion.V6; + IncludeOrderVersion = EngineIncludeOrderVersion.Latest; + ExtraModuleNames.Add("NakedDesire"); + } +}