// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #pragma once #include "AnimGraphNode_SkeletalControlBase.h" #include "Animation/BoneControllers/AnimNode_ModifyBone.h" #include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable #include "AnimGraphNode_ModifyBone.generated.h" UCLASS(MinimalAPI, meta=(Keywords = "Modify Transform")) class UAnimGraphNode_ModifyBone : public UAnimGraphNode_SkeletalControlBase { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category=Settings) FAnimNode_ModifyBone Node; public: // UEdGraphNode interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; // End of UEdGraphNode interface protected: // UAnimGraphNode_SkeletalControlBase interface virtual FText GetControllerDescription() const override; ANIMGRAPH_API virtual FVector GetWidgetLocation(const USkeletalMeshComponent* SkelComp, struct FAnimNode_SkeletalControlBase* AnimNode) override; ANIMGRAPH_API virtual int32 GetWidgetMode(const USkeletalMeshComponent* SkelComp) override; ANIMGRAPH_API virtual int32 ChangeToNextWidgetMode(const USkeletalMeshComponent* SkelComp, int32 InCurWidgetMode) override; ANIMGRAPH_API virtual bool SetWidgetMode(const USkeletalMeshComponent* SkelComp, int32 InWidgetMode) override; ANIMGRAPH_API virtual FName FindSelectedBone() override; ANIMGRAPH_API virtual void DoTranslation(const USkeletalMeshComponent* SkelComp, FVector& Drag, FAnimNode_Base* InOutAnimNode) override; ANIMGRAPH_API virtual void DoRotation(const USkeletalMeshComponent* SkelComp, FRotator& Rotation, FAnimNode_Base* InOutAnimNode) override; ANIMGRAPH_API virtual void DoScale(const USkeletalMeshComponent* SkelComp, FVector& Drag, FAnimNode_Base* InOutAnimNode) override; ANIMGRAPH_API virtual void CopyNodeDataTo(FAnimNode_Base* OutAnimNode) override; ANIMGRAPH_API virtual void CopyNodeDataFrom(const FAnimNode_Base* InNewAnimNode) override; // End of UAnimGraphNode_SkeletalControlBase interface // methods to find a valid widget mode for gizmo because doesn't need to show gizmo when the mode is "Ignore" int32 FindValidWidgetMode(int32 InWidgetMode); EBoneModificationMode GetBoneModificationMode(int32 InWidgetMode); int32 GetNextWidgetMode(int32 InWidgetMode); private: /** Constructing FText strings can be costly, so we cache the node's title */ FNodeTitleTextTable CachedNodeTitles; // storing current widget mode int32 CurWidgetMode; };