Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_SplineIK.cpp
2025-05-18 13:04:45 +08:00

74 lines
2.5 KiB
C++

// 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