Files
UnrealEngineUWP/Engine/Source/Editor/PhysicsAssetEditor/Private/PhysicsAssetEditorMode.cpp
nick brett c743700d19 [UE][FIX] for collision interation count in PhAT asset summary text
#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 20073976 via CL 20073981 via CL 20073983
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20105892 by nick brett in ue5-main branch]
2022-05-09 13:36:26 -04:00

418 lines
19 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PhysicsAssetEditorMode.h"
#include "PhysicsAssetEditor.h"
#include "ISkeletonTree.h"
#include "IPersonaPreviewScene.h"
#include "PersonaModule.h"
#include "ISkeletonEditorModule.h"
#include "PhysicsAssetGraphSummoner.h"
#include "PhysicsEngine/PhysicsAsset.h"
#include "PhysicsEngine/PhysicsConstraintTemplate.h"
#include "PhysicsAssetEditorActions.h"
#include "SEditorViewportToolBarMenu.h"
#include "PhysicsAssetEditorProfilesSummoner.h"
#include "PropertyEditorModule.h"
#include "Preferences/PhysicsAssetEditorOptions.h"
#include "Widgets/Input/SSpinBox.h"
#include "Modules/ModuleManager.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "PhysicsAssetEditorToolsSummoner.h"
#include "UICommandList_Pinnable.h"
#include "IPersonaViewport.h"
#include "IPinnedCommandList.h"
#define LOCTEXT_NAMESPACE "PhysicsAssetEditorMode"
static const FName PhysicsAssetEditorPreviewViewportName("Viewport");
static const FName PhysicsAssetEditorPropertiesName("DetailsTab");
static const FName PhysicsAssetEditorHierarchyName("SkeletonTreeView");
static const FName PhysicsAssetEditorGraphName("PhysicsAssetGraphView");
static const FName PhysicsAssetEditorProfilesName("PhysicsAssetProfilesView");
static const FName PhysicsAssetEditorToolsName("PhysicsAssetTools");
static const FName PhysicsAssetEditorAdvancedPreviewName(TEXT("AdvancedPreviewTab"));
FText BuildPhysicsAssetShapeTypeCountText(const UPhysicsAsset* const PhysicsAsset)
{
// Find the number of each type of shape in the asset and record them in a string.
if (PhysicsAsset)
{
// Find the number of each type of primitive in the physics asset.
TMap<EAggCollisionShape::Type, int32> ShapeCount;
ShapeCount.Add(EAggCollisionShape::Sphere, 0);
ShapeCount.Add(EAggCollisionShape::Box, 0);
ShapeCount.Add(EAggCollisionShape::Sphyl, 0);
ShapeCount.Add(EAggCollisionShape::Convex, 0);
ShapeCount.Add(EAggCollisionShape::TaperedCapsule, 0);
int32 TotalShapeCount = 0;
for (const TObjectPtr <USkeletalBodySetup>& SkeletalBodySetup : PhysicsAsset->SkeletalBodySetups)
{
if (SkeletalBodySetup)
{
for (auto& Element : ShapeCount)
{
const int32 Count = SkeletalBodySetup->AggGeom.GetElementCount(Element.Key);
Element.Value += Count;
TotalShapeCount += Count;
}
}
}
// Create a text element for each value that will be included in the output.
FFormatOrderedArguments FormatArgs;
auto AddToFormatArgs = [&ShapeCount, &FormatArgs](const EAggCollisionShape::Type InShapeType, const FTextFormat& InTextFormat)
{
if (const int32 CurrentShapeTypeCount = ShapeCount[InShapeType])
{
FormatArgs.Add(FText::Format(InTextFormat, CurrentShapeTypeCount));
}
};
FormatArgs.Add(FText::Format(LOCTEXT("PrimitiveShapeCount", "{0} {0}|plural(one=Primitive,other=Primitives)"), TotalShapeCount));
AddToFormatArgs(EAggCollisionShape::Sphere, LOCTEXT("PrimitiveSphereCount", "{0} {0}|plural(one=Sphere,other=Spheres)"));
AddToFormatArgs(EAggCollisionShape::Box, LOCTEXT("PrimitiveBoxCount", "{0} {0}|plural(one=Box,other=Boxes)"));
AddToFormatArgs(EAggCollisionShape::Sphyl, LOCTEXT("PrimitiveSphylCount", "{0} {0}|plural(one=Capsule,other=Capsules)"));
AddToFormatArgs(EAggCollisionShape::Convex, LOCTEXT("PrimitiveConvexCount", "{0} {0}|plural(one=Convex Element,other=Convex Elements)"));
AddToFormatArgs(EAggCollisionShape::TaperedCapsule, LOCTEXT("PrimitiveTaperedCapsuleCount", "{0} {0}|plural(one=Tapered Capsule,other=Tapered Capsules)"));
// Build format string for the number of accumulated elements.
