This commit is contained in:
2026-05-17 22:44:49 +03:00
commit 26fedadcd8
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// 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;
};
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// 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;
};
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// 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<UMaterialInstanceDynamic> PhysicsAssetBodyMaterial;
};