78 lines
2.4 KiB
C++
78 lines
2.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "EditModes/LookAtEditMode.h"
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#include "AnimGraphNode_Base.h"
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#include "AnimGraphNode_LookAt.h"
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#include "Animation/AnimTypes.h"
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#include "Animation/BoneSocketReference.h"
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#include "Animation/DebugSkelMeshComponent.h"
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#include "BoneControllers/AnimNode_LookAt.h"
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#include "IPersonaPreviewScene.h"
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#include "Math/Vector.h"
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#include "Misc/AssertionMacros.h"
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#include "Templates/Casts.h"
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class USkeletalMeshComponent;
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void FLookAtEditMode::EnterMode(class UAnimGraphNode_Base* InEditorNode, struct FAnimNode_Base* InRuntimeNode)
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{
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RuntimeNode = static_cast<FAnimNode_LookAt*>(InRuntimeNode);
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GraphNode = CastChecked<UAnimGraphNode_LookAt>(InEditorNode);
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FAnimNodeEditMode::EnterMode(InEditorNode, InRuntimeNode);
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}
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void FLookAtEditMode::ExitMode()
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{
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RuntimeNode = nullptr;
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GraphNode = nullptr;
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FAnimNodeEditMode::ExitMode();
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}
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FVector FLookAtEditMode::GetWidgetLocation() const
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{
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USkeletalMeshComponent* SkelComp = GetAnimPreviewScene().GetPreviewMeshComponent();
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EBoneControlSpace Space = RuntimeNode->LookAtTarget.HasTargetSetup() ? BCS_BoneSpace : BCS_ComponentSpace;
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return ConvertWidgetLocation(SkelComp, RuntimeNode->ForwardedPose, RuntimeNode->LookAtTarget, RuntimeNode->LookAtLocation, Space);
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}
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ECoordSystem FLookAtEditMode::GetWidgetCoordinateSystem() const
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{
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return RuntimeNode->LookAtTarget.HasTargetSetup() ? COORD_Local : COORD_World;
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}
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UE::Widget::EWidgetMode FLookAtEditMode::GetWidgetMode() const
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{
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return UE::Widget::WM_Translate;
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}
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bool FLookAtEditMode::UsesTransformWidget(UE::Widget::EWidgetMode InWidgetMode) const
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{
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return InWidgetMode == UE::Widget::WM_Translate;
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}
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FName FLookAtEditMode::GetSelectedBone() const
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{
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return RuntimeNode->LookAtTarget.GetTargetSetup();
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}
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bool FLookAtEditMode::ShouldDrawWidget() const
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{
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return true;
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}
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void FLookAtEditMode::DoTranslation(FVector& InTranslation)
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{
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USkeletalMeshComponent* SkelComp = GetAnimPreviewScene().GetPreviewMeshComponent();
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EBoneControlSpace Space = RuntimeNode->LookAtTarget.HasTargetSetup() ? BCS_BoneSpace : BCS_ComponentSpace;
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FVector Offset = ConvertCSVectorToBoneSpace(SkelComp, InTranslation, RuntimeNode->ForwardedPose, RuntimeNode->LookAtTarget, Space);
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RuntimeNode->LookAtLocation += Offset;
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GraphNode->Node.LookAtLocation = RuntimeNode->LookAtLocation;
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GraphNode->SetDefaultValue(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_LookAt, LookAtLocation), RuntimeNode->LookAtLocation);
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}
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