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TG_ARPG/Plugins/KawaiiPhysics/Source/KawaiiPhysicsEd/Public/AnimGraphNode_KawaiiPhysics.h
2025-01-31 16:21:15 +08:00

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3.5 KiB
C++

// KawaiiPhysics : Copyright (c) 2019-2024 pafuhana1213, MIT License
#pragma once
#include "AnimGraphNode_Base.h"
#include "AnimNode_KawaiiPhysics.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_KawaiiPhysics.generated.h"
class FCompilerResultsLog;
UCLASS()
class UAnimGraphNode_KawaiiPhysics : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FAnimNode_KawaiiPhysics Node;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// UObject interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
protected:
// UAnimGraphNode_Base interface
virtual FEditorModeID GetEditorMode() const override;
virtual void ValidateAnimNodePostCompile(FCompilerResultsLog& MessageLog,
UAnimBlueprintGeneratedClass* CompiledClass,
int32 CompiledNodeIndex) override;
virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* AnimNode) override;
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
// End of UAnimGraphNode_Base interface
//virtual FText GetControllerDescription() const override;
virtual FText GetControllerDescription() const override;
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
// End of UAnimGraphNode_SkeletalControlBase interface
// UObject interface
virtual void Serialize(FArchive& Ar) override;
// End of UObject interface
virtual void CustomizeDetailTools(IDetailLayoutBuilder& DetailBuilder);
virtual void CustomizeDetailDebugVisualizations(IDetailLayoutBuilder& DetailBuilder);
private:
/** Creates the export data asset path. */
void CreateExportDataAssetPath(FString& PackageName, const FString& DefaultSuffix) const;
/** Creates the data asset package. */
UPackage* CreateDataAssetPackage(const FString& DialogTitle, const FString& DefaultSuffix,
FString& AssetName) const;
/** Shows the export asset notification. */
void ShowExportAssetNotification(UObject* NewAsset, FText NotificationText);
/** Exports the limits data asset. */
void ExportLimitsDataAsset();
/** Exports the bone constraints data asset. */
void ExportBoneConstraintsDataAsset();
public:
/** Enables or disables debug drawing for bones. */
UPROPERTY()
bool bEnableDebugDrawBone = true;
/** Enables or disables debug drawing for bone length rate. */
UPROPERTY()
bool bEnableDebugBoneLengthRate = true;
/** Enables or disables debug drawing for limit angles. */
UPROPERTY()
bool bEnableDebugDrawLimitAngle = true;
/** Enables or disables debug drawing for spherical limits. */
UPROPERTY()
bool bEnableDebugDrawSphereLimit = true;
/** Enables or disables debug drawing for capsule limits. */
UPROPERTY()
bool bEnableDebugDrawCapsuleLimit = true;
/** Enables or disables debug drawing for box limits. */
UPROPERTY()
bool bEnableDebugDrawBoxLimit = true;
/** Enables or disables debug drawing for planar limits. */
UPROPERTY()
bool bEnableDebugDrawPlanerLimit = true;
/** Enables or disables debug drawing for bone constraints. */
UPROPERTY()
bool bEnableDebugDrawBoneConstraint = true;
/** Enables or disables debug drawing for external forces. */
UPROPERTY()
bool bEnableDebugDrawExternalForce = true;
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};