Files
UnrealEngineUWP/Engine/Source/Editor/PhysicsAssetEditor/Private/SkeletonTreePhysicsBodyItem.cpp
Lauren Barnes 6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00

75 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SkeletonTreePhysicsBodyItem.h"
#include "Styling/AppStyle.h"
#include "PhysicsAssetRenderUtils.h"
#include "PhysicsEngine/PhysicsAsset.h"
#define LOCTEXT_NAMESPACE "FSkeletonTreePhysicsBodyItem"
FSkeletonTreePhysicsBodyItem::FSkeletonTreePhysicsBodyItem(USkeletalBodySetup* InBodySetup, int32 InBodySetupIndex, const FName& InBoneName, bool bInHasBodySetup, bool bInHasShapes, class UPhysicsAsset* const InPhysicsAsset, const TSharedRef<class ISkeletonTree>& InSkeletonTree)
: FSkeletonTreePhysicsItem(InPhysicsAsset, InSkeletonTree)
, BodySetup(InBodySetup)
, BodySetupIndex(InBodySetupIndex)
, bHasBodySetup(bInHasBodySetup)
, bHasShapes(bInHasShapes)
{
DisplayName = InBoneName;
}
UObject* FSkeletonTreePhysicsBodyItem::GetObject() const
{
return BodySetup;
}
void FSkeletonTreePhysicsBodyItem::OnToggleItemDisplayed(ECheckBoxState InCheckboxState)
{
if (FPhysicsAssetRenderSettings* RenderSettings = GetRenderSettings())
{
RenderSettings->ToggleShowBody(BodySetupIndex);
}
}
ECheckBoxState FSkeletonTreePhysicsBodyItem::IsItemDisplayed() const
{
if (FPhysicsAssetRenderSettings* RenderSettings = GetRenderSettings())
{
return RenderSettings->IsBodyHidden(BodySetupIndex) ? ECheckBoxState::Unchecked : ECheckBoxState::Checked;
}
return ECheckBoxState::Undetermined;
}
const FSlateBrush* FSkeletonTreePhysicsBodyItem::GetBrush() const
{
return BodySetup->PhysicsType == EPhysicsType::PhysType_Kinematic ? FAppStyle::GetBrush("PhysicsAssetEditor.Tree.KinematicBody") : FAppStyle::GetBrush("PhysicsAssetEditor.Tree.Body");
}
FSlateColor FSkeletonTreePhysicsBodyItem::GetTextColor() const
{
FLinearColor Color(1.0f, 1.0f, 1.0f);
const bool bInCurrentProfile = BodySetup->GetCurrentPhysicalAnimationProfileName() == NAME_None || BodySetup->FindPhysicalAnimationProfile(BodySetup->GetCurrentPhysicalAnimationProfileName()) != nullptr;
if (FilterResult == ESkeletonTreeFilterResult::ShownDescendant)
{
Color = FLinearColor::Gray * 0.5f;
}
if(bInCurrentProfile)
{
return FSlateColor(Color);
}
else
{
return FSlateColor(Color.Desaturate(0.5f));
}
}
FText FSkeletonTreePhysicsBodyItem::GetNameColumnToolTip() const
{
return FText::Format(LOCTEXT("BodyTooltip", "Aggregate physics body for bone '{0}'. Bodies can consist of multiple shapes."), FText::FromName(GetRowItemName()));
}
#undef LOCTEXT_NAMESPACE