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// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License
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#pragma once
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#include "AnimGraphNode_Base.h"
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#include "AnimNode_KawaiiPhysics.h"
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "AnimGraphNode_KawaiiPhysics.generated.h"
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class FCompilerResultsLog;
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UCLASS()
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class UAnimGraphNode_KawaiiPhysics : public UAnimGraphNode_SkeletalControlBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category = Settings)
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FAnimNode_KawaiiPhysics Node;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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// UObject interface
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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protected:
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// UAnimGraphNode_Base interface
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virtual FEditorModeID GetEditorMode() const override;
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virtual void ValidateAnimNodePostCompile(FCompilerResultsLog& MessageLog,
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UAnimBlueprintGeneratedClass* CompiledClass,
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int32 CompiledNodeIndex) override;
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virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* AnimNode) override;
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
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// End of UAnimGraphNode_Base interface
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//virtual FText GetControllerDescription() const override;
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virtual FText GetControllerDescription() const override;
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virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
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// End of UAnimGraphNode_SkeletalControlBase interface
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// UObject interface
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virtual void Serialize(FArchive& Ar) override;
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// End of UObject interface
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virtual void CustomizeDetailTools(IDetailLayoutBuilder& DetailBuilder);
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virtual void CustomizeDetailDebugVisualizations(IDetailLayoutBuilder& DetailBuilder);
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private:
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/** Creates the export data asset path. */
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void CreateExportDataAssetPath(FString& PackageName, const FString& DefaultSuffix) const;
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/** Creates the data asset package. */
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UPackage* CreateDataAssetPackage(const FString& DialogTitle, const FString& DefaultSuffix,
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FString& AssetName) const;
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/** Shows the export asset notification. */
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void ShowExportAssetNotification(UObject* NewAsset, FText NotificationText);
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/** Exports the limits data asset. */
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void ExportLimitsDataAsset();
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/** Exports the bone constraints data asset. */
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void ExportBoneConstraintsDataAsset();
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public:
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/** Enables or disables debug drawing for bones. */
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UPROPERTY()
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bool bEnableDebugDrawBone = true;
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/** Enables or disables debug drawing for bone length rate. */
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UPROPERTY()
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bool bEnableDebugBoneLengthRate = true;
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/** Enables or disables debug drawing for limit angles. */
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UPROPERTY()
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bool bEnableDebugDrawLimitAngle = true;
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/** Enables or disables debug drawing for spherical limits. */
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UPROPERTY()
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bool bEnableDebugDrawSphereLimit = true;
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/** Enables or disables debug drawing for capsule limits. */
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UPROPERTY()
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bool bEnableDebugDrawCapsuleLimit = true;
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/** Enables or disables debug drawing for box limits. */
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UPROPERTY()
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bool bEnableDebugDrawBoxLimit = true;
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/** Enables or disables debug drawing for planar limits. */
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UPROPERTY()
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bool bEnableDebugDrawPlanerLimit = true;
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/** Enables or disables debug drawing for bone constraints. */
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UPROPERTY()
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bool bEnableDebugDrawBoneConstraint = true;
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/** Enables or disables debug drawing for external forces. */
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UPROPERTY()
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bool bEnableDebugDrawExternalForce = true;
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private:
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTitleTextTable CachedNodeTitles;
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};
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