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UnrealEngineUWP/Engine/Source/Editor/ComponentVisualizers/Private/SplineComponentVisualizer.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "ComponentVisualizersPrivatePCH.h"
#include "SplineComponentVisualizer.h"
#include "ScopedTransaction.h"
IMPLEMENT_HIT_PROXY(HSplineVisProxy, HComponentVisProxy);
IMPLEMENT_HIT_PROXY(HSplineKeyProxy, HSplineVisProxy);
IMPLEMENT_HIT_PROXY(HSplineSegmentProxy, HSplineVisProxy);
IMPLEMENT_HIT_PROXY(HSplineTangentHandleProxy, HSplineVisProxy);
#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()
)
{
}
virtual void RegisterCommands() override
{
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());
}
public:
/** Delete key */
TSharedPtr<FUICommandInfo> DeleteKey;
/** Duplicate key */
TSharedPtr<FUICommandInfo> DuplicateKey;
/** Add key */
TSharedPtr<FUICommandInfo> AddKey;
/** 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;
};
FSplineComponentVisualizer::FSplineComponentVisualizer()
: FComponentVisualizer()
, LastKeyIndexSelected(INDEX_NONE)
, SelectedSegmentIndex(INDEX_NONE)
, SelectedTangentHandle(INDEX_NONE)
, SelectedTangentHandleType(ESelectedTangentHandle::None)
, 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),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanDeleteKey));
SplineComponentVisualizerActions->MapAction(
Commands.DuplicateKey,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnDuplicateKey),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::IsKeySelectionValid));
SplineComponentVisualizerActions->MapAction(
Commands.AddKey,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnAddKey),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanAddKey));
SplineComponentVisualizerActions->MapAction(
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));
}
FSplineComponentVisualizer::~FSplineComponentVisualizer()
{
FSplineComponentVisualizerCommands::Unregister();
}
void FSplineComponentVisualizer::DrawVisualization(const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI)
{
if (const USplineComponent* SplineComp = Cast<const USplineComponent>(Component))
{
if (!SplineComp->bAllowSplineEditingPerInstance)
{
return;
}
USplineComponent* EditedSplineComp = GetEditedSplineComponent();
const FColor NormalColor = SplineComp->EditorUnselectedSplineSegmentColor;
const FColor SelectedColor = SplineComp->EditorSelectedSplineSegmentColor;
const float GrabHandleSize = 12.0f;
const float TangentHandleSize = 10.0f;
const FInterpCurveVector& SplineInfo = SplineComp->SplineInfo;
// Draw the tangent handles before anything else so they will not overdraw the rest of the spline
if (SplineComp == EditedSplineComp)
{
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);
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);
}
}
}
FVector OldKeyPos(0);
float OldKeyTime = 0.f;
for (int32 KeyIdx = 0; KeyIdx < SplineInfo.Points.Num(); KeyIdx++)
{
const float NewKeyTime = SplineInfo.Points[KeyIdx].InVal;
const FVector NewKeyPos = SplineComp->ComponentToWorld.TransformPosition(SplineInfo.Points[KeyIdx].OutVal);
const FColor KeyColor = (SplineComp == EditedSplineComp && SelectedKeys.Contains(KeyIdx)) ? SelectedColor : NormalColor;
// Draw the keypoint
if (!SplineComp->IsClosedLoop() || KeyIdx < SplineInfo.Points.Num() - 1)
{
PDI->SetHitProxy(new HSplineKeyProxy(Component, KeyIdx));
PDI->DrawPoint(NewKeyPos, KeyColor, GrabHandleSize, SDPG_Foreground);
PDI->SetHitProxy(NULL);
}
// If not the first keypoint, draw a line to the previous keypoint.
if (KeyIdx > 0)
{
const FColor LineColor = (SplineComp == EditedSplineComp && SelectedKeys.Contains(KeyIdx - 1)) ? SelectedColor : NormalColor;
PDI->SetHitProxy(new HSplineSegmentProxy(Component, KeyIdx - 1));
// For constant interpolation - don't draw ticks - just draw dotted line.
