// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "AnimGraphPrivatePCH.h" #include "AnimGraphNode_SpringBone.h" ///////////////////////////////////////////////////// // UAnimGraphNode_SpringBone #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_SpringBone::UAnimGraphNode_SpringBone(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FText UAnimGraphNode_SpringBone::GetControllerDescription() const { return LOCTEXT("SpringController", "Spring controller"); } FText UAnimGraphNode_SpringBone::GetTooltipText() const { return LOCTEXT("AnimGraphNode_SpringBone_Tooltip", "The Spring Controller applies a spring solver that can be used to limit how far a bone can stretch from its reference pose position and apply a force in the opposite direction."); } FText UAnimGraphNode_SpringBone::GetNodeTitle(ENodeTitleType::Type TitleType) const { if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.SpringBone.BoneName == NAME_None)) { return GetControllerDescription(); } // @TODO: the bone can be altered in the property editor, so we have to // choose to mark this dirty when that happens for this to properly work else //if(!CachedNodeTitles.IsTitleCached(TitleType)) { FFormatNamedArguments Args; Args.Add(TEXT("ControllerDescription"), GetControllerDescription()); Args.Add(TEXT("BoneName"), FText::FromName(Node.SpringBone.BoneName)); // FText::Format() is slow, so we cache this to save on performance if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) { CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_SpringBone_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args)); } else { CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_SpringBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args)); } } return CachedNodeTitles[TitleType]; } #undef LOCTEXT_NAMESPACE