Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_LocalToComponentSpace.cpp
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

50 lines
1.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimationGraphSchema.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "AnimGraphNode_LocalToComponentSpace.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_LocalToComponentSpace
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_LocalToComponentSpace::UAnimGraphNode_LocalToComponentSpace(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FLinearColor UAnimGraphNode_LocalToComponentSpace::GetNodeTitleColor() const
{
return FLinearColor(0.7f, 0.7f, 0.7f);
}
FText UAnimGraphNode_LocalToComponentSpace::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_LocalToComponentSpace_Tooltip", "Convert Local Pose to Component Space Pose");
}
FText UAnimGraphNode_LocalToComponentSpace::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("AnimGraphNode_LocalToComponentSpace_Title", "Local To Component");
}
FString UAnimGraphNode_LocalToComponentSpace::GetNodeCategory() const
{
return TEXT("Convert Spaces");
}
void UAnimGraphNode_LocalToComponentSpace::CreateOutputPins()
{
const UAnimationGraphSchema* Schema = GetDefault<UAnimationGraphSchema>();
CreatePin(EGPD_Output, Schema->PC_Struct, TEXT(""), FComponentSpacePoseLink::StaticStruct(), /*bIsArray=*/ false, /*bIsReference=*/ false, TEXT("ComponentPose"));
}
void UAnimGraphNode_LocalToComponentSpace::PostProcessPinName(const UEdGraphPin* Pin, FString& DisplayName) const
{
DisplayName = TEXT("");
}
#undef LOCTEXT_NAMESPACE