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

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// Copyright 1998-2014 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);
#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, FInputGesture(EKeys::Delete));
UI_COMMAND(DuplicateKey, "Duplicate Spline Point", "Duplicate the currently selected spline point.", EUserInterfaceActionType::Button, FInputGesture());
UI_COMMAND(AddKey, "Add Spline Point Here", "Add a new spline point at the cursor location.", EUserInterfaceActionType::Button, FInputGesture());
UI_COMMAND(ResetToUnclampedTangent, "Unclamped Tangent", "Reset the tangent for this spline point to its default unclamped value.", EUserInterfaceActionType::Button, FInputGesture());
UI_COMMAND(ResetToClampedTangent, "Clamped Tangent", "Reset the tangent for this spline point to its default clamped value.", EUserInterfaceActionType::Button, FInputGesture());
UI_COMMAND(SetKeyToCurve, "Curve", "Set spline point to Curve type", EUserInterfaceActionType::RadioButton, FInputGesture());
UI_COMMAND(SetKeyToLinear, "Linear", "Set spline point to Linear type", EUserInterfaceActionType::RadioButton, FInputGesture());
UI_COMMAND(SetKeyToConstant, "Constant", "Set spline point to Constant type", EUserInterfaceActionType::RadioButton, FInputGesture());
}
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()
, SelectedKeyIndex(INDEX_NONE)
, SelectedSegmentIndex(INDEX_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(255, 255, 255);
const FColor SelectedColor(255, 0, 0);
const float GrabHandleSize = 12.0f;
const FInterpCurveVector& SplineInfo = SplineComp->SplineInfo;
FVector OldKeyPos(0);
float OldKeyTime = 0.f;
for (int32 KeyIdx = 0; KeyIdx < SplineInfo.Points.Num(); KeyIdx++)
{
float NewKeyTime = SplineInfo.Points[KeyIdx].InVal;
FVector NewKeyPos = SplineComp->ComponentToWorld.TransformPosition( SplineInfo.Eval(NewKeyTime, FVector::ZeroVector) );
const FColor KeyColor = (SplineComp == EditedSplineComp && KeyIdx == SelectedKeyIndex) ? 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 && KeyIdx == SelectedKeyIndex + 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
{
int32 NumSteps = FMath::CeilToInt((NewKeyTime - OldKeyTime) * 32.0f);
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++)
{
float NewTime = OldKeyTime + StepIdx*DrawSubstep;
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;
}
}
}
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()))
{
HSplineKeyProxy* KeyProxy = (HSplineKeyProxy*)VisProxy;
SelectedKeyIndex = KeyProxy->KeyIndex;
SelectedSegmentIndex = INDEX_NONE;
bEditing = true;
}
else if (VisProxy->IsA(HSplineSegmentProxy::StaticGetType()))
{
// 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;
SelectedKeyIndex = SegmentProxy->SegmentIndex;
SelectedSegmentIndex = SegmentProxy->SegmentIndex;
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
{
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 && SelectedKeyIndex != INDEX_NONE)
{
if (SelectedKeyIndex < SplineComp->SplineInfo.Points.Num())
{
OutLocation = SplineComp->ComponentToWorld.TransformPosition( SplineComp->SplineInfo.Points[SelectedKeyIndex].OutVal );
return true;
}
}
return false;
}
bool FSplineComponentVisualizer::GetCustomInputCoordinateSystem(const FEditorViewportClient* ViewportClient, FMatrix& OutMatrix) const
{
if (ViewportClient->GetWidgetCoordSystemSpace() == COORD_Local)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp && SelectedKeyIndex != INDEX_NONE)
{
if (SelectedKeyIndex < SplineComp->SplineInfo.Points.Num())
{
const auto& Point = SplineComp->SplineInfo.Points[SelectedKeyIndex];
const FVector Tangent = Point.ArriveTangent.IsNearlyZero() ? FVector(1.0f, 0.0f, 0.0f) : Point.ArriveTangent.SafeNormal();
const FVector Bitangent = (Tangent.Z == 1.0f) ? FVector(1.0f, 0.0f, 0.0f) : FVector(-Tangent.Y, Tangent.X, 0.0f).SafeNormal();
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();
const int32 NumPoints = SplineComp->SplineInfo.Points.Num();
if (SplineComp &&
SelectedKeyIndex != INDEX_NONE &&
SelectedKeyIndex < NumPoints)
{
if (ViewportClient->IsAltPressed() && bAllowDuplication)
{
OnDuplicateKey();
// Don't duplicate again until we release LMB
bAllowDuplication = false;
}
FInterpCurvePoint<FVector>& EditedPoint = SplineComp->SplineInfo.Points[SelectedKeyIndex];
if (!DeltaTranslate.IsZero())
{
// Find key position in world space
FVector CurrentWorldPos = SplineComp->ComponentToWorld.TransformPosition(EditedPoint.OutVal);
// Move in world space
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;
}
// Duplicate first point to last point if it is a closed loop
if (SplineComp->IsClosedLoop() && SelectedKeyIndex == 0 && NumPoints > 0)
{
SplineComp->SplineInfo.Points[NumPoints - 1].OutVal = EditedPoint.OutVal;