FString FormatStr = "{0}";
if (FormatArgs.Num() > 1)
{
FormatStr += ": (";
for (uint32 Index = 1, Max = FormatArgs.Num(); Index < Max; ++Index)
{
FormatStr += "{" + FString::FromInt(Index) + "}, ";
}
FormatStr.RemoveFromEnd(" ");
FormatStr.RemoveFromEnd(",");
FormatStr += ")";
}
return FText::Format(FText::FromString(FormatStr), FormatArgs);
}
return FText();
}
FText BuildCrossConstraintCountText(const UPhysicsAsset* const PhysicsAsset)
{
// Find the number of cross constraints in the asset and record them in a string.
if (PhysicsAsset)
{
uint32 CrossConstraintCount = 0;
const USkeletalMesh* const SkeletalMesh = PhysicsAsset->GetPreviewMesh();
if (SkeletalMesh)
{
const FReferenceSkeleton& RefSkeleton = SkeletalMesh->GetRefSkeleton();
for (TObjectPtr<UPhysicsConstraintTemplate> CurrentConstraintSetup : PhysicsAsset->ConstraintSetup)
{
if (CurrentConstraintSetup)
{
const int32 ChildBoneIndex = RefSkeleton.FindBoneIndex(CurrentConstraintSetup->DefaultInstance.GetChildBoneName());
const int32 ParentBoneIndex = RefSkeleton.FindBoneIndex(CurrentConstraintSetup->DefaultInstance.GetParentBoneName());
if (ParentBoneIndex != RefSkeleton.GetParentIndex(ChildBoneIndex))
{
++CrossConstraintCount;
}
}
}
}
if (CrossConstraintCount > 0)
{
return FText::Format(LOCTEXT("CrossConstraintCount", "({0} {0}|plural(one=Cross Constraint,other=Cross Constraints))"), CrossConstraintCount);
}
}
return FText();
}
uint32 CalculateTotalNumberOfCollisionIteractions(const UPhysicsAsset* const PhysicsAsset)
{
uint32 Result = 0;
// Find total number of collision iteractions.
