Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/EditModes/LookAtEditMode.cpp
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

44 lines
1.1 KiB
C++

// Copyright 1998-2019 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();
return GraphNode->Node.GetCachedTargetLocation();
}
FWidget::EWidgetMode FLookAtEditMode::GetWidgetMode() const
{
return FWidget::WM_Translate;
}
FName FLookAtEditMode::GetSelectedBone() const
{
return GraphNode->Node.BoneToModify.BoneName;
}
// @todo: will support this since now we have LookAtLocation
void FLookAtEditMode::DoTranslation(FVector& InTranslation)
{
}