- arcball rotation: the rotation is computed using a spherical+hyperbolic projection (see code for more explanation)
- indirect manipulation via MMB: hit parts are stored per mode then are used to drive the proper drag function
- defered drag function: in order to avoid notifications storm, the drag functions can be applied on tick instead using a pending function
- a single default TRS gizmo is now created when needed (instead of creating several thru selection changed or when the gizmo manager was ticking) and its visibility is set based on rules
TODO
- UEditorInteractiveGizmoManager is now closer to UInteractiveGizmoManager so I don't think we need ActiveEditorGizmos, CachedGizmoMap, etc. that are not used anymore. This should be cleaned in another CL
- UEditorTransformGizmo::OnGizmoTransformBegin should set the current axis (needed for some modes, including IKRig) but this is disabled for now has there are some side effects with dragging (this will be treated in another CL)
#jira UE-152973
#jira UE-161236
#rb brooke.hubert zach.rammell
[CL 27751789 by benoit gadreau in ue5-main branch]
- multiselection: bones can be multi-selected (using shift/ctrl) so that they can be bulk edited
- bones can be transformed individually (unlike in the level editor where the last selected element's transform is used as pivot)
- added USkeletalMeshGizmoContextObject to manage gizmo wrappers for skeletal mesh tools
- gizmo: re-used the transform gizmo work done with several fixes/improvements so that they can be used in other contexts
- UTransformGizmo can be used without TransformGizmoSource, most of the infos can be retrieved from the IToolsContextQueriesAPI
- UTransformGizmo can be passed an external StateTarget to handle transaction externally
- UTransformGizmo fixed rotations going in the wrong direction when dragging
#jira UE-183454
#jira UE-183453
#rb kiaran.ritchie
#preflight 643d63df8e01968448cf53db
[CL 25085825 by benoit gadreau in ue5-main branch]
- Warn about artifacts on meshes with open boundaries
- Fix some settings not being saved/restored
- Fix transaction name on undo/redo not matching the tool name
Also: Make the asset warning for base interactive tool only clear the tool's display message if it set a display message when it was last called, so that it is less likely to clear unrelated display messages when called with no warning to display.
#jira UE-180838
#jira UE-180758
#jira UE-180838
#rb rinat.abdrashitov
#preflight 641be32f25389270b7300ae4
[CL 24783364 by jimmy andrews in ue5-main branch]
- Added FTransformGizmoDataBinder which allows for gizmos to be bound to vectors such that the vectors are updated when the gizmo changes, and the gizmo is updated from vectors when asked. This should make it easy-ish to create displays of gizmos.
- Used the data binder in STransformGizmoNumericalUIOverlay, an overlay containing a draggable numerical UI panel for gizmos. Note that currently all changes, including typing, intentionally go down a gizmo drag path, meaning that they trigger the begin/end transform edit sequence calls, to make the tools treat them as a gizmo drag (in part because some tools might otherwise assume that a gizmo update is from an undo transaction or some other path that is special-cased).
- Added some slate things to ModelingEditorUI to support the numerical UI, in particular a viewport draggable box, and a widget that emits a tick delegate.
- Added some delegates to gizmo context object and combined transform gizmos to allow things to bind/unbind to/from them appropriately.
#rb Ryan.Schmidt
#preflight 63ce97ebf2318350a2f3a6c4
[CL 23815889 by semion piskarev in ue5-main branch]
- moved most functions defined in ParameterToTransformAdapters.h header into a new cpp to simplify debugging/etc
- UGizmoAxisTranslationParameterSource and UGizmoPlaneTranslationParameterSource now support optional constraints on the translation Delta
- CombinedTransformGizmo now has PositionAxisDeltaSnapFunction that, when in 'relative' mode, snaps the translation Deltas to increments via those constraints
- Added CombinedTransformGizmo::RelativeTranslationSnapping which controls relative vs absolute translation snapping, and can fetch value from ToolsContext
- Also added rotation-angle-delta constraint support UGizmoAxisRotationParameterSource and switched the gizmo to explicitly snap angle-deltas instead of trying to snap to "world rotation grid"
- Moved SnapToIncrement function to UE::Geometry namespace (in VectorUtil.h) and cleaned up a bit of duplicate code in UModelingSceneSnappingManager left over from pre-GeometryCore times
- Added FToolContextSnappingConfiguration::bEnableAbsoluteWorldSnapping, EdModeInteractiveToolsContext:: bEnableAbsoluteWorldSnapping and bits to hook this up
- Added UModelingToolsEditorModeSettings::bEnableAbsoluteWorldSnapping which stores this setting globally, but currently it is not serialized to config file, resets to default (Relative) on Editor restart
- Toolkit exposes toggle in the Selection toolbar menus
#rb none
#preflight 639b4036680483bcb1c33869
[CL 23532642 by ryan schmidt in ue5-main branch]
remove unnecessary EToolShutdownType predeclaration from BaseToolkit.h, this was added a long time to ago when the type was referenced in this header, but that code was moved w/o removing the predecl
#rb none
#preflight 638e0c36c0652bbec2ea161b
[CL 23394677 by ryan schmidt in ue5-main branch]
UModelingSelectionInteraction now supports concept of a "drag mode" that allows for drawing a marquee, brush-style interaction, etc. Added support for Marquee drawing but actual selection based on the marquee is not implemented yet.
ModelingToolsEditorMode now registers selector factories for Volumes and Static Meshes. Creating selectors for these types is dynamically configurable via new UProperties.
Added mesh-selection-specific UPathSelectionInteraction which provides a simple continuous-select-while-dragging interaction
Added a viewport overlay toolbar for mesh selection, supports changing selection mode, drag mode, selectable object types.
Viewport overlay toolbar also exposes a "quick settings" flyout for changing various modeling mode settings
Added URectangleMarqueeInteraction which is a simplified variant of URectangleMarqueeMechanic that does not require a Tool and doesn't create it's own InputBehavior
USingleClickOrDragInputBehavior now supports changing Drag target
Added a few placeholder icons
#rb none
#preflight 6389351bb36822f1c3540259
[CL 23372864 by ryan schmidt in ue5-main branch]
Refactor most of FDynamicMeshSelector into FDynamicMeshSelectorBase, FDynamicMeshSelector is now a subclass.
Move the DynamicMeshTransformer from cpp to FBasicDynamicMeshSelectionTransformer in header.
Add FVolumeSelector and FStaticMeshSelector which are derived from FBaseDynamicMeshSelector.
Add ability to filter selection queries/edits by TopologyID in FGeometrySelectionEditor. This is necesary for polygroup and polygroup-edge selections as their encoding includes an arbitrary TriangleID paired w/ the TopologyID.
UGeometrySelectionManager now manages this TopologyID filtering on selection editors it creates/updates
Add concept of "Tracked" selection changes to UGeometrySelectionManager, allows a single selection FChange to be constructed incrementally, eg like with a brush. Add a variant of raycast-selection-update that can be run inside a tracked change.
#rb none
#preflight 6388f0cf4b2f03a7d761ccef
[CL 23361634 by ryan schmidt in ue5-main branch]