if (PhysicsAsset)
{
const uint32 BodyCount = PhysicsAsset->SkeletalBodySetups.Num();
const uint32 PotentialCollisionCount = (BodyCount * (BodyCount - 1)) / 2;
const uint32 IgnoredCollisionCount = PhysicsAsset->CollisionDisableTable.Num();
Result = PotentialCollisionCount - IgnoredCollisionCount;
}
return Result;
}
FPhysicsAssetEditorMode::FPhysicsAssetEditorMode(TSharedRef<FWorkflowCentricApplication> InHostingApp, TSharedRef<ISkeletonTree> InSkeletonTree, TSharedRef<IPersonaPreviewScene> InPreviewScene)
: FApplicationMode(PhysicsAssetEditorModes::PhysicsAssetEditorMode)
{
PhysicsAssetEditorPtr = StaticCastSharedRef<FPhysicsAssetEditor>(InHostingApp);
TSharedRef<FPhysicsAssetEditor> PhysicsAssetEditor = StaticCastSharedRef<FPhysicsAssetEditor>(InHostingApp);
ISkeletonEditorModule& SkeletonEditorModule = FModuleManager::LoadModuleChecked<ISkeletonEditorModule>("SkeletonEditor");
TabFactories.RegisterFactory(SkeletonEditorModule.CreateSkeletonTreeTabFactory(InHostingApp, InSkeletonTree));
FPersonaModule& PersonaModule = FModuleManager::LoadModuleChecked<FPersonaModule>("Persona");
TabFactories.RegisterFactory(PersonaModule.CreateDetailsTabFactory(InHostingApp, FOnDetailsCreated::CreateSP(&PhysicsAssetEditor.Get(), &FPhysicsAssetEditor::HandleDetailsCreated)));
auto ExtendShowMenu = [this](FMenuBuilder& InMenuBuilder)
{
const FPhysicsAssetEditorCommands& Actions = FPhysicsAssetEditorCommands::Get();
InMenuBuilder.PushCommandList(PhysicsAssetEditorPtr.Pin()->GetViewportCommandList().ToSharedRef());
InMenuBuilder.BeginSection("PhysicsAssetShowCommands", LOCTEXT("PhysicsShowCommands", "Physics Rendering"));
{
InMenuBuilder.AddMenuEntry(Actions.ToggleMassProperties);
// Mesh, collision and constraint rendering modes
struct Local
{
static void BuildMeshRenderModeMenu(FMenuBuilder& InSubMenuBuilder)
{
const FPhysicsAssetEditorCommands& Commands = FPhysicsAssetEditorCommands::Get();
InSubMenuBuilder.BeginSection("PhysicsAssetEditorRenderingMode", LOCTEXT("MeshRenderModeHeader", "Mesh Drawing (Edit)"));
{
InSubMenuBuilder.AddMenuEntry(Commands.MeshRenderingMode_Solid);
InSubMenuBuilder.AddMenuEntry(Commands.MeshRenderingMode_Wireframe);
InSubMenuBuilder.AddMenuEntry(Commands.MeshRenderingMode_None);
}
InSubMenuBuilder.EndSection();
InSubMenuBuilder.BeginSection("PhysicsAssetEditorRenderingModeSim", LOCTEXT("MeshRenderModeSimHeader", "Mesh Drawing (Simulation)"));
{
InSubMenuBuilder.AddMenuEntry(Commands.MeshRenderingMode_Simulation_Solid);
InSubMenuBuilder.AddMenuEntry(Commands.MeshRenderingMode_Simulation_Wireframe);
InSubMenuBuilder.AddMenuEntry(Commands.MeshRenderingMode_Simulation_None);
}
InSubMenuBuilder.EndSection();
}
static void BuildCollisionRenderModeMenu(FMenuBuilder& InSubMenuBuilder, TWeakPtr<FPhysicsAssetEditor> PhysicsAssetEditorPtr)
{
const FPhysicsAssetEditorCommands& Commands = FPhysicsAssetEditorCommands::Get();
InSubMenuBuilder.BeginSection("PhysicsAssetEditorCollisionRenderSettings", LOCTEXT("CollisionRenderSettingsHeader", "Body Drawing"));
{
