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KF2-Dev-Scripts/Engine/Classes/AnimNodeAimOffset.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class AnimNodeAimOffset extends AnimNodeBlendBase
native(Anim)
hidecategories(Object);
/**
* 9 control points range:
*
* Left Center Right
*
* LU CU RU Up
* LC CC RC Center
* LD CD RD Down
*/
struct immutablewhencooked native AimTransform
{
var() Quat Quaternion;
var() Vector Translation;
};
/**
* definition of an AimComponent.
*/
struct immutablewhencooked native AimComponent
{
/** Bone transformed */
var() Name BoneName;
/** Left column */
var() AimTransform LU;
var() AimTransform LC;
var() AimTransform LD;
/** Center */
var() AimTransform CU;
var() AimTransform CC;
var() AimTransform CD;
/** Right */
var() AimTransform RU;
var() AimTransform RC;
var() AimTransform RD;
};
/** Handy enum for working with directions. */
enum EAnimAimDir
{
ANIMAIM_LEFTUP,
ANIMAIM_CENTERUP,
ANIMAIM_RIGHTUP,
ANIMAIM_LEFTCENTER,
ANIMAIM_CENTERCENTER,
ANIMAIM_RIGHTCENTER,
ANIMAIM_LEFTDOWN,
ANIMAIM_CENTERDOWN,
ANIMAIM_RIGHTDOWN
};
/** Convert Aim(X,Y) into a an enum that we use for blending into the main loop. */
enum EAimID
{
EAID_LeftUp,
EAID_LeftDown,
EAID_RightUp,
EAID_RightDown,
EAID_ZeroUp,
EAID_ZeroDown,
EAID_ZeroLeft,
EAID_ZeroRight,
EAID_CellLU,
EAID_CellCU,
EAID_CellRU,
EAID_CellLC,
EAID_CellCC,
EAID_CellRC,
EAID_CellLD,
EAID_CellCD,
EAID_CellRD,
};
/** Angle of aiming, between -1..+1 */
var() Vector2d Aim;
/** Angle offset applied to Aim before processing */
var() Vector2d AngleOffset;
/** If true, ignore Aim, and use the ForcedAimDir enum instead to determine which aim direction to draw. */
var() bool bForceAimDir;
/** If the LOD of this skeletal mesh is at or above this LOD, then this node will do nothing. */
var(Performance) int PassThroughAtOrAboveLOD;
/** If bForceAimDir is true, this is the direction to render the character aiming in. */
var() EAnimAimDir ForcedAimDir;
/** Internal, array of required bones. Selected bones and their parents for local to component space transformation. */
var transient Array<byte> RequiredBones;
/** Look Up Table for AimCpnt Indices */
var transient Array<byte> AimCpntIndexLUT;
/**
* Pointer to AimOffset node in package (AnimTreeTemplate), to avoid duplicating profile data.
* Always NULL in AimOffset Editor (in ATE).
*/
var transient AnimNodeAimOffset TemplateNode;
/** Bake offsets from animations. */
var() bool bBakeFromAnimations;
struct immutablewhencooked native AimOffsetProfile
{
/** Name of this aim-offset profile. */
var() const editconst name ProfileName;
/** Maximum horizontal range (min, max) for horizontal aiming. */
var() Vector2d HorizontalRange;
/** Maximum horizontal range (min, max) for vertical aiming. */
var() Vector2d VerticalRange;
/**
* Array of AimComponents.
* Represents the selected bones and their transformations.
*/
var Array<AimComponent> AimComponents;
/**
* Names of animations to use when automatically generating offsets based animations for each direction.
* Animations are not actually used in-game - just for editor.
*/
var() Name AnimName_LU;
var() Name AnimName_LC;
var() Name AnimName_LD;
var() Name AnimName_CU;
var() Name AnimName_CC;
var() Name AnimName_CD;
var() Name AnimName_RU;
var() Name AnimName_RC;
var() Name AnimName_RD;
structdefaultproperties
{
ProfileName="Default"
HorizontalRange=(X=-1,Y=+1)
VerticalRange=(X=-1,Y=+1)
}
};
/** Array of different aiming 'profiles' */
var() editfixedsize array<AimOffsetProfile> Profiles;
/**
* Index of currently active Profile.
