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- 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]
47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Styling/SlateColor.h"
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#include "SkeletonTreePhysicsItem.h"
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class FSkeletonTreePhysicsBodyItem : public FSkeletonTreePhysicsItem
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{
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public:
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SKELETON_TREE_ITEM_TYPE(FSkeletonTreePhysicsBodyItem, FSkeletonTreePhysicsItem)
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FSkeletonTreePhysicsBodyItem(class USkeletalBodySetup* InBodySetup, int32 InBodySetupIndex, const FName& InBoneName, bool bInHasBodySetup, bool bInHasShapes, class UPhysicsAsset* const InPhysicsAsset, const TSharedRef<class ISkeletonTree>& InSkeletonTree);
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virtual UObject* GetObject() const override;
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/** Get the index of the body setup in the physics asset */
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int32 GetBodySetupIndex() const { return BodySetupIndex; }
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/** UI Callbacks */
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virtual void OnToggleItemDisplayed(ECheckBoxState InCheckboxState) override;
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virtual ECheckBoxState IsItemDisplayed() const override;
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private:
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/** Gets the icon to display for this body */
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virtual const FSlateBrush* GetBrush() const override;
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/** Gets the color to display the item's text */
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virtual FSlateColor GetTextColor() const override;
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/** Gets the tool tip to display on hovering over the item's name */
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virtual FText GetNameColumnToolTip() const override;
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/** The body setup we are representing */
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USkeletalBodySetup* BodySetup;
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/** The index of the body setup in the physics asset */
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int32 BodySetupIndex;
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/** Whether there is a body set up for this bone */
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bool bHasBodySetup;
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/** Whether this body has shapes */
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bool bHasShapes;
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};
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