Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/EditModes/LookAtEditMode.cpp
thomas sarkanen 9e7c191aca Anim blueprint editor modes now display transform toolbar
Deferred to the active editor modes when determining transform toolbar visibility
Updated existing edit modes to correctly update their available widget modes

#rb Nick.Brett
#preflight 61ba0002590498f205a19fb2

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18467669 via CL 18467672 via CL 18467673 via CL 18468089 via CL 18468141
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18468161 by thomas sarkanen in ue5-release-engine-test branch]
2021-12-15 12:17:40 -05:00

68 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "EditModes/LookAtEditMode.h"
#include "AnimGraphNode_LookAt.h"
#include "IPersonaPreviewScene.h"
#include "Animation/DebugSkelMeshComponent.h"
void FLookAtEditMode::EnterMode(class UAnimGraphNode_Base* InEditorNode, struct FAnimNode_Base* InRuntimeNode)
{
RuntimeNode = static_cast<FAnimNode_LookAt*>(InRuntimeNode);
GraphNode = CastChecked<UAnimGraphNode_LookAt>(InEditorNode);
FAnimNodeEditMode::EnterMode(InEditorNode, InRuntimeNode);
}
void FLookAtEditMode::ExitMode()
{
RuntimeNode = nullptr;
GraphNode = nullptr;
FAnimNodeEditMode::ExitMode();
}
FVector FLookAtEditMode::GetWidgetLocation() const
{
USkeletalMeshComponent* SkelComp = GetAnimPreviewScene().GetPreviewMeshComponent();
EBoneControlSpace Space = RuntimeNode->LookAtTarget.HasTargetSetup() ? BCS_BoneSpace : BCS_ComponentSpace;
return ConvertWidgetLocation(SkelComp, RuntimeNode->ForwardedPose, RuntimeNode->LookAtTarget, RuntimeNode->LookAtLocation, Space);
}
ECoordSystem FLookAtEditMode::GetWidgetCoordinateSystem() const
{
return RuntimeNode->LookAtTarget.HasTargetSetup() ? COORD_Local : COORD_World;
}
UE::Widget::EWidgetMode FLookAtEditMode::GetWidgetMode() const
{
return UE::Widget::WM_Translate;
}
bool FLookAtEditMode::UsesTransformWidget(UE::Widget::EWidgetMode InWidgetMode) const
{
return InWidgetMode == UE::Widget::WM_Translate;
}
FName FLookAtEditMode::GetSelectedBone() const
{
return RuntimeNode->LookAtTarget.GetTargetSetup();
}
bool FLookAtEditMode::ShouldDrawWidget() const
{
return true;
}
void FLookAtEditMode::DoTranslation(FVector& InTranslation)
{
USkeletalMeshComponent* SkelComp = GetAnimPreviewScene().GetPreviewMeshComponent();
EBoneControlSpace Space = RuntimeNode->LookAtTarget.HasTargetSetup() ? BCS_BoneSpace : BCS_ComponentSpace;
FVector Offset = ConvertCSVectorToBoneSpace(SkelComp, InTranslation, RuntimeNode->ForwardedPose, RuntimeNode->LookAtTarget, Space);
RuntimeNode->LookAtLocation += Offset;
GraphNode->Node.LookAtLocation = RuntimeNode->LookAtLocation;
GraphNode->SetDefaultValue(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_LookAt, LookAtLocation), RuntimeNode->LookAtLocation);
}