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UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/SkinnedMeshComponentDetails.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "SkinnedMeshComponentDetails.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SBoxPanel.h"
#include "Widgets/Text/STextBlock.h"
#include "Widgets/Input/SEditableTextBox.h"
#include "GameFramework/Actor.h"
#include "Components/SkinnedMeshComponent.h"
#include "Editor.h"
#include "PropertyHandle.h"
#include "DetailLayoutBuilder.h"
#include "DetailCategoryBuilder.h"
#include "IDetailsView.h"
#include "PhysicsEngine/PhysicsAsset.h"
#include "PropertyCustomizationHelpers.h"
#define LOCTEXT_NAMESPACE "SkinnedMeshComponentDetails"
TSharedRef<IDetailCustomization> FSkinnedMeshComponentDetails::MakeInstance()
{
return MakeShareable(new FSkinnedMeshComponentDetails);
}
void FSkinnedMeshComponentDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
DetailBuilder.EditCategory("Mesh", FText::GetEmpty(), ECategoryPriority::Important);
IDetailCategoryBuilder& PhysicsCategory = DetailBuilder.EditCategory("Physics", FText::GetEmpty(), ECategoryPriority::TypeSpecific);
IDetailCategoryBuilder& LODCategory = DetailBuilder.EditCategory("LOD", LOCTEXT("LODCategoryName", "Level of Detail"), ECategoryPriority::Default);
// show extra field about actually used physics asset, but make sure to show it under physics asset override
TSharedRef<IPropertyHandle> PhysicsAssetProperty = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(USkinnedMeshComponent, PhysicsAssetOverride));
if (PhysicsAssetProperty->IsValidHandle())
{
PhysicsCategory.AddProperty(GET_MEMBER_NAME_CHECKED(USkinnedMeshComponent, PhysicsAssetOverride));
CreateActuallyUsedPhysicsAssetWidget(PhysicsCategory.AddCustomRow( LOCTEXT("CurrentPhysicsAsset", "Currently used Physics Asset"), true), &DetailBuilder);
}
IDetailCategoryBuilder& SkinWeightCategory = DetailBuilder.EditCategory("SkinWeights", LOCTEXT("SkinWeightsLabel", "Skin Weights"), ECategoryPriority::Default);
TArray<TWeakObjectPtr<UObject>> Objects;
DetailBuilder.GetObjectsBeingCustomized(Objects);
// Only allow skin weight profile selection when having a single selected component
if (Objects.Num() == 1)
{
if (USkinnedMeshComponent* Component = Cast<USkinnedMeshComponent>(Objects[0]))
{
WeakSkinnedMeshComponent = Component;
PopulateSkinWeightProfileNames();
CreateSkinWeightProfileSelectionWidget(SkinWeightCategory);
}
}
}
void FSkinnedMeshComponentDetails::CreateSkinWeightProfileSelectionWidget(IDetailCategoryBuilder &SkinWeightCategory)
{
SkinWeightCategory.AddCustomRow(LOCTEXT("SkinWeightProfileLabel", "Skin Weight Profile"))
.NameContent()
[
SNew(STextBlock)
.Text(LOCTEXT("CurrentSkinWeightProfile", "Skin Weight Profile"))
.Font(IDetailLayoutBuilder::GetDetailFont())
]
.ValueContent()
[
SAssignNew(SkinWeightCombo, SNameComboBox)
.OptionsSource(&SkinWeightProfileNames)
.InitiallySelectedItem([this]()
{
// Make sure we check whether or not a profile has previously been set up to profile, and if so set the default selected combobox item accordingly
const USkinnedMeshComponent* MeshComponent = WeakSkinnedMeshComponent.Get();
if (MeshComponent)
{
const int32 Index = SkinWeightProfileNames.IndexOfByPredicate([MeshComponent](TSharedPtr<FName> Name) { return *Name == MeshComponent->GetCurrentSkinWeightProfileName(); });
if (Index != INDEX_NONE)
{
return SkinWeightProfileNames[Index];
}
}
// This always return first item which is Name_None
return SkinWeightProfileNames[0];
}())
.Font(IDetailLayoutBuilder::GetDetailFont())
.OnComboBoxOpening(FOnComboBoxOpening::CreateLambda([this]()
{
// Retrieve currently selected value, and check whether or not it is still valid, it could be that a profile has been renamed or removed without updating the entries
