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54 lines
2.1 KiB
54 lines
2.1 KiB
// Georgy Treshchev 2025.
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#pragma once
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#include "CoreMinimal.h"
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#include "RuntimeVisemeGenerator.h"
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#include "AnimNodes/AnimNode_PoseByName.h"
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#include "BlendRuntimeMetaHumanLaughter.generated.h"
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USTRUCT(BlueprintType)
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struct FAnimNode_BlendRuntimeMetaHumanLaughter : public FAnimNode_PoseHandler
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{
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GENERATED_BODY()
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public:
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RUNTIMEMETAHUMANLIPSYNC_API FAnimNode_BlendRuntimeMetaHumanLaughter();
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// FAnimNode_Base interface
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RUNTIMEMETAHUMANLIPSYNC_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
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RUNTIMEMETAHUMANLIPSYNC_API virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
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RUNTIMEMETAHUMANLIPSYNC_API virtual void Evaluate_AnyThread(FPoseContext& Output) override;
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RUNTIMEMETAHUMANLIPSYNC_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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// End of FAnimNode_Base interface
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RUNTIMEMETAHUMANLIPSYNC_API virtual void RebuildPoseList(const FBoneContainer& InBoneContainer, const UPoseAsset* InPoseAsset) override;
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RUNTIMEMETAHUMANLIPSYNC_API virtual void UpdateAssetPlayer(const FAnimationUpdateContext& Context) override;
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UPROPERTY(EditAnywhere, EditFixedSize, BlueprintReadWrite, Category = Links)
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FPoseLink SourcePose;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, transient, Category=Copy, meta=(PinShownByDefault))
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TWeakObjectPtr<URuntimeVisemeGenerator> VisemeGenerator;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
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float InterpolationSpeed = 25.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
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float ResetTime = 0.2f;
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/** Scales the maximum intensity of the laughter animation (0.0 - 1.0) */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float MaxLaughterWeight = 0.7f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings)
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FName LaughterPoseName = FName("Laugh");
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private:
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float TargetLaughterWeight = 0.0f;
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float CurrentLaughterWeight = 0.0f;
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float TimeSinceLastLaughterChange = 0.0f;
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FPoseCurve LaughterPoseCurve;
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bool bLaughterPoseFound = false;
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};
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