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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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# include "ComponentVisualizersPrivatePCH.h"
# include "SplineComponentVisualizer.h"
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# include "ScopedTransaction.h"
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IMPLEMENT_HIT_PROXY ( HSplineVisProxy , HComponentVisProxy ) ;
IMPLEMENT_HIT_PROXY ( HSplineKeyProxy , HSplineVisProxy ) ;
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IMPLEMENT_HIT_PROXY ( HSplineSegmentProxy , HSplineVisProxy ) ;
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IMPLEMENT_HIT_PROXY ( HSplineTangentHandleProxy , HSplineVisProxy ) ;
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Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
# define LOCTEXT_NAMESPACE "SplineComponentVisualizer"
/** Define commands for the spline component visualizer */
class FSplineComponentVisualizerCommands : public TCommands < FSplineComponentVisualizerCommands >
{
public :
FSplineComponentVisualizerCommands ( ) : TCommands < FSplineComponentVisualizerCommands >
(
" SplineComponentVisualizer " , // Context name for fast lookup
LOCTEXT ( " SplineComponentVisualizer " , " Spline Component Visualizer " ) , // Localized context name for displaying
NAME_None , // Parent
FEditorStyle : : GetStyleSetName ( )
)
{
}
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virtual void RegisterCommands ( ) override
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
{
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UI_COMMAND ( DeleteKey , " Delete Spline Point " , " Delete the currently selected spline point. " , EUserInterfaceActionType : : Button , FInputChord ( EKeys : : Delete ) ) ;
UI_COMMAND ( DuplicateKey , " Duplicate Spline Point " , " Duplicate the currently selected spline point. " , EUserInterfaceActionType : : Button , FInputChord ( ) ) ;
UI_COMMAND ( AddKey , " Add Spline Point Here " , " Add a new spline point at the cursor location. " , EUserInterfaceActionType : : Button , FInputChord ( ) ) ;
UI_COMMAND ( ResetToUnclampedTangent , " Unclamped Tangent " , " Reset the tangent for this spline point to its default unclamped value. " , EUserInterfaceActionType : : Button , FInputChord ( ) ) ;
UI_COMMAND ( ResetToClampedTangent , " Clamped Tangent " , " Reset the tangent for this spline point to its default clamped value. " , EUserInterfaceActionType : : Button , FInputChord ( ) ) ;
UI_COMMAND ( SetKeyToCurve , " Curve " , " Set spline point to Curve type " , EUserInterfaceActionType : : RadioButton , FInputChord ( ) ) ;
UI_COMMAND ( SetKeyToLinear , " Linear " , " Set spline point to Linear type " , EUserInterfaceActionType : : RadioButton , FInputChord ( ) ) ;
UI_COMMAND ( SetKeyToConstant , " Constant " , " Set spline point to Constant type " , EUserInterfaceActionType : : RadioButton , FInputChord ( ) ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
}
public :
/** Delete key */
TSharedPtr < FUICommandInfo > DeleteKey ;
/** Duplicate key */
TSharedPtr < FUICommandInfo > DuplicateKey ;
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/** Add key */
TSharedPtr < FUICommandInfo > AddKey ;
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/** Reset to unclamped tangent */
TSharedPtr < FUICommandInfo > ResetToUnclampedTangent ;
/** Reset to clamped tangent */
TSharedPtr < FUICommandInfo > ResetToClampedTangent ;
/** Set spline key to Curve type */
TSharedPtr < FUICommandInfo > SetKeyToCurve ;
/** Set spline key to Linear type */
TSharedPtr < FUICommandInfo > SetKeyToLinear ;
/** Set spline key to Constant type */
TSharedPtr < FUICommandInfo > SetKeyToConstant ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
} ;
FSplineComponentVisualizer : : FSplineComponentVisualizer ( )
: FComponentVisualizer ( )
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, LastKeyIndexSelected ( INDEX_NONE )
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, SelectedSegmentIndex ( INDEX_NONE )
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, SelectedTangentHandle ( INDEX_NONE )
, SelectedTangentHandleType ( ESelectedTangentHandle : : None )
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
, bAllowDuplication ( true )
{
FSplineComponentVisualizerCommands : : Register ( ) ;
SplineComponentVisualizerActions = MakeShareable ( new FUICommandList ) ;
}
void FSplineComponentVisualizer : : OnRegister ( )
{
const auto & Commands = FSplineComponentVisualizerCommands : : Get ( ) ;
SplineComponentVisualizerActions - > MapAction (
Commands . DeleteKey ,
FExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : OnDeleteKey ) ,
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FCanExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : CanDeleteKey ) ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
SplineComponentVisualizerActions - > MapAction (
Commands . DuplicateKey ,
FExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : OnDuplicateKey ) ,
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FCanExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : IsKeySelectionValid ) ) ;
SplineComponentVisualizerActions - > MapAction (
Commands . AddKey ,
FExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : OnAddKey ) ,
FCanExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : CanAddKey ) ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
SplineComponentVisualizerActions - > MapAction (
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Commands . ResetToUnclampedTangent ,
FExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : OnResetToAutomaticTangent , CIM_CurveAuto ) ,
FCanExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : CanResetToAutomaticTangent , CIM_CurveAuto ) ) ;
SplineComponentVisualizerActions - > MapAction (
Commands . ResetToClampedTangent ,
FExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : OnResetToAutomaticTangent , CIM_CurveAutoClamped ) ,
FCanExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : CanResetToAutomaticTangent , CIM_CurveAutoClamped ) ) ;
SplineComponentVisualizerActions - > MapAction (
Commands . SetKeyToCurve ,
FExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : OnSetKeyType , CIM_CurveAuto ) ,
FCanExecuteAction ( ) ,
FIsActionChecked : : CreateSP ( this , & FSplineComponentVisualizer : : IsKeyTypeSet , CIM_CurveAuto ) ) ;
SplineComponentVisualizerActions - > MapAction (
Commands . SetKeyToLinear ,
FExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : OnSetKeyType , CIM_Linear ) ,
FCanExecuteAction ( ) ,
FIsActionChecked : : CreateSP ( this , & FSplineComponentVisualizer : : IsKeyTypeSet , CIM_Linear ) ) ;
SplineComponentVisualizerActions - > MapAction (
Commands . SetKeyToConstant ,
FExecuteAction : : CreateSP ( this , & FSplineComponentVisualizer : : OnSetKeyType , CIM_Constant ) ,
FCanExecuteAction ( ) ,
FIsActionChecked : : CreateSP ( this , & FSplineComponentVisualizer : : IsKeyTypeSet , CIM_Constant ) ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
}
FSplineComponentVisualizer : : ~ FSplineComponentVisualizer ( )
{
FSplineComponentVisualizerCommands : : Unregister ( ) ;
}
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void FSplineComponentVisualizer : : DrawVisualization ( const UActorComponent * Component , const FSceneView * View , FPrimitiveDrawInterface * PDI )
{
if ( const USplineComponent * SplineComp = Cast < const USplineComponent > ( Component ) )
{
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if ( ! SplineComp - > bAllowSplineEditingPerInstance )
{
return ;
}
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USplineComponent * EditedSplineComp = GetEditedSplineComponent ( ) ;
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const FColor NormalColor = SplineComp - > EditorUnselectedSplineSegmentColor ;
const FColor SelectedColor = SplineComp - > EditorSelectedSplineSegmentColor ;