SplineComp->SplineInfo.Points[NumPoints - 1].LeaveTangent = EditedPoint.LeaveTangent;
SplineComp->SplineInfo.Points[NumPoints - 1].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;
SelectedKeyIndex = INDEX_NONE;
}
void FSplineComponentVisualizer::OnDuplicateKey()
{
const FScopedTransaction Transaction(LOCTEXT("DuplicateSplinePoint", "Duplicate Spline Point"));
USplineComponent* SplineComp = GetEditedSplineComponent();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
const bool bWasLoop = SplineComp->IsClosedLoop();
SplineComp->SetClosedLoop(false);
FInterpCurvePoint<FVector> KeyToDupe = SplineComp->SplineInfo.Points[SelectedKeyIndex];
KeyToDupe.InterpMode = CIM_CurveAuto;
int32 NewKeyIndex = SplineComp->SplineInfo.Points.Insert(KeyToDupe, SelectedKeyIndex);
// move selection to 'next' key
SelectedKeyIndex++;
// Update Input value for all keys
SplineComp->RefreshSplineInputs();
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();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
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);
// move selection to 'next' key
SelectedKeyIndex = SelectedSegmentIndex + 1;
SelectedSegmentIndex = INDEX_NONE;
// Update Input value for all keys
SplineComp->RefreshSplineInputs();
SplineComp->SetClosedLoop(bWasLoop);
NotifyComponentModified();
}
void FSplineComponentVisualizer::OnDeleteKey()
{
const FScopedTransaction Transaction(LOCTEXT("DeleteSplinePoint", "Delete Spline Point"));
USplineComponent* SplineComp = GetEditedSplineComponent();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
const bool bWasLoop = SplineComp->IsClosedLoop();
SplineComp->SetClosedLoop(false);
SplineComp->SplineInfo.Points.RemoveAt(SelectedKeyIndex);
SplineComp->RefreshSplineInputs(); // update input value for each key
SplineComp->SetClosedLoop(bWasLoop);
SelectedKeyIndex = INDEX_NONE; // deselect any keys
SelectedSegmentIndex = INDEX_NONE;
NotifyComponentModified();
}
bool FSplineComponentVisualizer::CanDeleteKey() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp &&
SplineComp->SplineInfo.Points.Num() >= 2 &&
SelectedSegmentIndex == INDEX_NONE &&
SelectedKeyIndex != INDEX_NONE &&
SelectedKeyIndex < SplineComp->SplineInfo.Points.Num());
}
bool FSplineComponentVisualizer::IsKeySelectionValid() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp &&
SelectedSegmentIndex == INDEX_NONE &&
SelectedKeyIndex != INDEX_NONE &&
SelectedKeyIndex < SplineComp->SplineInfo.Points.Num());
}
void FSplineComponentVisualizer::OnResetToAutomaticTangent(EInterpCurveMode Mode)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp->SplineInfo.Points[SelectedKeyIndex].InterpMode != Mode)
{
const FScopedTransaction Transaction(LOCTEXT("ResetToAutomaticTangent", "Reset to Automatic Tangent"));
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
const bool bWasLoop = SplineComp->IsClosedLoop();
SplineComp->SetClosedLoop(false);
SplineComp->SplineInfo.Points[SelectedKeyIndex].InterpMode = Mode;
SplineComp->SetClosedLoop(bWasLoop);
NotifyComponentModified();
}
}
bool FSplineComponentVisualizer::CanResetToAutomaticTangent(EInterpCurveMode Mode) const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp &&
SelectedKeyIndex != INDEX_NONE &&
SelectedKeyIndex < SplineComp->SplineInfo.Points.Num() &&
SplineComp->SplineInfo.Points[SelectedKeyIndex].IsCurveKey() &&
SplineComp->SplineInfo.Points[SelectedKeyIndex].InterpMode != Mode);
}
void FSplineComponentVisualizer::OnSetKeyType(EInterpCurveMode Mode)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp->SplineInfo.Points[SelectedKeyIndex].InterpMode != Mode)
{
const FScopedTransaction Transaction(LOCTEXT("SetSplinePointType", "Set Spline Point Type"));
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
const bool bWasLoop = SplineComp->IsClosedLoop();
SplineComp->SetClosedLoop(false);
SplineComp->SplineInfo.Points[SelectedKeyIndex].InterpMode = Mode;
SplineComp->SetClosedLoop(bWasLoop);
NotifyComponentModified();
}
}
bool FSplineComponentVisualizer::IsKeyTypeSet(EInterpCurveMode Mode) const
{
if (IsKeySelectionValid())
{
USplineComponent* SplineComp = GetEditedSplineComponent();
const auto& SelectedPoint = SplineComp->SplineInfo.Points[SelectedKeyIndex];
return ((Mode == CIM_CurveAuto && SelectedPoint.IsCurveKey()) || SelectedPoint.InterpMode == Mode);
}
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 (SelectedKeyIndex != 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 the key is a curve type
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp &&
SelectedKeyIndex < SplineComp->SplineInfo.Points.Num() &&
SplineComp->SplineInfo.Points[SelectedKeyIndex].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));
}
}
}
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