InSubMenuBuilder.AddMenuEntry(Commands.RenderOnlySelectedSolid);
InSubMenuBuilder.AddMenuEntry(Commands.HideSimulatedBodies);
InSubMenuBuilder.AddMenuEntry(Commands.HideKinematicBodies);
InSubMenuBuilder.AddWidget(PhysicsAssetEditorPtr.Pin()->MakeCollisionOpacityWidget(), LOCTEXT("CollisionOpacityLabel", "Collision Opacity"));
}
InSubMenuBuilder.EndSection();
InSubMenuBuilder.BeginSection("PhysicsAssetEditorCollisionMode", LOCTEXT("CollisionRenderModeHeader", "Body Drawing (Edit)"));
{
InSubMenuBuilder.AddMenuEntry(Commands.CollisionRenderingMode_Solid);
InSubMenuBuilder.AddMenuEntry(Commands.CollisionRenderingMode_Wireframe);
InSubMenuBuilder.AddMenuEntry(Commands.CollisionRenderingMode_SolidWireframe);
InSubMenuBuilder.AddMenuEntry(Commands.CollisionRenderingMode_None);
}
InSubMenuBuilder.EndSection();
InSubMenuBuilder.BeginSection("PhysicsAssetEditorCollisionModeSim", LOCTEXT("CollisionRenderModeSimHeader", "Body Drawing (Simulation)"));
{
InSubMenuBuilder.AddMenuEntry(Commands.CollisionRenderingMode_Simulation_Solid);
InSubMenuBuilder.AddMenuEntry(Commands.CollisionRenderingMode_Simulation_Wireframe);
InSubMenuBuilder.AddMenuEntry(Commands.CollisionRenderingMode_Simulation_SolidWireframe);
InSubMenuBuilder.AddMenuEntry(Commands.CollisionRenderingMode_Simulation_None);
}
InSubMenuBuilder.EndSection();
}
static void BuildConstraintRenderModeMenu(FMenuBuilder& InSubMenuBuilder, TWeakPtr<FPhysicsAssetEditor> PhysicsAssetEditorPtr)
{
const FPhysicsAssetEditorCommands& Commands = FPhysicsAssetEditorCommands::Get();
InSubMenuBuilder.BeginSection("PhysicsAssetEditorConstraints", LOCTEXT("ConstraintHeader", "Constraints"));
{
InSubMenuBuilder.AddMenuEntry(Commands.DrawConstraintsAsPoints);
InSubMenuBuilder.AddMenuEntry(Commands.RenderOnlySelectedConstraints);
InSubMenuBuilder.AddWidget(PhysicsAssetEditorPtr.Pin()->MakeConstraintScaleWidget(), LOCTEXT("ConstraintScaleLabel", "Constraint Scale"));
}
InSubMenuBuilder.EndSection();
InSubMenuBuilder.BeginSection("PhysicsAssetEditorConstraintMode", LOCTEXT("ConstraintRenderModeHeader", "Constraint Drawing (Edit)"));
{
InSubMenuBuilder.AddMenuEntry(Commands.ConstraintRenderingMode_None);
InSubMenuBuilder.AddMenuEntry(Commands.ConstraintRenderingMode_AllPositions);
InSubMenuBuilder.AddMenuEntry(Commands.ConstraintRenderingMode_AllLimits);
}
InSubMenuBuilder.EndSection();
InSubMenuBuilder.BeginSection("PhysicsAssetEditorConstraintModeSim", LOCTEXT("ConstraintRenderModeSimHeader", "Constraint Drawing (Simulation)"));
{
InSubMenuBuilder.AddMenuEntry(Commands.ConstraintRenderingMode_Simulation_None);
InSubMenuBuilder.AddMenuEntry(Commands.ConstraintRenderingMode_Simulation_AllPositions);
InSubMenuBuilder.AddMenuEntry(Commands.ConstraintRenderingMode_Simulation_AllLimits);
}
InSubMenuBuilder.EndSection();
}
};
InMenuBuilder.AddSubMenu(LOCTEXT("MeshRenderModeSubMenu", "Mesh"), FText::GetEmpty(), FNewMenuDelegate::CreateStatic(&Local::BuildMeshRenderModeMenu));
InMenuBuilder.AddSubMenu(LOCTEXT("CollisionRenderModeSubMenu", "Bodies"), FText::GetEmpty(), FNewMenuDelegate::CreateStatic(&Local::BuildCollisionRenderModeMenu, PhysicsAssetEditorPtr));