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const float GrabHandleSize = 12.0f ;
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const float TangentHandleSize = 10.0f ;
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const FInterpCurveVector & SplineInfo = SplineComp - > SplineInfo ;
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// Draw the tangent handles before anything else so they will not overdraw the rest of the spline
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if ( SplineComp = = EditedSplineComp )
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{
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for ( int32 SelectedKey : SelectedKeys )
{
if ( SplineInfo . Points [ SelectedKey ] . IsCurveKey ( ) )
{
const FVector KeyPos = SplineComp - > ComponentToWorld . TransformPosition ( SplineInfo . Points [ SelectedKey ] . OutVal ) ;
const FVector TangentWorldDirection = SplineComp - > ComponentToWorld . TransformVector ( SplineInfo . Points [ SelectedKey ] . LeaveTangent ) ;
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PDI - > SetHitProxy ( NULL ) ;
DrawDashedLine ( PDI , KeyPos , KeyPos + TangentWorldDirection , SelectedColor , 5 , SDPG_Foreground ) ;
DrawDashedLine ( PDI , KeyPos , KeyPos - TangentWorldDirection , SelectedColor , 5 , SDPG_Foreground ) ;
PDI - > SetHitProxy ( new HSplineTangentHandleProxy ( Component , SelectedKey , false ) ) ;
PDI - > DrawPoint ( KeyPos + TangentWorldDirection , SelectedColor , TangentHandleSize , SDPG_Foreground ) ;
PDI - > SetHitProxy ( new HSplineTangentHandleProxy ( Component , SelectedKey , true ) ) ;
PDI - > DrawPoint ( KeyPos - TangentWorldDirection , SelectedColor , TangentHandleSize , SDPG_Foreground ) ;
PDI - > SetHitProxy ( NULL ) ;
}
}
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}
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FVector OldKeyPos ( 0 ) ;
float OldKeyTime = 0.f ;
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for ( int32 KeyIdx = 0 ; KeyIdx < SplineInfo . Points . Num ( ) ; KeyIdx + + )
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{
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const float NewKeyTime = SplineInfo . Points [ KeyIdx ] . InVal ;
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const FVector NewKeyPos = SplineComp - > ComponentToWorld . TransformPosition ( SplineInfo . Points [ KeyIdx ] . OutVal ) ;
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const FColor KeyColor = ( SplineComp = = EditedSplineComp & & SelectedKeys . Contains ( KeyIdx ) ) ? SelectedColor : NormalColor ;
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// Draw the keypoint
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if ( ! SplineComp - > IsClosedLoop ( ) | | KeyIdx < SplineInfo . Points . Num ( ) - 1 )
{
PDI - > SetHitProxy ( new HSplineKeyProxy ( Component , KeyIdx ) ) ;
PDI - > DrawPoint ( NewKeyPos , KeyColor , GrabHandleSize , SDPG_Foreground ) ;
PDI - > SetHitProxy ( NULL ) ;
}
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// If not the first keypoint, draw a line to the previous keypoint.
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if ( KeyIdx > 0 )
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{
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const FColor LineColor = ( SplineComp = = EditedSplineComp & & SelectedKeys . Contains ( KeyIdx - 1 ) ) ? SelectedColor : NormalColor ;
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PDI - > SetHitProxy ( new HSplineSegmentProxy ( Component , KeyIdx - 1 ) ) ;
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// For constant interpolation - don't draw ticks - just draw dotted line.
if ( SplineInfo . Points [ KeyIdx - 1 ] . InterpMode = = CIM_Constant )
{
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DrawDashedLine ( PDI , OldKeyPos , NewKeyPos , LineColor , 20 , SDPG_World ) ;
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}
else
{
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const int32 NumSteps = FMath : : CeilToInt ( ( NewKeyTime - OldKeyTime ) * 32.0f ) ;
const float DrawSubstep = ( NewKeyTime - OldKeyTime ) / NumSteps ;
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// Find position on first keyframe.
float OldTime = OldKeyTime ;
FVector OldPos = OldKeyPos ;
// Then draw a line for each substep.
for ( int32 StepIdx = 1 ; StepIdx < NumSteps + 1 ; StepIdx + + )
{
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const float NewTime = OldKeyTime + StepIdx * DrawSubstep ;
const FVector NewPos = SplineComp - > ComponentToWorld . TransformPosition ( SplineInfo . Eval ( NewTime , FVector : : ZeroVector ) ) ;
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PDI - > DrawLine ( OldPos , NewPos , LineColor , SDPG_Foreground ) ;
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OldTime = NewTime ;
OldPos = NewPos ;
}
}
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PDI - > SetHitProxy ( NULL ) ;
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}
OldKeyTime = NewKeyTime ;
OldKeyPos = NewKeyPos ;
}
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}
}
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void FSplineComponentVisualizer : : ChangeSelectionState ( int32 Index , bool bIsCtrlHeld )
{
if ( Index = = INDEX_NONE )
{
SelectedKeys . Empty ( ) ;
LastKeyIndexSelected = INDEX_NONE ;
}
else if ( ! bIsCtrlHeld )
{
SelectedKeys . Empty ( ) ;
SelectedKeys . Add ( Index ) ;
LastKeyIndexSelected = Index ;
}
else
{
// Add or remove from selection if Ctrl is held
if ( SelectedKeys . Contains ( Index ) )
{
// If already in selection, toggle it off
SelectedKeys . Remove ( Index ) ;
if ( LastKeyIndexSelected = = Index )
{
if ( SelectedKeys . Num ( ) = = 0 )
{
// Last key selected: clear last key index selected
LastKeyIndexSelected = INDEX_NONE ;
}
else
{
// Arbitarily set last key index selected to first member of the set (so that it is valid)
LastKeyIndexSelected = * SelectedKeys . CreateConstIterator ( ) ;
}
}
}
else
{
// Add to selection
SelectedKeys . Add ( Index ) ;
LastKeyIndexSelected = Index ;
}
}
}
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bool FSplineComponentVisualizer : : VisProxyHandleClick ( FLevelEditorViewportClient * InViewportClient , HComponentVisProxy * VisProxy , const FViewportClick & Click )
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{
bool bEditing = false ;
if ( VisProxy & & VisProxy - > Component . IsValid ( ) )
{
const USplineComponent * SplineComp = CastChecked < const USplineComponent > ( VisProxy - > Component . Get ( ) ) ;
SplineCompPropName = GetComponentPropertyName ( SplineComp ) ;
if ( SplineCompPropName ! = NAME_None )
{
SplineOwningActor = SplineComp - > GetOwner ( ) ;
if ( VisProxy - > IsA ( HSplineKeyProxy : : StaticGetType ( ) ) )
{
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// Control point clicked
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HSplineKeyProxy * KeyProxy = ( HSplineKeyProxy * ) VisProxy ;
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// Modify the selection state, unless right-clicking on an already selected key
if ( Click . GetKey ( ) ! = EKeys : : RightMouseButton | | ! SelectedKeys . Contains ( KeyProxy - > KeyIndex ) )
{
ChangeSelectionState ( KeyProxy - > KeyIndex , InViewportClient - > IsCtrlPressed ( ) ) ;
}
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SelectedSegmentIndex = INDEX_NONE ;
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SelectedTangentHandle = INDEX_NONE ;
SelectedTangentHandleType = ESelectedTangentHandle : : None ;
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bEditing = true ;
}
else if ( VisProxy - > IsA ( HSplineSegmentProxy : : StaticGetType ( ) ) )
{
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// Spline segment clicked
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// Divide segment into subsegments and test each subsegment against ray representing click position and camera direction.
