// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_SplineIK.h" #include "AnimNodeEditModes.h" #include "Animation/AnimBlueprint.h" #include "Animation/Skeleton.h" #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_SplineIK::UAnimGraphNode_SplineIK(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FText UAnimGraphNode_SplineIK::GetControllerDescription() const { return LOCTEXT("SplineIK", "Spline IK"); } FText UAnimGraphNode_SplineIK::GetTooltipText() const { return LOCTEXT("AnimGraphNode_SplineIK_Tooltip", "The Spline IK control constrains a chain of bones to a spline."); } FText UAnimGraphNode_SplineIK::GetNodeTitle(ENodeTitleType::Type TitleType) const { if (Node.StartBone.BoneName == NAME_None || Node.EndBone.BoneName == NAME_None) { return GetControllerDescription(); } else { FFormatNamedArguments Args; Args.Add(TEXT("ControllerDescription"), GetControllerDescription()); Args.Add(TEXT("StartBoneName"), FText::FromName(Node.StartBone.BoneName)); Args.Add(TEXT("EndBoneName"), FText::FromName(Node.EndBone.BoneName)); // FText::Format() is slow, so we cache this to save on performance if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) { CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_SplineIK_ListTitle", "{ControllerDescription} - {StartBoneName} - {EndBoneName}"), Args), this); } else { CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_SplineIK_Title", "{ControllerDescription}\nChain: {StartBoneName} - {EndBoneName}"), Args), this); } } return CachedNodeTitles[TitleType]; } FEditorModeID UAnimGraphNode_SplineIK::GetEditorMode() const { return AnimNodeEditModes::SplineIK; } void UAnimGraphNode_SplineIK::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None; if (PropertyName == GET_MEMBER_NAME_CHECKED(FBoneReference, BoneName) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimNode_SplineIK, bAutoCalculateSpline) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimNode_SplineIK, PointCount) || PropertyName == GET_MEMBER_NAME_CHECKED(FAnimNode_SplineIK, BoneAxis)) { USkeleton* Skeleton = GetAnimBlueprint()->TargetSkeleton; Node.GatherBoneReferences(Skeleton->GetReferenceSkeleton()); ReconstructNode(); } } #undef LOCTEXT_NAMESPACE