Commit Graph

9 Commits

Author SHA1 Message Date
James Golding
72fa7c6508 Use new VHACD library for generating auto convex collision (only enabled on windows until other platforms can test)
#codereview ori.cohen, ben.marsh, michael.trepka, mark.satterthwaite, dmitry.rekman

[CL 2495503 by James Golding in Main branch]
2015-03-30 07:26:43 -04:00
Rolando Caloca
e463935a85 UE4 - Save generated LODs for static meshes
#codereview Nick.Penwarden

[CL 2454746 by Rolando Caloca in Main branch]
2015-02-21 13:20:31 -05:00
Richard TalbotWatkin
3d132f3e1b Added socket snap to vertex and socket metadata. Merged pull request, adapted to latest build, and added feature to set orientation of the socket to the normal of the selected vertex.
#jira UE-4621 - GitHub 200 : Socket snap to vertex and socket meta data
#github Pull request #200

[CL 2398522 by Richard TalbotWatkin in Main branch]
2015-01-06 04:14:48 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Andrew Brown
7c0d45da38 Creating new static mesh collision enables collision view (if not already enabled)
#ttp 345296 - NUX: When creating collision in static mesh editor, enable collision viewing so you can see result

#branch UE4

#change Also added a param to AddPrim to specify whether we want to clear the selection, just to remove duplicate code.

reviewed by Thomas.Sarkanen

[CL 2305555 by Andrew Brown in Main branch]
2014-09-22 10:22:29 -04:00
Brian Karis
9d26f950d0 Tore out D3DX generate UVs and the mesh editor tab for it.
[CL 2285473 by Brian Karis in Main branch]
2014-09-04 19:57:12 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Andrew Brown
b0f3feca6f Static mesh editor can now create Box/Sphyl and have multiple collision primitives, which can be manipulated.
#ttp 334968 - TOOLS FEATURE: Add primitive collision inside the static mesh editor

#branch UE4

#change
GenerateSimpleCollision funcs now return true if any collision was built
Moved Prompt to build collision into a func (to remove duplicate code), and modified so that the options are Yes=Replace, No=Add-To, Cancel = Cancel.
Added CalcBoundingSphyl code which is loosely based on the Sphere code in that it finds the best axis to align the sphyl with (but locally rotates so it can treat the Z axis as length, regardless). It they finds the radius to best enclose the Sphyl (same as Sphere, but 2D). Then it increase the length of the Sphyl until that encapsulates all the remaining points.

Replace instances of AddZeroed with Add(FKTypeElem()) so that the vtable would be created correctly if a base struct was introduced.
Moved PhysX code which scales the Elems from ModifyPrimitiveSize to their own struct func (ScaleElem) so that it could be used elsewhere.

Added new struct FPrimData which contains the PrimType and PrimIndex so we can look the corresponding collision Elem up in our BodySetup. The static mesh editor session which is open for a particular static mesh keeps track of these using the following:
IsPrimValid û Checks to see if the prim data could be valid
HasSelectedPrims û Returns true if there are any selected prims
IsSelectedPrim û Check to see if the prim data is selected
AddSelectedPrim û Adds prim data to our selection
RemoveSelectedPrim û Removes prim data from our selection
RemoveInvalidPrism - Removes any prims which are no longer valid from the selection
ClearSelectedPrims û Removes all the prim data from our selection
DuplicateSelectedPrims û Duplicates the selected prims
TranslateSelectedPrims - Translates the selected prims by a specified amount
RotateSelectedPrims - Rotates the selected prims by a specified amount
ScaleSelectedPrims - Scales the selected prims by a specified amount
CalcSelectedPrimsAABB - Calculates the bounding box of the selected prims
DeleteSelectedPrims û Deletes the selected prims
GetLastSelectedPrimTransform û Gets the transform of the last prim which was added to the selection.
GetPrimTransform - Gets the transform of a specified prim
SetPrimTransform - Sets the transform of a specified prim
Added placeholder calls to begin/end transaction where itÆs needed whenever the bodysetup prims are modified.

Added new Static Mesh Editor menu option to create a capsule/sphyl
Added dedicated collision toggle flag to the Static Mesh Editor so we could manage our own handling of the draw functions in order to inject hit proxies where needed so we can test when theyÆve been clicked on in the viewport.
Widget now works when selecting collision Elems. Space toggles the manipulation method.
SelectedPrims can be trans/rot/scaled using the editor widget.
Prims can be duplicated or deleted either using menu entries or keyboard shortcuts. Alt+drag is also supported for duplication.
ProcessClick was updated so that whenever a new selection type is clicked on the previous types are deselected (sockets, prims, edges), and other code location were updated to clear the selected prims where appropriate.
Modified OnFocusViewportToSelection so that it also focuses on the selected elems too
Modified SetSelectedSocket so that when passing NULL it deselects all the sockets

[CL 2104326 by Andrew Brown in Main branch]
2014-06-13 05:03:24 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00