// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_LookAt.h" #include "Animation/AnimInstance.h" #include "AnimPhysObjectVersion.h" ///////////////////////////////////////////////////// // UAnimGraphNode_LookAt #define LOCTEXT_NAMESPACE "AnimGraph_LookAt" UAnimGraphNode_LookAt::UAnimGraphNode_LookAt(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FText UAnimGraphNode_LookAt::GetControllerDescription() const { return LOCTEXT("LookAtNode", "Look At"); } FText UAnimGraphNode_LookAt::GetTooltipText() const { return LOCTEXT("AnimGraphNode_LookAt_Tooltip", "This node allow a bone to trace or follow another bone"); } FText UAnimGraphNode_LookAt::GetNodeTitle(ENodeTitleType::Type TitleType) const { if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.BoneToModify.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, this)) { FFormatNamedArguments Args; Args.Add(TEXT("ControllerDescription"), GetControllerDescription()); Args.Add(TEXT("BoneName"), FText::FromName(Node.BoneToModify.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_LookAt_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args), this); } else { CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_LookAt_Title", "{ControllerDescription}\nBone: {BoneName}"), Args), this); } } return CachedNodeTitles[TitleType]; } void UAnimGraphNode_LookAt::Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const { if(SkelMeshComp) { if(FAnimNode_LookAt* ActiveNode = GetActiveInstanceNode(SkelMeshComp->GetAnimInstance())) { ActiveNode->ConditionalDebugDraw(PDI, SkelMeshComp); } } } void UAnimGraphNode_LookAt::Serialize(FArchive& Ar) { Super::Serialize(Ar); Ar.UsingCustomVersion(FAnimPhysObjectVersion::GUID); auto GetAlignVector = [](EAxisOption::Type AxisOption, const FVector& CustomAxis) -> FVector { switch (AxisOption) { case EAxisOption::X: return FTransform::Identity.GetUnitAxis(EAxis::X); case EAxisOption::X_Neg: return -FTransform::Identity.GetUnitAxis(EAxis::X); case EAxisOption::Y: return FTransform::Identity.GetUnitAxis(EAxis::Y); case EAxisOption::Y_Neg: return -FTransform::Identity.GetUnitAxis(EAxis::Y); case EAxisOption::Z: return FTransform::Identity.GetUnitAxis(EAxis::Z); case EAxisOption::Z_Neg: return -FTransform::Identity.GetUnitAxis(EAxis::Z); case EAxisOption::Custom: return CustomAxis; } return FVector(1.f, 0.f, 0.f); }; if (Ar.CustomVer(FAnimPhysObjectVersion::GUID)< FAnimPhysObjectVersion::ConvertAnimNodeLookAtAxis) { Node.LookAt_Axis = FAxis(GetAlignVector(Node.LookAtAxis_DEPRECATED, Node.CustomLookAtAxis_DEPRECATED)); Node.LookUp_Axis = FAxis(GetAlignVector(Node.LookUpAxis_DEPRECATED, Node.CustomLookUpAxis_DEPRECATED)); if (Node.LookAtBone.BoneName != NAME_None || Node.LookAtSocket != NAME_None) { Node.LookAtLocation = FVector::ZeroVector; } } } void UAnimGraphNode_LookAt::GetOnScreenDebugInfo(TArray& DebugInfo, FAnimNode_Base* RuntimeAnimNode, USkeletalMeshComponent* PreviewSkelMeshComp) const { if (RuntimeAnimNode) { const FAnimNode_LookAt* LookatRuntimeNode = static_cast(RuntimeAnimNode); DebugInfo.Add(FText::Format(LOCTEXT("DebugOnScreenBoneName", "Anim Look At (Source:{0})"), FText::FromName(LookatRuntimeNode->BoneToModify.BoneName))); if (LookatRuntimeNode->LookAtBone.BoneIndex != INDEX_NONE) { DebugInfo.Add(FText::Format(LOCTEXT("DebugOnScreenLookAtBone", " Look At Bone (Target:{0})"), FText::FromName(LookatRuntimeNode->LookAtBone.BoneName))); } if (LookatRuntimeNode->LookAtSocket != NAME_None) { DebugInfo.Add(FText::Format(LOCTEXT("DebugOnScreenLookAtSocket", " LookAtSocket: {0}"), FText::FromName(LookatRuntimeNode->LookAtSocket))); } else { DebugInfo.Add(FText::Format(LOCTEXT("DebugOnScreenLookAtLocation", " LookAtLocation: {0}"), FText::FromString(LookatRuntimeNode->LookAtLocation.ToString()))); } DebugInfo.Add(FText::Format(LOCTEXT("DebugOnScreenTargetLocation", " TargetLocation: {0}"), FText::FromString(LookatRuntimeNode->GetCachedTargetLocation().ToString()))); } } #undef LOCTEXT_NAMESPACE