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UnrealEngine/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h
2025-05-18 13:04:45 +08:00

67 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Engine/TargetPoint.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "AnimGraphNode_SkeletalControlBase.h"
#include "BoneControllers/AnimNode_TwoBoneIK.h"
#include "AnimGraphNode_TwoBoneIK.generated.h"
// actor class used for bone selector
#define ABoneSelectActor ATargetPoint
class FTwoBoneIKDelegate;
class IDetailLayoutBuilder;
UCLASS(MinimalAPI)
class UAnimGraphNode_TwoBoneIK : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_TwoBoneIK Node;
/** Enable drawing of the debug information of the node */
UPROPERTY(EditAnywhere, Category=Debug)
bool bEnableDebugDraw;
// just for refreshing UIs when bone space was changed
static TSharedPtr<class FTwoBoneIKDelegate> TwoBoneIKDelegate;
public:
// UObject interface
virtual void Serialize(FArchive& Ar) override;
// End of UObject interface
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual void CustomizeDetails(class IDetailLayoutBuilder& DetailBuilder) override;
virtual FEditorModeID GetEditorMode() const;
virtual void CopyNodeDataToPreviewNode(FAnimNode_Base* InPreviewNode) override;
virtual void CopyPinDefaultsToNodeData(UEdGraphPin* InPin) override;
// End of UAnimGraphNode_Base interface
// UAnimGraphNode_SkeletalControlBase interface
virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
// End of UAnimGraphNode_SkeletalControlBase interface
IDetailLayoutBuilder* DetailLayout;
protected:
// UAnimGraphNode_SkeletalControlBase interface
virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override;
virtual FText GetControllerDescription() const override;
// End of UAnimGraphNode_SkeletalControlBase interface
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
};