40 lines
1.2 KiB
C++
40 lines
1.2 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 "Kismet/BlueprintFunctionLibrary.h"
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#include "Engine/EngineTypes.h"
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#include "Engine/TextureRenderTarget2D.h"
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#include "Misc/EngineVersionComparison.h"
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#include "VrmEditorBPFunctionLibrary.generated.h"
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class UTextureRenderTarget2D;
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class UMaterialInstanceConstant;
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class UAnimationAsset;
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class USkeleton;
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/**
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*
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*/
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UCLASS()
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class VRM4UEDITOR_API UVrmEditorBPFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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//UFUNCTION(BlueprintCallable,Category="VRM4U", meta = (DevelopmentOnly))
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//static bool VRMBakeAnim(const USkeletalMeshComponent *skc, const FString &FilePath, const FString &AssetFileName);
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//UFUNCTION(BlueprintCallable,Category="VRM4U")
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//static void VRMTransMatrix(const FTransform &transform, TArray<FLinearColor> &matrix, TArray<FLinearColor> &matrix_inv);
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//UFUNCTION(BlueprintPure, Category = "VRM4U")
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//static void VRMGetMorphTargetList(const USkeletalMesh *target, TArray<FString> &morphTargetList);
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UFUNCTION(BlueprintCallable, Category = "VRM4U")
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static int EvaluateCurvesFromSequence(const UMovieSceneSequence* Seq, float FrameNo, TArray<FString>& names, TArray<float>& curves);
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};
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