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FunnyGirl/Plugins/VRM4U/Source/VRM4U/Public/AnimNode_VrmConstraint.h
T
2026-05-19 13:42:41 +07:00

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2.6 KiB
C++

// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BoneContainer.h"
#include "BonePose.h"
#include "BoneControllers/AnimNode_ModifyBone.h"
#include "Misc/EngineVersionComparison.h"
#include "AnimNode_VrmConstraint.generated.h"
class UVrmMetaObject;
class UVrmAssetListObject;
/**
* Simple controller that replaces or adds to the translation/rotation of a single bone.
*/
USTRUCT(BlueprintInternalUseOnly)
struct VRM4U_API FAnimNode_VrmConstraint : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta = (PinHiddenByDefault))
bool EnableAutoSearchMetaData = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Skeleton, meta=(PinHiddenByDefault))
const UVrmMetaObject *VrmMetaObject = nullptr;
#if UE_VERSION_OLDER_THAN(5,0,0)
TAssetPtr<UVrmMetaObject> VrmMetaObject_Internal = nullptr;
TAssetPtr<UVrmAssetListObject> VrmAssetListObject_Internal = nullptr;
#else
TSoftObjectPtr<UVrmMetaObject> VrmMetaObject_Internal = nullptr;
TSoftObjectPtr<UVrmAssetListObject> VrmAssetListObject_Internal = nullptr;
#endif
bool bCallInitialized = false;
bool bCallByAnimInstance = false;
FAnimNode_VrmConstraint();
void UpdateCache(FComponentSpacePoseContext& Output);
// FAnimNode_Base interface
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
// virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
virtual void EvaluateComponentPose_AnyThread(FComponentSpacePoseContext& Output) override;
virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
virtual void UpdateInternal(const FAnimationUpdateContext& Context)override;
// End of FAnimNode_SkeletalControlBase interface
virtual void ConditionalDebugDraw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* PreviewSkelMeshComp, bool bPreviewForeground = false) const;
private:
// FAnimNode_SkeletalControlBase interface
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
};