// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #pragma once #include "AnimGraphNode_SkeletalControlBase.h" #include "AnimGraphNode_TwoBoneIK.generated.h" UCLASS(MinimalAPI) class UAnimGraphNode_TwoBoneIK : public UAnimGraphNode_SkeletalControlBase { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category=Settings) FAnimNode_TwoBoneIK Node; public: // UEdGraphNode interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE; virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const OVERRIDE; virtual FString GetTooltip() const OVERRIDE; // End of UEdGraphNode interface // UAnimGraphNode_SkeletalControlBase interface ANIMGRAPH_API virtual void Draw( FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const OVERRIDE; // End of UAnimGraphNode_SkeletalControlBase interface protected: // UAnimGraphNode_SkeletalControlBase interface virtual FText GetControllerDescription() const OVERRIDE; // End of UAnimGraphNode_SkeletalControlBase interface // local conversion function for drawing void ConvertToComponentSpaceTransform(USkeletalMeshComponent* SkelComp, USkeleton * Skeleton, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, uint8 Space) const; void DrawTargetLocation(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelComp, USkeleton * Skeleton, uint8 SpaceBase, FName SpaceBoneName, const FVector & TargetLocation, const FColor & TargetColor, const FColor & BoneColor) const; };