// Closest encounter with the spline determines the spline position.
const int32 NumSubdivisions = 16 ;
HSplineSegmentProxy * SegmentProxy = ( HSplineSegmentProxy * ) VisProxy ;
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ChangeSelectionState ( SegmentProxy - > SegmentIndex , InViewportClient - > IsCtrlPressed ( ) ) ;
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SelectedSegmentIndex = SegmentProxy - > SegmentIndex ;
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SelectedTangentHandle = INDEX_NONE ;
SelectedTangentHandleType = ESelectedTangentHandle : : None ;
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float SubsegmentStartKey = static_cast < float > ( SelectedSegmentIndex ) ;
FVector SubsegmentStart = SplineComp - > ComponentToWorld . TransformPosition ( SplineComp - > SplineInfo . Eval ( SubsegmentStartKey , FVector : : ZeroVector ) ) ;
float ClosestDistance = TNumericLimits < float > : : Max ( ) ;
FVector BestLocation = SubsegmentStart ;
for ( int32 Step = 1 ; Step < NumSubdivisions ; Step + + )
{
const float SubsegmentEndKey = SelectedSegmentIndex + Step / static_cast < float > ( NumSubdivisions ) ;
const FVector SubsegmentEnd = SplineComp - > ComponentToWorld . TransformPosition ( SplineComp - > SplineInfo . Eval ( SubsegmentEndKey , FVector : : ZeroVector ) ) ;
FVector SplineClosest ;
FVector RayClosest ;
FMath : : SegmentDistToSegmentSafe ( SubsegmentStart , SubsegmentEnd , Click . GetOrigin ( ) , Click . GetOrigin ( ) + Click . GetDirection ( ) * 50000.0f , SplineClosest , RayClosest ) ;
const float Distance = FVector : : DistSquared ( SplineClosest , RayClosest ) ;
if ( Distance < ClosestDistance )
{
ClosestDistance = Distance ;
BestLocation = SplineClosest ;
}
SubsegmentStartKey = SubsegmentEndKey ;
SubsegmentStart = SubsegmentEnd ;
}
SelectedSplinePosition = BestLocation ;
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bEditing = true ;
}
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else if ( VisProxy - > IsA ( HSplineTangentHandleProxy : : StaticGetType ( ) ) )
{
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// Tangent handle clicked
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HSplineTangentHandleProxy * KeyProxy = ( HSplineTangentHandleProxy * ) VisProxy ;
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// Note: don't change key selection when a tangent handle is clicked
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SelectedSegmentIndex = INDEX_NONE ;
2014-12-15 03:05:31 -05:00
SelectedTangentHandle = KeyProxy - > KeyIndex ;
SelectedTangentHandleType = KeyProxy - > bArriveTangent ? ESelectedTangentHandle : : Arrive : ESelectedTangentHandle : : Leave ;
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bEditing = true ;
}
2014-05-16 09:37:22 -04:00
}
else
{
SplineOwningActor = NULL ;
}
}
return bEditing ;
}
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
USplineComponent * FSplineComponentVisualizer : : GetEditedSplineComponent ( ) const
2014-05-16 09:37:22 -04:00
{
return Cast < USplineComponent > ( GetComponentFromPropertyName ( SplineOwningActor . Get ( ) , SplineCompPropName ) ) ;
}
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bool FSplineComponentVisualizer : : GetWidgetLocation ( const FEditorViewportClient * ViewportClient , FVector & OutLocation ) const
2014-05-16 09:37:22 -04:00
{
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
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if ( SplineComp ! = nullptr )
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{
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if ( SelectedTangentHandle ! = INDEX_NONE )
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{
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// If tangent handle index is set, use that
check ( SelectedTangentHandle < SplineComp - > SplineInfo . Points . Num ( ) ) ;
const auto & Point = SplineComp - > SplineInfo . Points [ SelectedTangentHandle ] ;
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2014-12-15 03:05:31 -05:00
check ( SelectedTangentHandleType ! = ESelectedTangentHandle : : None ) ;
if ( SelectedTangentHandleType = = ESelectedTangentHandle : : Leave )
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{
OutLocation = SplineComp - > ComponentToWorld . TransformPosition ( Point . OutVal + Point . LeaveTangent ) ;
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}
else if ( SelectedTangentHandleType = = ESelectedTangentHandle : : Arrive )
{
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OutLocation = SplineComp - > ComponentToWorld . TransformPosition ( Point . OutVal - Point . ArriveTangent ) ;
}
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return true ;
}
2014-12-15 03:05:31 -05:00
else if ( LastKeyIndexSelected ! = INDEX_NONE )
{
// Otherwise use the last key index set
check ( LastKeyIndexSelected < SplineComp - > SplineInfo . Points . Num ( ) ) ;
check ( SelectedKeys . Contains ( LastKeyIndexSelected ) ) ;
const auto & Point = SplineComp - > SplineInfo . Points [ LastKeyIndexSelected ] ;
OutLocation = SplineComp - > ComponentToWorld . TransformPosition ( Point . OutVal ) ;
return true ;
}
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}
return false ;
}
2014-07-23 09:40:19 -04:00
bool FSplineComponentVisualizer : : GetCustomInputCoordinateSystem ( const FEditorViewportClient * ViewportClient , FMatrix & OutMatrix ) const
{
if ( ViewportClient - > GetWidgetCoordSystemSpace ( ) = = COORD_Local )
{
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
2014-12-15 03:05:31 -05:00
if ( SplineComp ! = nullptr )