InMenuBuilder.AddSubMenu(LOCTEXT("ConstraintRenderModeSubMenu", "Constraints"), FText::GetEmpty(), FNewMenuDelegate::CreateStatic(&Local::BuildConstraintRenderModeMenu, PhysicsAssetEditorPtr));
}
InMenuBuilder.EndSection();
InMenuBuilder.PopCommandList();
};
auto ExtendMenuBar = [this](FMenuBuilder& InMenuBuilder)
{
FPropertyEditorModule& PropertyEditorModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
FDetailsViewArgs DetailsViewArgs;
DetailsViewArgs.bAllowSearch = false;
DetailsViewArgs.NameAreaSettings = FDetailsViewArgs::HideNameArea;
TSharedPtr<IDetailsView> DetailsView = PropertyEditorModule.CreateDetailView(DetailsViewArgs);
DetailsView->SetObject(PhysicsAssetEditorPtr.Pin()->GetSharedData()->EditorOptions);
DetailsView->OnFinishedChangingProperties().AddLambda([this](const FPropertyChangedEvent& InEvent) { PhysicsAssetEditorPtr.Pin()->GetSharedData()->EditorOptions->SaveConfig(); });
InMenuBuilder.AddWidget(DetailsView.ToSharedRef(), FText(), true);
};
TArray<TSharedPtr<FExtender>> ViewportExtenders;
ViewportExtenders.Add(MakeShared<FExtender>());
ViewportExtenders[0]->AddMenuExtension("AnimViewportSceneElements", EExtensionHook::Before, PhysicsAssetEditor->GetToolkitCommands(), FMenuExtensionDelegate::CreateLambda(ExtendShowMenu));
ViewportExtenders[0]->AddMenuExtension("AnimViewportPhysicsMenu", EExtensionHook::After, PhysicsAssetEditor->GetToolkitCommands(), FMenuExtensionDelegate::CreateLambda(ExtendMenuBar));
FPersonaViewportArgs ViewportArgs(InPreviewScene);
ViewportArgs.bAlwaysShowTransformToolbar = true;
ViewportArgs.bShowStats = false;
ViewportArgs.bShowTurnTable = false;
ViewportArgs.bShowPhysicsMenu = true;
ViewportArgs.Extenders = ViewportExtenders;
ViewportArgs.OnViewportCreated = FOnViewportCreated::CreateLambda([this](const TSharedRef<IPersonaViewport>& InViewport)
{
// Setup bindings with the recent commands bar
TWeakPtr<IPersonaViewport> WeakViewport = InViewport;
InViewport->GetPinnedCommandList()->BindCommandList(PhysicsAssetEditorPtr.Pin()->GetViewportCommandList().ToSharedRef());
InViewport->GetPinnedCommandList()->RegisterCustomWidget(IPinnedCommandList::FOnGenerateCustomWidget::CreateSP(PhysicsAssetEditorPtr.Pin().Get(), &FPhysicsAssetEditor::MakeConstraintScaleWidget), TEXT("ConstraintScaleWidget"), LOCTEXT("ConstraintScaleLabel", "Constraint Scale"));
InViewport->GetPinnedCommandList()->RegisterCustomWidget(IPinnedCommandList::FOnGenerateCustomWidget::CreateSP(PhysicsAssetEditorPtr.Pin().Get(), &FPhysicsAssetEditor::MakeCollisionOpacityWidget), TEXT("CollisionOpacityWidget"), LOCTEXT("CollisionOpacityLabel", "Collision Opacity"));
});
ViewportArgs.OnGetViewportText = FOnGetViewportText::CreateLambda([this](EViewportCorner InViewportCorner)
{
if(InViewportCorner == EViewportCorner::TopLeft)
{
TSharedPtr<FPhysicsAssetEditorSharedData> SharedData = PhysicsAssetEditorPtr.Pin()->GetSharedData();
// Write physics asset summary at the top of the view port.
