Files
UnrealEngineUWP/Engine/Source/Editor/PhysicsAssetEditor/Private/PhysicsAssetEditorSkeletonTreeBuilder.cpp
nick brett 7e1eab27e2 [UE][Feature] RBAN Better Debug Draw - 2nd attempt
- Added Debug Visualization of physics bodies and constraints for RBAN nodes in AnimBP editor
- Added checkboxes to filter debug Visualization to Phat skeleton tree
- Created a new PhysicsAssetRenderSettings class that incorporates the debug rendering and filtering settings from Phat
- Created a new PhysicsAssetRenderUtilities namespace that incorporates the debug rendering and filtering code from Phat
- Synchronize debug visualization of physics bodies and constraints between Phat and AnimBP editors

oringinaly submitted as cl-19242421 but failed on non-unity build so backed out

#rb [at]Chris.Caulfield, [at]Thomas.Sarkanen, [at]Cedric.Caillaud
#preflight 6221e57d335298c3145112d1

#ROBOMERGE-OWNER: nick.brett
#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 19283727 via CL 19295417 via CL 19304854 via CL 19304870
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19347122 by nick brett in ue5-main branch]
2022-03-10 21:02:14 -05:00

200 lines
7.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PhysicsAssetEditorSkeletonTreeBuilder.h"
#include "SkeletonTreePhysicsBodyItem.h"
#include "SkeletonTreePhysicsShapeItem.h"
#include "SkeletonTreePhysicsConstraintItem.h"
#include "PhysicsEngine/PhysicsAsset.h"
#include "IPersonaPreviewScene.h"
#include "Animation/DebugSkelMeshComponent.h"
#include "Misc/TextFilterExpressionEvaluator.h"
#define LOCTEXT_NAMESPACE "PhysicsAssetEditorSkeletonTreeBuilder"
FPhysicsAssetEditorSkeletonTreeBuilder::FPhysicsAssetEditorSkeletonTreeBuilder(UPhysicsAsset* InPhysicsAsset, const FSkeletonTreeBuilderArgs& InSkeletonTreeBuilderArgs)
: FSkeletonTreeBuilder(InSkeletonTreeBuilderArgs)
, bShowBodies(true)
, bShowKinematicBodies(true)
, bShowSimulatedBodies(true)
, bShowConstraints(false)
, bShowConstraintsOnParentBodies(true)
, bShowPrimitives(false)
, PhysicsAsset(InPhysicsAsset)
{
}
void FPhysicsAssetEditorSkeletonTreeBuilder::Build(FSkeletonTreeBuilderOutput& Output)
{
if(BuilderArgs.bShowBones)
{
AddBones(Output);
}
AddBodies(Output);
if(BuilderArgs.bShowAttachedAssets)
{
AddAttachedAssets(Output);
}
}
ESkeletonTreeFilterResult FPhysicsAssetEditorSkeletonTreeBuilder::FilterItem(const FSkeletonTreeFilterArgs& InArgs, const TSharedPtr<class ISkeletonTreeItem>& InItem)
{
if(InItem->IsOfType<FSkeletonTreePhysicsBodyItem>() || InItem->IsOfType<FSkeletonTreePhysicsConstraintItem>() || InItem->IsOfType<FSkeletonTreePhysicsShapeItem>())
{
ESkeletonTreeFilterResult Result = ESkeletonTreeFilterResult::Shown;
if (InArgs.TextFilter.IsValid())
{
if (InArgs.TextFilter->TestTextFilter(FBasicStringFilterExpressionContext(InItem->GetRowItemName().ToString())))
{
Result = ESkeletonTreeFilterResult::ShownHighlighted;
}
else
{
Result = ESkeletonTreeFilterResult::Hidden;
}
}
if(InItem->IsOfType<FSkeletonTreePhysicsBodyItem>())
{
bool bShouldHideBody = false;
if(!bShowBodies)
{
bShouldHideBody = true;
}
else
{
if (UBodySetup* BodySetup = Cast<UBodySetup>(InItem->GetObject()))
{
if (BodySetup->PhysicsType == EPhysicsType::PhysType_Simulated && !bShowSimulatedBodies)
{
bShouldHideBody = true;
}
else if (BodySetup->PhysicsType == EPhysicsType::PhysType_Kinematic && !bShowKinematicBodies)
{
bShouldHideBody = true;
}
}
}
if (bShouldHideBody)
{
Result = ESkeletonTreeFilterResult::Hidden;
}
}
else if(InItem->IsOfType<FSkeletonTreePhysicsConstraintItem>())
{
if(!bShowConstraints)
{
Result = ESkeletonTreeFilterResult::Hidden;
}
else
{
TSharedPtr<FSkeletonTreePhysicsConstraintItem> SkeletonTreePhysicsConstraintItem = StaticCastSharedPtr<FSkeletonTreePhysicsConstraintItem>(InItem);
if (!bShowConstraintsOnParentBodies && SkeletonTreePhysicsConstraintItem->IsConstraintOnParentBody())
{
Result = ESkeletonTreeFilterResult::Hidden;
}
}
}
else if(InItem->IsOfType<FSkeletonTreePhysicsShapeItem>())
{
if(!bShowPrimitives)
{
Result = ESkeletonTreeFilterResult::Hidden;
}
}
return Result;
}