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{
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// First look at selected tangent handle for coordinate system
int32 Index = SelectedTangentHandle ;
if ( Index = = INDEX_NONE )
2014-07-23 09:40:19 -04:00
{
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// If not set, fall back to last key index selected
Index = LastKeyIndexSelected ;
}
if ( Index ! = INDEX_NONE )
{
check ( Index < SplineComp - > SplineInfo . Points . Num ( ) ) ;
check ( SelectedTangentHandle ! = INDEX_NONE | | SelectedKeys . Contains ( Index ) ) ;
const auto & Point = SplineComp - > SplineInfo . Points [ Index ] ;
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const FVector Tangent = Point . ArriveTangent . IsNearlyZero ( ) ? FVector ( 1.0f , 0.0f , 0.0f ) : Point . ArriveTangent . GetSafeNormal ( ) ;
const FVector Bitangent = ( Tangent . Z = = 1.0f ) ? FVector ( 1.0f , 0.0f , 0.0f ) : FVector ( - Tangent . Y , Tangent . X , 0.0f ) . GetSafeNormal ( ) ;
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const FVector Normal = FVector : : CrossProduct ( Tangent , Bitangent ) ;
OutMatrix = FMatrix ( Tangent , Bitangent , Normal , FVector : : ZeroVector ) * FQuatRotationTranslationMatrix ( SplineComp - > ComponentToWorld . GetRotation ( ) , FVector : : ZeroVector ) ;
return true ;
}
}
}
return false ;
}
2014-06-18 10:16:16 -04:00
bool FSplineComponentVisualizer : : HandleInputDelta ( FEditorViewportClient * ViewportClient , FViewport * Viewport , FVector & DeltaTranslate , FRotator & DeltaRotate , FVector & DeltaScale )
2014-05-16 09:37:22 -04:00
{
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
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if ( SplineComp ! = nullptr )
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{
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const int32 NumPoints = SplineComp - > SplineInfo . Points . Num ( ) ;
2014-11-06 15:09:39 -05:00
2014-12-15 03:05:31 -05:00
bool bChangedFirstPoint = false ;
if ( SelectedTangentHandle ! = INDEX_NONE )
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{
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// When tangent handles are manipulated...
2014-05-16 09:37:22 -04:00
2014-12-15 03:05:31 -05:00
check ( SelectedTangentHandle < NumPoints ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
2014-12-15 03:05:31 -05:00
FInterpCurvePoint < FVector > & EditedPoint = SplineComp - > SplineInfo . Points [ SelectedTangentHandle ] ;
if ( ! DeltaTranslate . IsZero ( ) )
2014-11-19 10:29:43 -05:00
{
2014-12-15 03:05:31 -05:00
check ( SelectedTangentHandleType ! = ESelectedTangentHandle : : None ) ;
const FVector Delta = ( SelectedTangentHandleType = = ESelectedTangentHandle : : Leave ) ? DeltaTranslate : - DeltaTranslate ;
2014-11-19 10:29:43 -05:00
const FVector NewTangent = EditedPoint . LeaveTangent + SplineComp - > ComponentToWorld . InverseTransformVector ( Delta ) ;
EditedPoint . LeaveTangent = NewTangent ;
EditedPoint . ArriveTangent = NewTangent ;
EditedPoint . InterpMode = CIM_CurveUser ;
2014-12-15 03:05:31 -05:00
if ( SelectedTangentHandle = = 0 )
{
bChangedFirstPoint = true ;
}
2014-11-19 10:29:43 -05:00
}
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
}
2014-12-15 03:05:31 -05:00
else
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
{
2014-12-15 03:05:31 -05:00
// When spline keys are manipulated...
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
2014-12-15 03:05:31 -05:00
check ( LastKeyIndexSelected ! = INDEX_NONE ) ;
check ( LastKeyIndexSelected < NumPoints ) ;
check ( SelectedKeys . Num ( ) > 0 ) ;
2014-11-19 10:29:43 -05:00
2014-12-15 03:05:31 -05:00
SplineComp - > Modify ( ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
2014-12-15 03:05:31 -05:00
if ( ViewportClient - > IsAltPressed ( ) & & bAllowDuplication )
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
{
2014-12-15 03:05:31 -05:00
OnDuplicateKey ( ) ;
// Don't duplicate again until we release LMB
bAllowDuplication = false ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
}
2014-12-15 03:05:31 -05:00
for ( int32 SelectedKeyIndex : SelectedKeys )
{
FInterpCurvePoint < FVector > & EditedPoint = SplineComp - > SplineInfo . Points [ SelectedKeyIndex ] ;
if ( ! DeltaTranslate . IsZero ( ) )
{
// Find key position in world space
const FVector CurrentWorldPos = SplineComp - > ComponentToWorld . TransformPosition ( EditedPoint . OutVal ) ;
// Move in world space
const FVector NewWorldPos = CurrentWorldPos + DeltaTranslate ;
// Convert back to local space
EditedPoint . OutVal = SplineComp - > ComponentToWorld . InverseTransformPosition ( NewWorldPos ) ;
}
if ( ! DeltaRotate . IsZero ( ) )
{
// Set point tangent as user controlled
EditedPoint . InterpMode = CIM_CurveUser ;
// Rotate tangent according to delta rotation
const FVector NewTangent = DeltaRotate . RotateVector ( EditedPoint . LeaveTangent ) ;
EditedPoint . LeaveTangent = NewTangent ;
EditedPoint . ArriveTangent = NewTangent ;
}
if ( ! DeltaScale . IsZero ( ) )
{
// Set point tangent as user controlled
EditedPoint . InterpMode = CIM_CurveUser ;
// Break tangent into direction and length so we can change its scale (the 'tension')
// independently of its direction.
FVector Direction ;
float Length ;
EditedPoint . LeaveTangent . ToDirectionAndLength ( Direction , Length ) ;
// Figure out which component has changed, and use it
float DeltaScaleValue = ( DeltaScale . X ! = 0.0f ) ? DeltaScale . X : ( ( DeltaScale . Y ! = 0.0f ) ? DeltaScale . Y : DeltaScale . Z ) ;
// Change scale, avoiding singularity by never allowing a scale of 0, hence preserving direction.
