60 lines
2.1 KiB
C++
60 lines
2.1 KiB
C++
// VRM4U Copyright (c) 2021-2024 Haruyoshi Yamamoto. This software is released under the MIT License.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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//#include "BoneControllers/AnimNode_ModifyBone.h"
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#include "AnimNode_VrmRetargetFromMannequin.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "UnrealWidget.h"
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#include "AnimNodeEditMode.h"
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#include "AnimGraphNode_VrmRetargetFromMannequin.generated.h"
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class FCompilerResultsLog;
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class FPrimitiveDrawInterface;
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class USkeletalMeshComponent;
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UCLASS(meta=(Keywords = "VRM4U"))
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class UAnimGraphNode_VrmRetargetFromMannequin : 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_VrmRetargetFromMannequin Node;
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public:
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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// End of UEdGraphNode interface
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protected:
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// UAnimGraphNode_Base interface
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virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
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virtual void ValidateAnimNodePostCompile(FCompilerResultsLog& MessageLog, UAnimBlueprintGeneratedClass* CompiledClass, int32 CompiledNodeIndex) override;
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// virtual FEditorModeID GetEditorMode() const override;
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virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) override;
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virtual void CopyPinDefaultsToNodeData(UEdGraphPin* InPin) override;
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virtual FEditorModeID GetEditorMode() const override;
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virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent * PreviewSkelMeshComp) const override;
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// End of UAnimGraphNode_Base interface
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// UAnimGraphNode_SkeletalControlBase interface
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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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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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// storing current widget mode
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int32 CurWidgetMode;
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};
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