Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_TwoBoneIK.h
Michael Schoell 788de6f349 Removed GetNodeNativeTitle from the editor entirely, now uses BuildSourceString to obtain the source string in a more reliable way.
#codereview Justin.Sargent

[CL 2114371 by Michael Schoell in Main branch]
2014-06-23 15:36:50 -04:00

35 lines
1.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_SkeletalControlBase.h"
#include "Animation/BoneControllers/AnimNode_TwoBoneIK.h"
#include "AnimGraphNode_TwoBoneIK.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_TwoBoneIK : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_TwoBoneIK Node;
public:
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FString GetTooltip() const override;
// End of UEdGraphNode interface
// UAnimGraphNode_SkeletalControlBase interface
ANIMGRAPH_API virtual void Draw( FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override;
// End of UAnimGraphNode_SkeletalControlBase interface
protected:
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
// End of UAnimGraphNode_SkeletalControlBase interface
// local conversion function for drawing
void ConvertToComponentSpaceTransform(USkeletalMeshComponent* SkelComp, USkeleton * Skeleton, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, uint8 Space) const;
void DrawTargetLocation(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelComp, USkeleton * Skeleton, uint8 SpaceBase, FName SpaceBoneName, const FVector & TargetLocation, const FColor & TargetColor, const FColor & BoneColor) const;
};