Length + = DeltaScaleValue * 10.0f ;
if ( Length = = 0.0f )
{
Length = SMALL_NUMBER ;
}
const FVector NewTangent = Direction * Length ;
EditedPoint . LeaveTangent = NewTangent ;
EditedPoint . ArriveTangent = NewTangent ;
}
if ( SelectedKeyIndex = = 0 )
{
bChangedFirstPoint = true ;
}
}
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
}
2014-05-16 09:37:22 -04:00
2014-10-01 11:14:01 -04:00
// Duplicate first point to last point if it is a closed loop
2014-12-15 03:05:31 -05:00
if ( SplineComp - > IsClosedLoop ( ) & & bChangedFirstPoint & & NumPoints > 0 )
2014-10-01 11:14:01 -04:00
{
2014-12-15 03:05:31 -05:00
const FInterpCurvePoint < FVector > & EditedPoint = SplineComp - > SplineInfo . Points [ 0 ] ;
FInterpCurvePoint < FVector > & DuplicatedPoint = SplineComp - > SplineInfo . Points [ NumPoints - 1 ] ;
DuplicatedPoint . OutVal = EditedPoint . OutVal ;
DuplicatedPoint . InterpMode = EditedPoint . InterpMode ;
DuplicatedPoint . LeaveTangent = EditedPoint . LeaveTangent ;
DuplicatedPoint . ArriveTangent = EditedPoint . ArriveTangent ;
2014-10-01 11:14:01 -04:00
}
2014-06-11 00:20:55 -04:00
NotifyComponentModified ( ) ;
2014-05-16 09:37:22 -04:00
return true ;
}
return false ;
}
2014-06-18 10:16:16 -04:00
bool FSplineComponentVisualizer : : HandleInputKey ( FEditorViewportClient * ViewportClient , FViewport * Viewport , FKey Key , EInputEvent Event )
2014-05-16 09:37:22 -04:00
{
bool bHandled = false ;
Improvements to SplineComponent, and added a new way of handling UI Command Lists.
#add Added a new FUICommandList::ProcessCommandBindings overload, which can be called from a Viewport Client's InputKey() method (in the absence of an FKeyboardEvent object).
#add Fixed key binding handling in SplineComponentVisualizer so that it works through the FUICommandList, instead of being hardcoded.
#change USplineComponent - changed method by which spline reparam table is created (now uses the old method of splitting each segment into a fixed number of steps, instead of using fixed arc length reparameterization, which doesn't lead to such good results where the distance between control points varies largely throughout the spline). The ReparamStepsPerSegment parameter remains, although I'd like to remove it when I can hit upon a better way to adaptively step through the spline. Merged UpdateSplineReparamTable and AutoSetTangents into a single UpdateSpline method.
#add Added a parameter to FInterpCurve::AutoSetTangents - bStationaryEndpoints - which determines whether the endpoints should be assigned zero tangents, or whether the tangents should be set in order to extrapolate the curve beyond the endpoints, essentially providing a constant velocity at the start/end.
#add Added bStationaryEndpoints as an editable parameter to USplineComponent. Use this if you only wish to traverse the spline at constant velocity, as it will lead to more accurate results.
#codereview James.Golding, Michael.Noland
[CL 2112073 by Richard TalbotWatkin in Main branch]
2014-06-20 14:38:07 -04:00
if ( Key = = EKeys : : LeftMouseButton & & Event = = IE_Released )
2014-05-16 09:37:22 -04:00
{
// Reset duplication flag on LMB release
bAllowDuplication = true ;
}
Improvements to SplineComponent, and added a new way of handling UI Command Lists.
#add Added a new FUICommandList::ProcessCommandBindings overload, which can be called from a Viewport Client's InputKey() method (in the absence of an FKeyboardEvent object).
#add Fixed key binding handling in SplineComponentVisualizer so that it works through the FUICommandList, instead of being hardcoded.
#change USplineComponent - changed method by which spline reparam table is created (now uses the old method of splitting each segment into a fixed number of steps, instead of using fixed arc length reparameterization, which doesn't lead to such good results where the distance between control points varies largely throughout the spline). The ReparamStepsPerSegment parameter remains, although I'd like to remove it when I can hit upon a better way to adaptively step through the spline. Merged UpdateSplineReparamTable and AutoSetTangents into a single UpdateSpline method.
#add Added a parameter to FInterpCurve::AutoSetTangents - bStationaryEndpoints - which determines whether the endpoints should be assigned zero tangents, or whether the tangents should be set in order to extrapolate the curve beyond the endpoints, essentially providing a constant velocity at the start/end.
#add Added bStationaryEndpoints as an editable parameter to USplineComponent. Use this if you only wish to traverse the spline at constant velocity, as it will lead to more accurate results.
#codereview James.Golding, Michael.Noland
[CL 2112073 by Richard TalbotWatkin in Main branch]
2014-06-20 14:38:07 -04:00
if ( Event = = IE_Pressed )
2014-05-16 09:37:22 -04:00
{
Improvements to SplineComponent, and added a new way of handling UI Command Lists.
#add Added a new FUICommandList::ProcessCommandBindings overload, which can be called from a Viewport Client's InputKey() method (in the absence of an FKeyboardEvent object).
#add Fixed key binding handling in SplineComponentVisualizer so that it works through the FUICommandList, instead of being hardcoded.
#change USplineComponent - changed method by which spline reparam table is created (now uses the old method of splitting each segment into a fixed number of steps, instead of using fixed arc length reparameterization, which doesn't lead to such good results where the distance between control points varies largely throughout the spline). The ReparamStepsPerSegment parameter remains, although I'd like to remove it when I can hit upon a better way to adaptively step through the spline. Merged UpdateSplineReparamTable and AutoSetTangents into a single UpdateSpline method.
#add Added a parameter to FInterpCurve::AutoSetTangents - bStationaryEndpoints - which determines whether the endpoints should be assigned zero tangents, or whether the tangents should be set in order to extrapolate the curve beyond the endpoints, essentially providing a constant velocity at the start/end.
#add Added bStationaryEndpoints as an editable parameter to USplineComponent. Use this if you only wish to traverse the spline at constant velocity, as it will lead to more accurate results.