if (SplineInfo.Points[KeyIdx - 1].InterpMode == CIM_Constant)
{
DrawDashedLine(PDI, OldKeyPos, NewKeyPos, LineColor, 20, SDPG_World);
}
else
{
const int32 NumSteps = FMath::CeilToInt((NewKeyTime - OldKeyTime) * 32.0f);
const float DrawSubstep = (NewKeyTime - OldKeyTime) / NumSteps;
// 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++)
{
const float NewTime = OldKeyTime + StepIdx*DrawSubstep;
const FVector NewPos = SplineComp->ComponentToWorld.TransformPosition( SplineInfo.Eval(NewTime, FVector::ZeroVector) );
PDI->DrawLine(OldPos, NewPos, LineColor, SDPG_Foreground);
OldTime = NewTime;
OldPos = NewPos;
}
}
PDI->SetHitProxy(NULL);
}
OldKeyTime = NewKeyTime;
OldKeyPos = NewKeyPos;
}
}
}
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;
}
}
}
bool FSplineComponentVisualizer::VisProxyHandleClick(FLevelEditorViewportClient* InViewportClient, HComponentVisProxy* VisProxy, const FViewportClick& Click)
{
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()))
{
// Control point clicked
HSplineKeyProxy* KeyProxy = (HSplineKeyProxy*)VisProxy;
// 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());
}
SelectedSegmentIndex = INDEX_NONE;
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
bEditing = true;
}
else if (VisProxy->IsA(HSplineSegmentProxy::StaticGetType()))
{
// Spline segment clicked
// 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;
ChangeSelectionState(SegmentProxy->SegmentIndex, InViewportClient->IsCtrlPressed());
SelectedSegmentIndex = SegmentProxy->SegmentIndex;
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
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;
bEditing = true;
}
else if (VisProxy->IsA(HSplineTangentHandleProxy::StaticGetType()))
{
// Tangent handle clicked
HSplineTangentHandleProxy* KeyProxy = (HSplineTangentHandleProxy*)VisProxy;
// Note: don't change key selection when a tangent handle is clicked
SelectedSegmentIndex = INDEX_NONE;
SelectedTangentHandle = KeyProxy->KeyIndex;
SelectedTangentHandleType = KeyProxy->bArriveTangent ? ESelectedTangentHandle::Arrive : ESelectedTangentHandle::Leave;
bEditing = true;
}
}
else
{
SplineOwningActor = NULL;
}
}
return bEditing;
}
USplineComponent* FSplineComponentVisualizer::GetEditedSplineComponent() const
{
return Cast<USplineComponent>(GetComponentFromPropertyName(SplineOwningActor.Get(), SplineCompPropName));
}
bool FSplineComponentVisualizer::GetWidgetLocation(const FEditorViewportClient* ViewportClient, FVector& OutLocation) const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
if (SelectedTangentHandle != INDEX_NONE)
{
// If tangent handle index is set, use that
check(SelectedTangentHandle < SplineComp->SplineInfo.Points.Num());
const auto& Point = SplineComp->SplineInfo.Points[SelectedTangentHandle];
check(SelectedTangentHandleType != ESelectedTangentHandle::None);
if (SelectedTangentHandleType == ESelectedTangentHandle::Leave)
{
OutLocation = SplineComp->ComponentToWorld.TransformPosition(Point.OutVal + Point.LeaveTangent);
}
else if (SelectedTangentHandleType == ESelectedTangentHandle::Arrive)
{
OutLocation = SplineComp->ComponentToWorld.TransformPosition(Point.OutVal - Point.ArriveTangent);
}
return true;
}
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;
}
}
return false;
}
bool FSplineComponentVisualizer::GetCustomInputCoordinateSystem(const FEditorViewportClient* ViewportClient, FMatrix& OutMatrix) const
{
if (ViewportClient->GetWidgetCoordSystemSpace() == COORD_Local)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
// First look at selected tangent handle for coordinate system
int32 Index = SelectedTangentHandle;
if (Index == INDEX_NONE)
{
// 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];
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();
const FVector Normal = FVector::CrossProduct(Tangent, Bitangent);
OutMatrix = FMatrix(Tangent, Bitangent, Normal, FVector::ZeroVector) * FQuatRotationTranslationMatrix(SplineComp->ComponentToWorld.GetRotation(), FVector::ZeroVector);
return true;
}
}
}
return false;
}
bool FSplineComponentVisualizer::HandleInputDelta(FEditorViewportClient* ViewportClient, FViewport* Viewport, FVector& DeltaTranslate, FRotator& DeltaRotate, FVector& DeltaScale)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
const int32 NumPoints = SplineComp->SplineInfo.Points.Num();
bool bChangedFirstPoint = false;
if (SelectedTangentHandle != INDEX_NONE)
{
// When tangent handles are manipulated...
