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#jira UE-131786 #rnx #rb ryan.schmidt semion.piskarev #preflight 61a510e3ee100b68faa0517d #ROBOMERGE-AUTHOR: tyson.brochu #ROBOMERGE-SOURCE: CL 18312385 in //UE5/Release-5.0/... via CL 18312447 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18312473 by tyson brochu in ue5-release-engine-test branch]
193 lines
5.2 KiB
C++
193 lines
5.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BaseGizmos/AxisPositionGizmo.h"
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#include "InteractiveGizmoManager.h"
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#include "BaseBehaviors/ClickDragBehavior.h"
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#include "BaseBehaviors/MouseHoverBehavior.h"
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#include "BaseGizmos/GizmoMath.h"
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UInteractiveGizmo* UAxisPositionGizmoBuilder::BuildGizmo(const FToolBuilderState& SceneState) const
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{
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UAxisPositionGizmo* NewGizmo = NewObject<UAxisPositionGizmo>(SceneState.GizmoManager);
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return NewGizmo;
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}
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void UAxisPositionGizmo::Setup()
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{
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UInteractiveGizmo::Setup();
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// Add default mouse input behavior
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MouseBehavior = NewObject<UClickDragInputBehavior>();
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MouseBehavior->Initialize(this);
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MouseBehavior->SetDefaultPriority(FInputCapturePriority(FInputCapturePriority::DEFAULT_GIZMO_PRIORITY));
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AddInputBehavior(MouseBehavior);
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UMouseHoverBehavior* HoverBehavior = NewObject<UMouseHoverBehavior>();
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HoverBehavior->Initialize(this);
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HoverBehavior->SetDefaultPriority(FInputCapturePriority(FInputCapturePriority::DEFAULT_GIZMO_PRIORITY));
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AddInputBehavior(HoverBehavior);
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AxisSource = NewObject<UGizmoConstantAxisSource>(this);
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ParameterSource = NewObject<UGizmoLocalFloatParameterSource>(this);
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HitTarget = NewObject<UGizmoComponentHitTarget>(this);
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StateTarget = NewObject<UGizmoNilStateTarget>(this);
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bInInteraction = false;
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}
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FInputRayHit UAxisPositionGizmo::CanBeginClickDragSequence(const FInputDeviceRay& PressPos)
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{
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FInputRayHit GizmoHit;
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if (HitTarget && AxisSource && ParameterSource)
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{
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GizmoHit = HitTarget->IsHit(PressPos);
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if (GizmoHit.bHit)
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{
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LastHitPosition = PressPos.WorldRay.PointAt(GizmoHit.HitDepth);
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}
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}
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return GizmoHit;
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}
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void UAxisPositionGizmo::OnClickPress(const FInputDeviceRay& PressPos)
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{
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InteractionOrigin = LastHitPosition;
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InteractionAxis = AxisSource->GetDirection();
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// Find interaction start point and parameter.
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FVector NearestPt; float RayNearestParam;
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GizmoMath::NearestPointOnLineToRay(InteractionOrigin, InteractionAxis,
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PressPos.WorldRay.Origin, PressPos.WorldRay.Direction,
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InteractionStartPoint, InteractionStartParameter,
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NearestPt, RayNearestParam);
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FVector AxisOrigin = AxisSource->GetOrigin();
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float DirectionSign = FVector::DotProduct(InteractionStartPoint - AxisOrigin, InteractionAxis);
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ParameterSign = (bEnableSignedAxis && DirectionSign < 0) ? -1.0f : 1.0f;
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// Figure out how the parameter would need to be adjusted to bring the axis origin to the
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// interaction start point. This is used when aligning the axis origin to a custom destination.
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float AxisOriginParamValue;
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GizmoMath::NearestPointOnLine(InteractionOrigin, InteractionAxis, AxisOrigin,
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NearestPt, AxisOriginParamValue);
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InteractionStartAxisOriginParameterOffset = InteractionStartParameter - AxisOriginParamValue;
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InteractionCurPoint = InteractionStartPoint;
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InteractionStartParameter *= ParameterSign;
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InteractionCurParameter = InteractionStartParameter;
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InitialTargetParameter = ParameterSource->GetParameter();
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ParameterSource->BeginModify();
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bInInteraction = true;
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if (HitTarget)
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{
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HitTarget->UpdateInteractingState(bInInteraction);
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}
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if (StateTarget)
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{
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StateTarget->BeginUpdate();
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}
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}
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void UAxisPositionGizmo::OnClickDrag(const FInputDeviceRay& DragPos)
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{
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FVector HitPoint;
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// See if we should use the custom destination function.
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FCustomDestinationParams Params;
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Params.WorldRay = &DragPos.WorldRay;
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if (ShouldUseCustomDestinationFunc() && CustomDestinationFunc(Params, HitPoint))
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{
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GizmoMath::NearestPointOnLine(InteractionOrigin, InteractionAxis, HitPoint,
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InteractionCurPoint, InteractionCurParameter);
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InteractionCurParameter += bCustomDestinationAlignsAxisOrigin ? InteractionStartAxisOriginParameterOffset : 0;
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}
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else
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{
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float RayNearestParam; float AxisNearestParam;
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FVector RayNearestPt;
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GizmoMath::NearestPointOnLineToRay(InteractionOrigin, InteractionAxis,
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DragPos.WorldRay.Origin, DragPos.WorldRay.Direction,
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InteractionCurPoint, AxisNearestParam,
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RayNearestPt, RayNearestParam);
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InteractionCurParameter = ParameterSign * AxisNearestParam;
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}
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float DeltaParam = InteractionCurParameter - InteractionStartParameter;
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float NewParamValue = InitialTargetParameter + DeltaParam;
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ParameterSource->SetParameter(NewParamValue);
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}
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void UAxisPositionGizmo::OnClickRelease(const FInputDeviceRay& ReleasePos)
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{
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check(bInInteraction);
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ParameterSource->EndModify();
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if (StateTarget)
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{
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StateTarget->EndUpdate();
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}
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bInInteraction = false;
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if (HitTarget)
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{
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HitTarget->UpdateInteractingState(bInInteraction);
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}
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}
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void UAxisPositionGizmo::OnTerminateDragSequence()
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{
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check(bInInteraction);
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ParameterSource->EndModify();
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if (StateTarget)
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{
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StateTarget->EndUpdate();
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}
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bInInteraction = false;
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if (HitTarget)
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{
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HitTarget->UpdateInteractingState(bInInteraction);
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}
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}
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FInputRayHit UAxisPositionGizmo::BeginHoverSequenceHitTest(const FInputDeviceRay& PressPos)
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{
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FInputRayHit GizmoHit;
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if (HitTarget)
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{
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GizmoHit = HitTarget->IsHit(PressPos);
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}
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return GizmoHit;
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}
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void UAxisPositionGizmo::OnBeginHover(const FInputDeviceRay& DevicePos)
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{
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HitTarget->UpdateHoverState(true);
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}
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bool UAxisPositionGizmo::OnUpdateHover(const FInputDeviceRay& DevicePos)
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{
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// not necessary...
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HitTarget->UpdateHoverState(true);
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return true;
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}
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void UAxisPositionGizmo::OnEndHover()
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{
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HitTarget->UpdateHoverState(false);
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} |