#codereview James.Golding, Michael.Noland
[CL 2112073 by Richard TalbotWatkin in Main branch]
2014-06-20 14:38:07 -04:00
bHandled = SplineComponentVisualizerActions - > ProcessCommandBindings ( Key , FSlateApplication : : Get ( ) . GetModifierKeys ( ) , false ) ;
2014-05-16 09:37:22 -04:00
}
return bHandled ;
}
void FSplineComponentVisualizer : : EndEditing ( )
{
SplineOwningActor = NULL ;
SplineCompPropName = NAME_None ;
2014-12-15 03:05:31 -05:00
ChangeSelectionState ( INDEX_NONE , false ) ;
SelectedSegmentIndex = INDEX_NONE ;
SelectedTangentHandle = INDEX_NONE ;
SelectedTangentHandleType = ESelectedTangentHandle : : None ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
}
void FSplineComponentVisualizer : : OnDuplicateKey ( )
{
2014-07-23 09:40:19 -04:00
const FScopedTransaction Transaction ( LOCTEXT ( " DuplicateSplinePoint " , " Duplicate Spline Point " ) ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
2014-12-15 03:05:31 -05:00
check ( SplineComp ! = nullptr ) ;
check ( LastKeyIndexSelected ! = INDEX_NONE ) ;
check ( SelectedKeys . Num ( ) > 0 ) ;
check ( SelectedKeys . Contains ( LastKeyIndexSelected ) ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
2014-11-06 15:09:39 -05:00
SplineComp - > Modify ( ) ;
2014-06-27 14:18:10 -04:00
if ( AActor * Owner = SplineComp - > GetOwner ( ) )
{
Owner - > Modify ( ) ;
}
2014-12-15 03:05:31 -05:00
// Remember whether it's a closed loop for later, and turn off the loop while we manipulate the points
2014-10-01 11:14:01 -04:00
const bool bWasLoop = SplineComp - > IsClosedLoop ( ) ;
SplineComp - > SetClosedLoop ( false ) ;
2014-12-15 03:05:31 -05:00
// Get a sorted list of all the selected indices, highest to lowest
TArray < int32 > SelectedKeysSorted ;
for ( int32 SelectedKeyIndex : SelectedKeys )
{
SelectedKeysSorted . Add ( SelectedKeyIndex ) ;
}
SelectedKeysSorted . Sort ( [ ] ( int32 A , int32 B ) { return A > B ; } ) ;
// Insert duplicates into the list, highest index first, so that the lower indices remain the same
TArray < FInterpCurvePoint < FVector > > & Points = SplineComp - > SplineInfo . Points ;
for ( int32 SelectedKeyIndex : SelectedKeysSorted )
{
FInterpCurvePoint < FVector > KeyToDupe = Points [ SelectedKeyIndex ] ;
KeyToDupe . InterpMode = CIM_CurveAuto ;
Points . Insert ( KeyToDupe , SelectedKeyIndex ) ;
}
// Repopulate the selected keys
SelectedKeys . Empty ( ) ;
int32 Offset = SelectedKeysSorted . Num ( ) ;
for ( int32 SelectedKeyIndex : SelectedKeysSorted )
{
SelectedKeys . Add ( SelectedKeyIndex + Offset ) ;
if ( LastKeyIndexSelected = = SelectedKeyIndex )
{
LastKeyIndexSelected + = Offset ;
}
Offset - - ;
}
// Unset tangent handle selection
SelectedTangentHandle = INDEX_NONE ;
SelectedTangentHandleType = ESelectedTangentHandle : : None ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
// Update Input value for all keys
SplineComp - > RefreshSplineInputs ( ) ;
2014-12-15 03:05:31 -05:00
// Restore old closed loop state
2014-10-01 11:14:01 -04:00
SplineComp - > SetClosedLoop ( bWasLoop ) ;
2014-06-11 00:20:55 -04:00
NotifyComponentModified ( ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
}
2014-06-27 14:18:10 -04:00
2014-07-23 09:40:19 -04:00
bool FSplineComponentVisualizer : : CanAddKey ( ) const
{
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
return ( SplineComp & &
SelectedSegmentIndex ! = INDEX_NONE & &
SelectedSegmentIndex < SplineComp - > SplineInfo . Points . Num ( ) - 1 ) ;
}
void FSplineComponentVisualizer : : OnAddKey ( )
{
const FScopedTransaction Transaction ( LOCTEXT ( " AddSplinePoint " , " Add Spline Point " ) ) ;
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
2014-12-15 03:05:31 -05:00
check ( SplineComp ! = nullptr ) ;
check ( LastKeyIndexSelected ! = INDEX_NONE ) ;
check ( SelectedKeys . Num ( ) > 0 ) ;
check ( SelectedKeys . Contains ( LastKeyIndexSelected ) ) ;
check ( SelectedTangentHandle = = INDEX_NONE ) ;
check ( SelectedTangentHandleType = = ESelectedTangentHandle : : None ) ;
2014-07-23 09:40:19 -04:00
2014-11-06 15:09:39 -05:00
SplineComp - > Modify ( ) ;
2014-07-23 09:40:19 -04:00
if ( AActor * Owner = SplineComp - > GetOwner ( ) )
{
Owner - > Modify ( ) ;
}
2014-12-15 03:05:31 -05:00
// Remember whether it's a closed loop for later, and turn off the loop while we manipulate the points
2014-10-01 11:14:01 -04:00
const bool bWasLoop = SplineComp - > IsClosedLoop ( ) ;
SplineComp - > SetClosedLoop ( false ) ;
2014-07-23 09:40:19 -04:00
FInterpCurvePoint < FVector > NewKey ;
NewKey . InVal = SelectedSegmentIndex ;
NewKey . OutVal = SplineComp - > ComponentToWorld . InverseTransformPosition ( SelectedSplinePosition ) ;
NewKey . InterpMode = CIM_CurveAuto ;
int32 NewKeyIndex = SplineComp - > SplineInfo . Points . Insert ( NewKey , SelectedSegmentIndex + 1 ) ;
2014-12-15 03:05:31 -05:00
// Set selection to 'next' key
ChangeSelectionState ( SelectedSegmentIndex + 1 , false ) ;
2014-07-23 09:40:19 -04:00
SelectedSegmentIndex = INDEX_NONE ;
// Update Input value for all keys
SplineComp - > RefreshSplineInputs ( ) ;
2014-12-15 03:05:31 -05:00
// Restore old closed loop state
2014-10-01 11:14:01 -04:00
SplineComp - > SetClosedLoop ( bWasLoop ) ;
2014-07-23 09:40:19 -04:00
NotifyComponentModified ( ) ;
}
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
void FSplineComponentVisualizer : : OnDeleteKey ( )
{
2014-07-23 09:40:19 -04:00
const FScopedTransaction Transaction ( LOCTEXT ( " DeleteSplinePoint " , " Delete Spline Point " ) ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
2014-12-15 03:05:31 -05:00
check ( SplineComp ! = nullptr ) ;
check ( LastKeyIndexSelected ! = INDEX_NONE ) ;
check ( SelectedKeys . Num ( ) > 0 ) ;
check ( SelectedKeys . Contains ( LastKeyIndexSelected ) ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
2014-11-06 15:09:39 -05:00
SplineComp - > Modify ( ) ;
2014-06-27 14:18:10 -04:00
if ( AActor * Owner = SplineComp - > GetOwner ( ) )
{
Owner - > Modify ( ) ;
}
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
2014-12-15 03:05:31 -05:00
// Remember whether it's a closed loop for later, and turn off the loop while we manipulate the points
2014-10-01 11:14:01 -04:00
const bool bWasLoop = SplineComp - > IsClosedLoop ( ) ;
SplineComp - > SetClosedLoop ( false ) ;
2014-12-15 03:05:31 -05:00
// Get a sorted list of all the selected indices, highest to lowest
TArray < int32 > SelectedKeysSorted ;