* Use the SetActiveProfileByName or SetActiveProfileByIndex function to change.
*/
var() const editconst int CurrentProfileIndex;
/**
* if TRUE, pass through (skip additive animation blending) when mesh is not rendered
*/
var(Performance) bool bPassThroughWhenNotRendered;
/** When moving the slider, keep nodes with same property in sync. */
var(Editor) bool bSynchronizeNodesInEditor;
cpptext
{
// UObject interface
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
/** Deferred Initialization, called only when the node is relevant in the tree. */
virtual void DeferredInitAnim();
/** Used to save pointer to AimOffset node in package, to avoid duplicating profile data. */
virtual void PostAnimNodeInstance(UAnimNode* SourceNode, TMap<UAnimNode*,UAnimNode*>& SrcToDestNodeMap);
/** returns current aim. Override this to pull information from somewhere else, like Pawn actor for example. */
virtual FVector2D GetAim() { return Aim; }
virtual void GetBoneAtoms(FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
/**
* Function called after Aim has been extracted and processed (offsets, range, clamping...).
* Gives a chance to PostProcess it before being used by the AimOffset Node.
* Note that X,Y range should remain [-1,+1].
*/
virtual void PostAimProcessing(FVector2D &AimOffsetPct) {}
/** Util for getting the current AimOffsetProfile. */
FAimOffsetProfile* GetCurrentProfile();
/** Update cached list of required bones, use to transform skeleton from parent space to component space. */
void UpdateListOfRequiredBones();
/** Returns TRUE if AimComponents contains specified bone */
UBOOL ContainsBone(const FName &BoneName);
/** Util for grabbing the quaternion on a specific bone in a specific direction. */
FQuat GetBoneAimQuaternion(INT CompIndex, EAnimAimDir InAimDir);
/** Util for grabbing the translation on a specific bone in a specific direction. */
FVector GetBoneAimTranslation(INT CompIndex, EAnimAimDir InAimDir);
/** Util for setting the quaternion on a specific bone in a specific direction. */
void SetBoneAimQuaternion(INT CompIndex, EAnimAimDir InAimDir, const FQuat & InQuat);
/** Util for setting the translation on a specific bone in a specific direction. */
void SetBoneAimTranslation(INT CompIndex, EAnimAimDir InAimDir, FVector InTrans);
/** Bake in Offsets from supplied Animations. */
void BakeOffsetsFromAnimations();
void ExtractOffsets(TArray<FBoneAtom>& RefBoneAtoms, TArray<FBoneAtom>& BoneAtoms, EAnimAimDir InAimDir);
INT GetComponentIdxFromBoneIdx(const INT BoneIndex, UBOOL bCreateIfNotFound=0);
/**
* Extract Parent Space Bone Atoms from Animation Data specified by Name.
* Returns TRUE if successful.
*/
UBOOL ExtractAnimationData(UAnimNodeSequence *SeqNode, FName AnimationName, TArray<FBoneAtom>& BoneAtoms);
// For slider support
virtual INT GetNumSliders() const { return 1; }
virtual ESliderType GetSliderType(INT InIndex) const { return ST_2D; }
virtual FLOAT GetSliderPosition(INT SliderIndex, INT ValueIndex);
virtual void HandleSliderMove(INT SliderIndex, INT ValueIndex, FLOAT NewSliderValue);
virtual void SynchronizeNodesInEditor();
virtual FString GetSliderDrawValue(INT SliderIndex);
/** Utility functions to ease off Casting */
virtual class UAnimNodeAimOffset* GetAnimNodeAimOffset() { return this; }
}
/**
* Change the currently active profile to the one with the supplied name.
* If a profile with that name does not exist, this does nothing.
*/
native function SetActiveProfileByName(name ProfileName);
/**
* Change the currently active profile to the one with the supplied index.
* If ProfileIndex is outside range, this does nothing.
*/
native function SetActiveProfileByIndex(int ProfileIndex);
defaultproperties
{
bSynchronizeNodesInEditor=TRUE
bPassThroughWhenNotRendered=FALSE
bFixNumChildren=TRUE
Children(0)=(Name="Input",Weight=1.0)
ForcedAimDir=ANIMAIM_CENTERCENTER
PassThroughAtOrAboveLOD=1000
}