78 lines
2.7 KiB
Ucode
78 lines
2.7 KiB
Ucode
/**
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class AnimNodeBlendMultiBone extends AnimNodeBlendBase
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native(Anim)
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hidecategories(Object);
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struct native ChildBoneBlendInfo
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{
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/** Weight scaling for each bone of the skeleton. Must be same size as RefSkeleton of SkeletalMesh. If all 0.0, no animation can ever be drawn from Child2. */
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var array<float> TargetPerBoneWeight;
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/** Used in InitAnim, so you can set up partial blending in the defaultproperties. See SetTargetStartBone. */
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var() name InitTargetStartBone;
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/** Used in InitAnim, so you can set up partial blending in the defaultproperties. See SetTargetStartBone. */
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var() float InitPerBoneIncrease;
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//
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// Internal variables
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//
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/** Old StartBone, to monitor changes */
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var const name OldStartBone;
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/** Old OldBoneIncrease, to monitor changes */
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var const float OldBoneIncrease;
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/**
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* Indices of bones required from Target (at LOD 0), if Target's weight is >0.0.
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* Bones are only in this array if their per-bone weight is >0.0 (or they have a child in the array).
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* Indices should be strictly increasing.
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*/
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var transient array<byte> TargetRequiredBones;
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structdefaultproperties
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{
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InitPerBoneIncrease=1.0
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}
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};
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/** List of blend targets - one per bone to blend */
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var() array<ChildBoneBlendInfo> BlendTargetList;
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/**
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* Indices of bones required from Source (at LOD 0), if Target's weight is 1.0.
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* Bones are only in this array if their per-bone weight is <1.0 (or they have a child in the array).
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* Indices should be strictly increasing.
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*/
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var transient array<byte> SourceRequiredBones;
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cpptext
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{
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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// AnimNode interface
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virtual void InitAnim( USkeletalMeshComponent* meshComp, UAnimNodeBlendBase* Parent );
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virtual void GetBoneAtoms(FBoneAtomArray& Atoms, const TArray<BYTE>& DesiredBones, FBoneAtom& RootMotionDelta, INT& bHasRootMotion, FCurveKeyArray& CurveKeys);
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/** Utility for creating the TargetPerBoneWeight array. Starting from the named bone, walk down the heirarchy increasing the weight by PerBoneIncrease each step. */
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virtual void SetTargetStartBone( INT TargetIdx, FName StartBoneName, FLOAT PerBoneIncrease = 1.f );
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}
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/** Updating the StartBoneName or PerBoneIncrease, will cause the TargetPerBoneWeight to be automatically re-updated, you'll loose custom values! */
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//@todo - support opt. params
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native noexport final function SetTargetStartBone( int TargetIdx, name StartBoneName, optional float PerBoneIncrease /* = 1.f */ );
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defaultproperties
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{
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Children(0)=(Name="Source",Weight=1.0)
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Children(1)=(Name="Target")
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CategoryDesc = "Filter"
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}
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