for ( int32 SelectedKeyIndex : SelectedKeys )
{
SelectedKeysSorted . Add ( SelectedKeyIndex ) ;
}
SelectedKeysSorted . Sort ( [ ] ( int32 A , int32 B ) { return A > B ; } ) ;
// Delete selected keys from list, highest index first
TArray < FInterpCurvePoint < FVector > > & Points = SplineComp - > SplineInfo . Points ;
for ( int32 SelectedKeyIndex : SelectedKeysSorted )
{
Points . RemoveAt ( SelectedKeyIndex ) ;
}
// Unselect everything
ChangeSelectionState ( INDEX_NONE , false ) ;
SelectedSegmentIndex = INDEX_NONE ;
SelectedTangentHandle = INDEX_NONE ;
SelectedTangentHandleType = ESelectedTangentHandle : : None ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
SplineComp - > RefreshSplineInputs ( ) ; // update input value for each key
2014-06-27 14:18:10 -04:00
2014-12-15 03:05:31 -05:00
// Restore old closed loop state
2014-10-01 11:14:01 -04:00
SplineComp - > SetClosedLoop ( bWasLoop ) ;
2014-06-11 00:20:55 -04:00
NotifyComponentModified ( ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
}
2014-06-27 14:18:10 -04:00
2014-10-01 11:14:01 -04:00
bool FSplineComponentVisualizer : : CanDeleteKey ( ) const
{
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
2014-12-15 03:05:31 -05:00
return ( SplineComp ! = nullptr & &
SelectedKeys . Num ( ) > 0 & &
SelectedKeys . Num ( ) ! = SplineComp - > SplineInfo . Points . Num ( ) & &
LastKeyIndexSelected ! = INDEX_NONE ) ;
2014-10-01 11:14:01 -04:00
}
2014-07-23 09:40:19 -04:00
bool FSplineComponentVisualizer : : IsKeySelectionValid ( ) const
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
{
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
2014-12-15 03:05:31 -05:00
return ( SplineComp ! = nullptr & &
SelectedKeys . Num ( ) > 0 & &
LastKeyIndexSelected ! = INDEX_NONE ) ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
}
2014-06-27 14:18:10 -04:00
void FSplineComponentVisualizer : : OnResetToAutomaticTangent ( EInterpCurveMode Mode )
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
{
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
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if ( SplineComp ! = nullptr )
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{
const FScopedTransaction Transaction ( LOCTEXT ( " ResetToAutomaticTangent " , " Reset to Automatic Tangent " ) ) ;
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SplineComp - > Modify ( ) ;
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if ( AActor * Owner = SplineComp - > GetOwner ( ) )
{
Owner - > Modify ( ) ;
}
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const bool bWasLoop = SplineComp - > IsClosedLoop ( ) ;
SplineComp - > SetClosedLoop ( false ) ;
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for ( int32 SelectedKeyIndex : SelectedKeys )
{
auto & Point = SplineComp - > SplineInfo . Points [ SelectedKeyIndex ] ;
if ( Point . IsCurveKey ( ) )
{
Point . InterpMode = Mode ;
}
}
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SplineComp - > SetClosedLoop ( bWasLoop ) ;
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NotifyComponentModified ( ) ;
}
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
}
2014-06-27 14:18:10 -04:00
bool FSplineComponentVisualizer : : CanResetToAutomaticTangent ( EInterpCurveMode Mode ) const
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
{
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
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if ( SplineComp ! = nullptr & & LastKeyIndexSelected ! = INDEX_NONE )
{
for ( int32 SelectedKeyIndex : SelectedKeys )
{
const auto & Point = SplineComp - > SplineInfo . Points [ SelectedKeyIndex ] ;
if ( Point . IsCurveKey ( ) & & Point . InterpMode ! = Mode )
{
return true ;
}
}
}
return false ;
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}
void FSplineComponentVisualizer : : OnSetKeyType ( EInterpCurveMode Mode )
{
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
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if ( SplineComp ! = nullptr )
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{
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const FScopedTransaction Transaction ( LOCTEXT ( " SetSplinePointType " , " Set Spline Point Type " ) ) ;
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SplineComp - > Modify ( ) ;
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if ( AActor * Owner = SplineComp - > GetOwner ( ) )
{
Owner - > Modify ( ) ;
}
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const bool bWasLoop = SplineComp - > IsClosedLoop ( ) ;
SplineComp - > SetClosedLoop ( false ) ;
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for ( int32 SelectedKeyIndex : SelectedKeys )
{
SplineComp - > SplineInfo . Points [ SelectedKeyIndex ] . InterpMode = Mode ;
}
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SplineComp - > SetClosedLoop ( bWasLoop ) ;
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NotifyComponentModified ( ) ;
}
}
bool FSplineComponentVisualizer : : IsKeyTypeSet ( EInterpCurveMode Mode ) const
{
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if ( IsKeySelectionValid ( ) )
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{
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
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check ( SplineComp ! = nullptr ) ;
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for ( int32 SelectedKeyIndex : SelectedKeys )
{
const auto & SelectedPoint = SplineComp - > SplineInfo . Points [ SelectedKeyIndex ] ;
if ( ( Mode = = CIM_CurveAuto & & SelectedPoint . IsCurveKey ( ) ) | | SelectedPoint . InterpMode = = Mode )
{
return true ;
}
}
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}
return false ;
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
}
TSharedPtr < SWidget > FSplineComponentVisualizer : : GenerateContextMenu ( ) const
{
FMenuBuilder MenuBuilder ( true , SplineComponentVisualizerActions ) ;
{
MenuBuilder . BeginSection ( " SplineKeyEdit " ) ;
{
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if ( SelectedSegmentIndex ! = INDEX_NONE )
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{
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MenuBuilder . AddMenuEntry ( FSplineComponentVisualizerCommands : : Get ( ) . AddKey ) ;
}
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else if ( LastKeyIndexSelected ! = INDEX_NONE )
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{
