Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_TwoBoneIK.h
Jaroslaw Palczynski f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00

81 lines
3.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_SkeletalControlBase.h"
#include "Animation/BoneControllers/AnimNode_TwoBoneIK.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable
#include "AnimGraphNode_TwoBoneIK.generated.h"
// actor class used for bone selector
#define ABoneSelectActor ATargetPoint
UCLASS(MinimalAPI)
class UAnimGraphNode_TwoBoneIK : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_TwoBoneIK Node;
// just for refreshing UIs when bone space was changed
static TSharedPtr<class FTwoBoneIKDelegate> TwoBoneIKDelegate;
public:
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
// End of UEdGraphNode interface
void UpdateEffectorLocationSpace(class IDetailLayoutBuilder& DetailBuilder);
// UAnimGraphNode_Base interface
virtual void CustomizeDetails(class IDetailLayoutBuilder& DetailBuilder) override;
// End of UAnimGraphNode_Base interface
// UAnimGraphNode_SkeletalControlBase interface
ANIMGRAPH_API virtual void Draw( FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override;
ANIMGRAPH_API virtual FVector GetWidgetLocation(const USkeletalMeshComponent* SkelComp, struct FAnimNode_SkeletalControlBase* AnimNode) override;
ANIMGRAPH_API virtual void CopyNodeDataFrom(const FAnimNode_Base* NewAnimNode) override;
ANIMGRAPH_API virtual int32 GetWidgetMode(const USkeletalMeshComponent* SkelComp) override;
ANIMGRAPH_API virtual void MoveSelectActorLocation(const USkeletalMeshComponent* SkelComp, FAnimNode_SkeletalControlBase* AnimNode) override;
ANIMGRAPH_API virtual FName FindSelectedBone() override;
ANIMGRAPH_API virtual bool IsActorClicked(HActor* ActorHitProxy) override;
ANIMGRAPH_API virtual void ProcessActorClick(HActor* ActorHitProxy) override;
ANIMGRAPH_API virtual void DoTranslation(const USkeletalMeshComponent* SkelComp, FVector& Drag, FAnimNode_Base* InOutAnimNode) override;
ANIMGRAPH_API virtual void CopyNodeDataTo(FAnimNode_Base* AnimNode) override;
ANIMGRAPH_API virtual void DeselectActor(USkeletalMeshComponent* SkelComp) override;
// End of UAnimGraphNode_SkeletalControlBase interface
enum BoneSelectModeType
{
BSM_EndEffector,
BSM_JointTarget,
BSM_Max
};
// to switch select mode between end effector and joint target
BoneSelectModeType BoneSelectMode;
TWeakObjectPtr<class ABoneSelectActor> BoneSelectActor;
IDetailLayoutBuilder* DetailLayout;
protected:
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
// End of UAnimGraphNode_SkeletalControlBase interface
// local conversion function for drawing
void DrawTargetLocation(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelComp, USkeleton * Skeleton, EBoneControlSpace SpaceBase, FName SpaceBoneName, const FVector & TargetLocation, const FColor & TargetColor, const FColor & BoneColor) const;
// make Pins showed / hidden by options
bool SetPinsVisibility(bool bShow);
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};