check(SelectedTangentHandle < NumPoints);
FInterpCurvePoint<FVector>& EditedPoint = SplineComp->SplineInfo.Points[SelectedTangentHandle];
if (!DeltaTranslate.IsZero())
{
check(SelectedTangentHandleType != ESelectedTangentHandle::None);
const FVector Delta = (SelectedTangentHandleType == ESelectedTangentHandle::Leave) ? DeltaTranslate : -DeltaTranslate;
const FVector NewTangent = EditedPoint.LeaveTangent + SplineComp->ComponentToWorld.InverseTransformVector(Delta);
EditedPoint.LeaveTangent = NewTangent;
EditedPoint.ArriveTangent = NewTangent;
EditedPoint.InterpMode = CIM_CurveUser;
if (SelectedTangentHandle == 0)
{
bChangedFirstPoint = true;
}
}
}
else
{
// When spline keys are manipulated...
check(LastKeyIndexSelected != INDEX_NONE);
check(LastKeyIndexSelected < NumPoints);
check(SelectedKeys.Num() > 0);
SplineComp->Modify();
if (ViewportClient->IsAltPressed() && bAllowDuplication)
{
OnDuplicateKey();
// Don't duplicate again until we release LMB
bAllowDuplication = false;
}
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;
}
}
}
// Duplicate first point to last point if it is a closed loop
if (SplineComp->IsClosedLoop() && bChangedFirstPoint && NumPoints > 0)
{
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;
}
NotifyComponentModified();
return true;
}
return false;
}
bool FSplineComponentVisualizer::HandleInputKey(FEditorViewportClient* ViewportClient, FViewport* Viewport, FKey Key, EInputEvent Event)
{
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)
{
// 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)
{
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);
}
return bHandled;
}
void FSplineComponentVisualizer::EndEditing()
{
SplineOwningActor = NULL;
SplineCompPropName = NAME_None;
ChangeSelectionState(INDEX_NONE, false);
SelectedSegmentIndex = INDEX_NONE;
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
}
void FSplineComponentVisualizer::OnDuplicateKey()
{
const FScopedTransaction Transaction(LOCTEXT("DuplicateSplinePoint", "Duplicate Spline Point"));
USplineComponent* SplineComp = GetEditedSplineComponent();
check(SplineComp != nullptr);
check(LastKeyIndexSelected != INDEX_NONE);
check(SelectedKeys.Num() > 0);
check(SelectedKeys.Contains(LastKeyIndexSelected));
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
// Remember whether it's a closed loop for later, and turn off the loop while we manipulate the points
const bool bWasLoop = SplineComp->IsClosedLoop();
SplineComp->SetClosedLoop(false);
// 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;
// Update Input value for all keys
SplineComp->RefreshSplineInputs();
// Restore old closed loop state
SplineComp->SetClosedLoop(bWasLoop);
NotifyComponentModified();
}
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();
check(SplineComp != nullptr);
check(LastKeyIndexSelected != INDEX_NONE);
check(SelectedKeys.Num() > 0);
check(SelectedKeys.Contains(LastKeyIndexSelected));
check(SelectedTangentHandle == INDEX_NONE);
check(SelectedTangentHandleType == ESelectedTangentHandle::None);
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
// Remember whether it's a closed loop for later, and turn off the loop while we manipulate the points
const bool bWasLoop = SplineComp->IsClosedLoop();
SplineComp->SetClosedLoop(false);
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);
// Set selection to 'next' key
ChangeSelectionState(SelectedSegmentIndex + 1, false);
SelectedSegmentIndex = INDEX_NONE;
// Update Input value for all keys
SplineComp->RefreshSplineInputs();
// Restore old closed loop state
SplineComp->SetClosedLoop(bWasLoop);
NotifyComponentModified();
}
void FSplineComponentVisualizer::OnDeleteKey()
{
const FScopedTransaction Transaction(LOCTEXT("DeleteSplinePoint", "Delete Spline Point"));
USplineComponent* SplineComp = GetEditedSplineComponent();
check(SplineComp != nullptr);
check(LastKeyIndexSelected != INDEX_NONE);
check(SelectedKeys.Num() > 0);
check(SelectedKeys.Contains(LastKeyIndexSelected));