return FText::Format(
NSLOCTEXT("UnrealEd", "BodiesConstraints_F", "{0} Bodies ({1} Considered for bounds, {2}%)\n{3}\n{4} Constraints{5}\n{6} Collision Interactions"),
FText::AsNumber(SharedData->PhysicsAsset->SkeletalBodySetups.Num()),
FText::AsNumber(SharedData->PhysicsAsset->BoundsBodies.Num()),
FText::AsNumber(static_cast<float>(SharedData->PhysicsAsset->BoundsBodies.Num()) / static_cast<float>(SharedData->PhysicsAsset->SkeletalBodySetups.Num()) * 100.0f),
BuildPhysicsAssetShapeTypeCountText(SharedData->PhysicsAsset),
FText::AsNumber(SharedData->PhysicsAsset->ConstraintSetup.Num()),
BuildCrossConstraintCountText(SharedData->PhysicsAsset),
FText::AsNumber(CalculateTotalNumberOfCollisionIteractions(SharedData->PhysicsAsset)));
}
return FText();
});
ViewportArgs.ContextName = TEXT("PhysicsAssetEditor.Viewport");
TabFactories.RegisterFactory(PersonaModule.CreatePersonaViewportTabFactory(InHostingApp, ViewportArgs));
TabFactories.RegisterFactory(PersonaModule.CreateAdvancedPreviewSceneTabFactory(InHostingApp, InPreviewScene));
TabFactories.RegisterFactory(MakeShared<FPhysicsAssetGraphSummoner>(InHostingApp, CastChecked<UPhysicsAsset>((*PhysicsAssetEditor->GetObjectsCurrentlyBeingEdited())[0]), InSkeletonTree->GetEditableSkeleton(), FOnPhysicsAssetGraphCreated::CreateSP(&PhysicsAssetEditor.Get(), &FPhysicsAssetEditor::HandlePhysicsAssetGraphCreated), FOnGraphObjectsSelected::CreateSP(&PhysicsAssetEditor.Get(), &FPhysicsAssetEditor::HandleGraphObjectsSelected)));
TabFactories.RegisterFactory(MakeShared<FPhysicsAssetEditorProfilesSummoner>(InHostingApp, CastChecked<UPhysicsAsset>((*PhysicsAssetEditor->GetObjectsCurrentlyBeingEdited())[0])));
TabFactories.RegisterFactory(MakeShared<FPhysicsAssetEditorToolsSummoner>(InHostingApp));
TabLayout = FTabManager::NewLayout("Standalone_PhysicsAssetEditor_Layout_v5.3")
->AddArea
(
FTabManager::NewPrimaryArea()
->SetOrientation(Orient_Vertical)
->Split
(
FTabManager::NewSplitter()
->SetSizeCoefficient(0.9f)
->SetOrientation(Orient_Horizontal)
->Split
(
FTabManager::NewSplitter()
->SetSizeCoefficient(0.2f)
->SetOrientation(Orient_Vertical)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.6f)
->AddTab(PhysicsAssetEditorHierarchyName, ETabState::OpenedTab)
)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.4f)
->AddTab(PhysicsAssetEditorGraphName, ETabState::OpenedTab)
)
)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.6f)
->SetHideTabWell(true)
->AddTab(PhysicsAssetEditorPreviewViewportName, ETabState::OpenedTab)
)
->Split
(
FTabManager::NewSplitter()
->SetSizeCoefficient(0.2f)
->SetOrientation(Orient_Vertical)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.6f)
->AddTab(PhysicsAssetEditorPropertiesName, ETabState::OpenedTab)
->AddTab(PhysicsAssetEditorAdvancedPreviewName, ETabState::OpenedTab)
->SetForegroundTab(PhysicsAssetEditorPropertiesName)
)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.4f)
->AddTab(PhysicsAssetEditorToolsName, ETabState::OpenedTab)
->AddTab(PhysicsAssetEditorProfilesName, ETabState::OpenedTab)
->SetForegroundTab(PhysicsAssetEditorToolsName)
)
)
)
);
PersonaModule.OnRegisterTabs().Broadcast(TabFactories, InHostingApp);
LayoutExtender = MakeShared<FLayoutExtender>();
PersonaModule.OnRegisterLayoutExtensions().Broadcast(*LayoutExtender.Get());
TabLayout->ProcessExtensions(*LayoutExtender.Get());
}
void FPhysicsAssetEditorMode::RegisterTabFactories(TSharedPtr<FTabManager> InTabManager)
{
TSharedPtr<FPhysicsAssetEditor> PhysicsAssetEditor = PhysicsAssetEditorPtr.Pin();
PhysicsAssetEditor->RegisterTabSpawners(InTabManager.ToSharedRef());
PhysicsAssetEditor->PushTabFactories(TabFactories);
FApplicationMode::RegisterTabFactories(InTabManager);
}
#undef LOCTEXT_NAMESPACE