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

78 lines
2.4 KiB
C++

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