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44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "EditModes/LookAtEditMode.h"
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#include "AnimGraphNode_LookAt.h"
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#include "IPersonaPreviewScene.h"
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#include "Animation/DebugSkelMeshComponent.h"
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void FLookAtEditMode::EnterMode(class UAnimGraphNode_Base* InEditorNode, struct FAnimNode_Base* InRuntimeNode)
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{
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RuntimeNode = static_cast<FAnimNode_LookAt*>(InRuntimeNode);
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GraphNode = CastChecked<UAnimGraphNode_LookAt>(InEditorNode);
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FAnimNodeEditMode::EnterMode(InEditorNode, InRuntimeNode);
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}
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void FLookAtEditMode::ExitMode()
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{
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RuntimeNode = nullptr;
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GraphNode = nullptr;
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FAnimNodeEditMode::ExitMode();
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}
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FVector FLookAtEditMode::GetWidgetLocation() const
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{
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USkeletalMeshComponent* SkelComp = GetAnimPreviewScene().GetPreviewMeshComponent();
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return GraphNode->Node.GetCachedTargetLocation();
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}
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UE::Widget::EWidgetMode FLookAtEditMode::GetWidgetMode() const
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{
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return UE::Widget::WM_Translate;
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}
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FName FLookAtEditMode::GetSelectedBone() const
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{
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return GraphNode->Node.BoneToModify.BoneName;
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}
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// @todo: will support this since now we have LookAtLocation
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void FLookAtEditMode::DoTranslation(FVector& InTranslation)
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{
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}
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