MenuBuilder . AddMenuEntry ( FSplineComponentVisualizerCommands : : Get ( ) . DeleteKey ) ;
MenuBuilder . AddMenuEntry ( FSplineComponentVisualizerCommands : : Get ( ) . DuplicateKey ) ;
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MenuBuilder . AddSubMenu (
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LOCTEXT ( " SplinePointType " , " Spline Point Type " ) ,
LOCTEXT ( " KeyTypeTooltip " , " Define the type of the spline point. " ) ,
FNewMenuDelegate : : CreateSP ( this , & FSplineComponentVisualizer : : GenerateSplinePointTypeSubMenu ) ) ;
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// Only add the Automatic Tangents submenu if any of the keys is a curve type
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USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
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if ( SplineComp ! = nullptr )
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{
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for ( int32 SelectedKeyIndex : SelectedKeys )
{
const auto & Point = SplineComp - > SplineInfo . Points [ SelectedKeyIndex ] ;
if ( Point . IsCurveKey ( ) )
{
MenuBuilder . AddSubMenu (
LOCTEXT ( " ResetToAutomaticTangent " , " Reset to Automatic Tangent " ) ,
LOCTEXT ( " ResetToAutomaticTangentTooltip " , " Reset the spline point tangent to an automatically generated value. " ) ,
FNewMenuDelegate : : CreateSP ( this , & FSplineComponentVisualizer : : GenerateTangentTypeSubMenu ) ) ;
break ;
}
}
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}
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}
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
}
MenuBuilder . EndSection ( ) ;
}
TSharedPtr < SWidget > MenuWidget = MenuBuilder . MakeWidget ( ) ;
return MenuWidget ;
}
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void FSplineComponentVisualizer : : GenerateSplinePointTypeSubMenu ( FMenuBuilder & MenuBuilder ) const
{
MenuBuilder . AddMenuEntry ( FSplineComponentVisualizerCommands : : Get ( ) . SetKeyToCurve ) ;
MenuBuilder . AddMenuEntry ( FSplineComponentVisualizerCommands : : Get ( ) . SetKeyToLinear ) ;
MenuBuilder . AddMenuEntry ( FSplineComponentVisualizerCommands : : Get ( ) . SetKeyToConstant ) ;
}
void FSplineComponentVisualizer : : GenerateTangentTypeSubMenu ( FMenuBuilder & MenuBuilder ) const
{
MenuBuilder . AddMenuEntry ( FSplineComponentVisualizerCommands : : Get ( ) . ResetToUnclampedTangent ) ;
MenuBuilder . AddMenuEntry ( FSplineComponentVisualizerCommands : : Get ( ) . ResetToClampedTangent ) ;
}
2014-06-11 00:20:55 -04:00
void FSplineComponentVisualizer : : NotifyComponentModified ( )
{
USplineComponent * SplineComp = GetEditedSplineComponent ( ) ;
Improvements to SplineComponent, and added a new way of handling UI Command Lists.
#add Added a new FUICommandList::ProcessCommandBindings overload, which can be called from a Viewport Client's InputKey() method (in the absence of an FKeyboardEvent object).
#add Fixed key binding handling in SplineComponentVisualizer so that it works through the FUICommandList, instead of being hardcoded.
#change USplineComponent - changed method by which spline reparam table is created (now uses the old method of splitting each segment into a fixed number of steps, instead of using fixed arc length reparameterization, which doesn't lead to such good results where the distance between control points varies largely throughout the spline). The ReparamStepsPerSegment parameter remains, although I'd like to remove it when I can hit upon a better way to adaptively step through the spline. Merged UpdateSplineReparamTable and AutoSetTangents into a single UpdateSpline method.
#add Added a parameter to FInterpCurve::AutoSetTangents - bStationaryEndpoints - which determines whether the endpoints should be assigned zero tangents, or whether the tangents should be set in order to extrapolate the curve beyond the endpoints, essentially providing a constant velocity at the start/end.
#add Added bStationaryEndpoints as an editable parameter to USplineComponent. Use this if you only wish to traverse the spline at constant velocity, as it will lead to more accurate results.
#codereview James.Golding, Michael.Noland
[CL 2112073 by Richard TalbotWatkin in Main branch]
2014-06-20 14:38:07 -04:00
SplineComp - > UpdateSpline ( ) ;
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// Notify that the spline info has been modified
UProperty * SplineInfoProperty = FindField < UProperty > ( USplineComponent : : StaticClass ( ) , GET_MEMBER_NAME_CHECKED ( USplineComponent , SplineInfo ) ) ;
FPropertyChangedEvent PropertyChangedEvent ( SplineInfoProperty ) ;
SplineComp - > PostEditChangeProperty ( PropertyChangedEvent ) ;
// Notify of change so any CS is re-run
if ( SplineOwningActor . IsValid ( ) )
{
SplineOwningActor . Get ( ) - > PostEditMove ( true ) ;
}
GEditor - > RedrawLevelEditingViewports ( true ) ;
}
Improvements to SplineComponent and its visualization.
#branch UE4
#proj Editor.ComponentVisualizers, Editor.UnrealEd, Runtime.Core, Runtime.Engine
#change FInterpCurve now uses a binary search to obtain the correct key. Removed the optional out-parameter on Eval, EvalDerivative, etc. Removed FORCEINLINEs on large methods.
#change USplineComponent now builds the remap table with points spaced at equal distances, which leads to better results. Added internal methods to obtain the segment length, and the interpolation parameter along the segment at a given distance.
#add Added Duration to USplineComponent.
#add Added a number of different methods for obtaining position, tangent and rotation at a specified distance, or a specified time (optionally at constant velocity).
#add Added methods for building the spline procedurally.
#add Supports right-click context menu on ComponentVisualizers in the standard interface.
#add Key tangents can be manually edited.
#change FLevelEditorViewportClient::ProcessClick now handles right clicks to the Unreal gizmo in the same manner as left clicks, i.e. the method recurses using a version of the hit proxy with the gizmo removed, so we can look at what's underneath. This allows for "genuine" context menus, i.e. depending on what was clicked, instead of using a single default provided by the current level editor.
#reviewedby James.Golding
[CL 2089561 by Richard TalbotWatkin in Main branch]
2014-05-30 07:58:16 -04:00
# undef LOCTEXT_NAMESPACE