return FSkeletonTreeBuilder::FilterItem(InArgs, InItem);
}
void FPhysicsAssetEditorSkeletonTreeBuilder::AddBodies(FSkeletonTreeBuilderOutput& Output)
{
if (PreviewScenePtr.IsValid())
{
UDebugSkelMeshComponent* PreviewMeshComponent = PreviewScenePtr.Pin()->GetPreviewMeshComponent();
if (PreviewMeshComponent->SkeletalMesh)
{
FReferenceSkeleton& RefSkeleton = PreviewMeshComponent->SkeletalMesh->GetRefSkeleton();
for (int32 BoneIndex = 0; BoneIndex < RefSkeleton.GetRawBoneNum(); ++BoneIndex)
{
const FName BoneName = RefSkeleton.GetBoneName(BoneIndex);
int32 ParentIndex = RefSkeleton.GetParentIndex(BoneIndex);
const FName ParentName = ParentIndex == INDEX_NONE ? NAME_None : RefSkeleton.GetBoneName(ParentIndex);
bool bHasBodySetup = false;
for (int32 BodySetupIndex = 0; BodySetupIndex < PhysicsAsset->SkeletalBodySetups.Num(); ++BodySetupIndex)
{
if (!ensure(PhysicsAsset->SkeletalBodySetups[BodySetupIndex]))
{
continue;
}
if (BoneName == PhysicsAsset->SkeletalBodySetups[BodySetupIndex]->BoneName)
{
USkeletalBodySetup* BodySetup = PhysicsAsset->SkeletalBodySetups[BodySetupIndex];
bHasBodySetup = true;
const FKAggregateGeom& AggGeom = PhysicsAsset->SkeletalBodySetups[BodySetupIndex]->AggGeom;
bool bHasShapes = AggGeom.GetElementCount() > 0;
if (bHasShapes)
{
Output.Add(MakeShared<FSkeletonTreePhysicsBodyItem>(BodySetup, BodySetupIndex, BoneName, true, bHasShapes, PhysicsAsset, SkeletonTreePtr.Pin().ToSharedRef()), BoneName, "FSkeletonTreeBoneItem", true);
int32 ShapeIndex;
for (ShapeIndex = 0; ShapeIndex < AggGeom.SphereElems.Num(); ++ShapeIndex)
{
Output.Add(MakeShared<FSkeletonTreePhysicsShapeItem>(BodySetup, BoneName, BodySetupIndex, EAggCollisionShape::Sphere, ShapeIndex, SkeletonTreePtr.Pin().ToSharedRef()), BoneName, FSkeletonTreePhysicsBodyItem::GetTypeId());
}
for (ShapeIndex = 0; ShapeIndex < AggGeom.BoxElems.Num(); ++ShapeIndex)
{
Output.Add(MakeShared<FSkeletonTreePhysicsShapeItem>(BodySetup, BoneName, BodySetupIndex, EAggCollisionShape::Box, ShapeIndex, SkeletonTreePtr.Pin().ToSharedRef()), BoneName, FSkeletonTreePhysicsBodyItem::GetTypeId());
}
for (ShapeIndex = 0; ShapeIndex < AggGeom.SphylElems.Num(); ++ShapeIndex)
{
Output.Add(MakeShared<FSkeletonTreePhysicsShapeItem>(BodySetup, BoneName, BodySetupIndex, EAggCollisionShape::Sphyl, ShapeIndex, SkeletonTreePtr.Pin().ToSharedRef()), BoneName, FSkeletonTreePhysicsBodyItem::GetTypeId());
}
for (ShapeIndex = 0; ShapeIndex < AggGeom.ConvexElems.Num(); ++ShapeIndex)
{
Output.Add(MakeShared<FSkeletonTreePhysicsShapeItem>(BodySetup, BoneName, BodySetupIndex, EAggCollisionShape::Convex, ShapeIndex, SkeletonTreePtr.Pin().ToSharedRef()), BoneName, FSkeletonTreePhysicsBodyItem::GetTypeId());
}
for (ShapeIndex = 0; ShapeIndex < AggGeom.TaperedCapsuleElems.Num(); ++ShapeIndex)
{
Output.Add(MakeShared<FSkeletonTreePhysicsShapeItem>(BodySetup, BoneName, BodySetupIndex, EAggCollisionShape::TaperedCapsule, ShapeIndex, SkeletonTreePtr.Pin().ToSharedRef()), BoneName, FSkeletonTreePhysicsBodyItem::GetTypeId());
}
}
// add constraints for this bone
for (int32 ConstraintIndex = 0; ConstraintIndex < PhysicsAsset->ConstraintSetup.Num(); ++ConstraintIndex)
{
const FConstraintInstance& ConstraintInstance = PhysicsAsset->ConstraintSetup[ConstraintIndex]->DefaultInstance;
const bool bJointMatches = ConstraintInstance.JointName == BoneName;
const bool bUserConstraintMatches = (ConstraintInstance.JointName.ToString().StartsWith(TEXT("UserConstraint")) && (ConstraintInstance.ConstraintBone1 == BoneName || ConstraintInstance.ConstraintBone2 == BoneName));
if (bJointMatches || bUserConstraintMatches)
{
const bool bIsConstraintOnParentBone = !(ConstraintInstance.JointName == BoneName || ConstraintInstance.ConstraintBone1 == BoneName);
Output.Add(MakeShared<FSkeletonTreePhysicsConstraintItem>(PhysicsAsset->ConstraintSetup[ConstraintIndex], ConstraintIndex, BoneName, bIsConstraintOnParentBone, PhysicsAsset, SkeletonTreePtr.Pin().ToSharedRef()), BoneName, FSkeletonTreePhysicsBodyItem::GetTypeId());
}
}
break;
}
}
}
}
}
}
#undef LOCTEXT_NAMESPACE