FName Name = SkinWeightCombo->GetSelectedItem().IsValid() ? *SkinWeightCombo->GetSelectedItem().Get() : NAME_None;
PopulateSkinWeightProfileNames();
const int32 Index = SkinWeightProfileNames.IndexOfByPredicate([Name](TSharedPtr<FName> SearchName) { return Name == *SearchName; });
if (Index != INDEX_NONE)
{
SkinWeightCombo->SetSelectedItem(SkinWeightProfileNames[Index]);
}
}))
.OnSelectionChanged(SNameComboBox::FOnNameSelectionChanged::CreateLambda([this](TSharedPtr<FName> SelectedProfile, ESelectInfo::Type SelectInfo)
{
// Apply the skin weight profile to the component, according to the selected the name,
if (WeakSkinnedMeshComponent.IsValid() && SelectedProfile.IsValid())
{
USkinnedMeshComponent* MeshComponent = WeakSkinnedMeshComponent.Get();
if (MeshComponent)
{
MeshComponent->ClearSkinWeightProfile();
if (*SelectedProfile != NAME_None)
{
MeshComponent->SetSkinWeightProfile(*SelectedProfile);
}
}
}
}))
];
}
void FSkinnedMeshComponentDetails::CreateActuallyUsedPhysicsAssetWidget(FDetailWidgetRow& OutWidgetRow, IDetailLayoutBuilder* DetailBuilder) const
{
OutWidgetRow
.NameContent()
[
SNew(STextBlock)
.Text(LOCTEXT("CurrentPhysicsAsset", "Currently used Physics Asset"))
.Font(IDetailLayoutBuilder::GetDetailFont())
]
.ValueContent()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.FillWidth( 1 )
[
SNew(SEditableTextBox)
.Text(this, &FSkinnedMeshComponentDetails::GetUsedPhysicsAssetAsText, DetailBuilder)
.Font(IDetailLayoutBuilder::GetDetailFont())
.IsReadOnly(true)
]
+SHorizontalBox::Slot()
.AutoWidth()
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
.Padding( 2.0f, 1.0f )
[
PropertyCustomizationHelpers::MakeBrowseButton(FSimpleDelegate::CreateSP(this, &FSkinnedMeshComponentDetails::BrowseUsedPhysicsAsset, DetailBuilder))
]
];
}
bool FSkinnedMeshComponentDetails::FindUniqueUsedPhysicsAsset(IDetailLayoutBuilder* DetailBuilder, UPhysicsAsset*& OutFoundPhysicsAsset) const
{
int32 UsedPhysicsAssetCount = 0;
OutFoundPhysicsAsset = nullptr;
for (const TWeakObjectPtr<UObject>& SelectedObject : DetailBuilder->GetSelectedObjects())
{
if (AActor* Actor = Cast<AActor>(SelectedObject.Get()))
{
for (UActorComponent* Component : Actor->GetComponents())
{
if (USkinnedMeshComponent* SkinnedMeshComp = Cast<USkinnedMeshComponent>(Component))
{
// Only use registered and visible primitive components when calculating bounds
if (UsedPhysicsAssetCount > 0)
{
return false;
}
++UsedPhysicsAssetCount;
OutFoundPhysicsAsset = SkinnedMeshComp->GetPhysicsAsset();
}
}
}
}
return true;
}
void FSkinnedMeshComponentDetails::PopulateSkinWeightProfileNames()
{
SkinWeightProfileNames.Empty();
// Always make sure we have a default 'none' option
const FName DefaultProfileName = NAME_None;
SkinWeightProfileNames.Add(MakeShared<FName>(DefaultProfileName));
// Retrieve all possible skin weight profiles from the component
if (USkinnedMeshComponent* Component = WeakSkinnedMeshComponent.Get())
{
if (USkeletalMesh* Mesh = Component->SkeletalMesh)
{
for (const FSkinWeightProfileInfo& Profile : Mesh->GetSkinWeightProfiles())
{
SkinWeightProfileNames.AddUnique(MakeShared<FName>(Profile.Name));
}
}
}
}
FText FSkinnedMeshComponentDetails::GetUsedPhysicsAssetAsText(IDetailLayoutBuilder* DetailBuilder) const
{
UPhysicsAsset* UsedPhysicsAsset = NULL;
if (! FindUniqueUsedPhysicsAsset(DetailBuilder, UsedPhysicsAsset))
{
return LOCTEXT("MultipleValues", "Multiple Values");
}
if (UsedPhysicsAsset)
{
return FText::FromString(UsedPhysicsAsset->GetName());
}
else
{
return FText::GetEmpty();
}
}
void FSkinnedMeshComponentDetails::BrowseUsedPhysicsAsset(IDetailLayoutBuilder* DetailBuilder) const
{
UPhysicsAsset* UsedPhysicsAsset = NULL;
if (FindUniqueUsedPhysicsAsset(DetailBuilder, UsedPhysicsAsset) &&
UsedPhysicsAsset != NULL)
{
TArray<UObject*> Objects;
Objects.Add(UsedPhysicsAsset);
GEditor->SyncBrowserToObjects(Objects);
}
}
#undef LOCTEXT_NAMESPACE