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
// Remember whether it's a closed loop for later, and turn off the loop while we manipulate the points
const bool bWasLoop = SplineComp->IsClosedLoop();
SplineComp->SetClosedLoop(false);
// 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;
SplineComp->RefreshSplineInputs(); // update input value for each key
// Restore old closed loop state
SplineComp->SetClosedLoop(bWasLoop);
NotifyComponentModified();
}
bool FSplineComponentVisualizer::CanDeleteKey() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp != nullptr &&
SelectedKeys.Num() > 0 &&
SelectedKeys.Num() != SplineComp->SplineInfo.Points.Num() &&
LastKeyIndexSelected != INDEX_NONE);
}
bool FSplineComponentVisualizer::IsKeySelectionValid() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp != nullptr &&
SelectedKeys.Num() > 0 &&
LastKeyIndexSelected != INDEX_NONE);
}
void FSplineComponentVisualizer::OnResetToAutomaticTangent(EInterpCurveMode Mode)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
const FScopedTransaction Transaction(LOCTEXT("ResetToAutomaticTangent", "Reset to Automatic Tangent"));
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
const bool bWasLoop = SplineComp->IsClosedLoop();
SplineComp->SetClosedLoop(false);
for (int32 SelectedKeyIndex : SelectedKeys)
{
auto& Point = SplineComp->SplineInfo.Points[SelectedKeyIndex];
if (Point.IsCurveKey())
{
Point.InterpMode = Mode;
}
}
SplineComp->SetClosedLoop(bWasLoop);
NotifyComponentModified();
}
}
bool FSplineComponentVisualizer::CanResetToAutomaticTangent(EInterpCurveMode Mode) const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
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;
}
void FSplineComponentVisualizer::OnSetKeyType(EInterpCurveMode Mode)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
const FScopedTransaction Transaction(LOCTEXT("SetSplinePointType", "Set Spline Point Type"));
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
const bool bWasLoop = SplineComp->IsClosedLoop();
SplineComp->SetClosedLoop(false);
for (int32 SelectedKeyIndex : SelectedKeys)
{
SplineComp->SplineInfo.Points[SelectedKeyIndex].InterpMode = Mode;
}
SplineComp->SetClosedLoop(bWasLoop);
NotifyComponentModified();
}
}
bool FSplineComponentVisualizer::IsKeyTypeSet(EInterpCurveMode Mode) const
{
if (IsKeySelectionValid())
{
USplineComponent* SplineComp = GetEditedSplineComponent();
check(SplineComp != nullptr);
for (int32 SelectedKeyIndex : SelectedKeys)
{
const auto& SelectedPoint = SplineComp->SplineInfo.Points[SelectedKeyIndex];
if ((Mode == CIM_CurveAuto && SelectedPoint.IsCurveKey()) || SelectedPoint.InterpMode == Mode)
{
return true;
}
}
}
return false;
}
TSharedPtr<SWidget> FSplineComponentVisualizer::GenerateContextMenu() const
{
FMenuBuilder MenuBuilder(true, SplineComponentVisualizerActions);
{
MenuBuilder.BeginSection("SplineKeyEdit");
{
if (SelectedSegmentIndex != INDEX_NONE)
{
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().AddKey);
}
else if (LastKeyIndexSelected != INDEX_NONE)
{
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().DeleteKey);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().DuplicateKey);
MenuBuilder.AddSubMenu(
LOCTEXT("SplinePointType", "Spline Point Type"),
LOCTEXT("KeyTypeTooltip", "Define the type of the spline point."),
FNewMenuDelegate::CreateSP(this, &FSplineComponentVisualizer::GenerateSplinePointTypeSubMenu));
// Only add the Automatic Tangents submenu if any of the keys is a curve type
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
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;
}
}
}
}
}
MenuBuilder.EndSection();
}
TSharedPtr<SWidget> MenuWidget = MenuBuilder.MakeWidget();
return MenuWidget;
}
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);
}
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();
// 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);
}
#undef LOCTEXT_NAMESPACE