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#rb none #rnx #jira none #preflight 6154a3e0475173000105df9b #ushell-cherrypick of 17666089 by Ryan.Schmidt [CL 17672826 by Ryan Schmidt in ue5-main branch]
259 lines
11 KiB
C++
259 lines
11 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BaseGizmos/RepositionableTransformGizmo.h"
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#include "BaseBehaviors/ClickDragBehavior.h"
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#include "BaseGizmos/AxisAngleGizmo.h"
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#include "BaseGizmos/AxisPositionGizmo.h"
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#include "BaseGizmos/GizmoViewContext.h"
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#include "BaseGizmos/HitTargets.h"
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#include "BaseGizmos/PlanePositionGizmo.h"
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#include "BaseGizmos/TransformProxy.h"
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#include "BaseGizmos/TransformSources.h"
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#include "ContextObjectStore.h"
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#include "InteractiveGizmo.h"
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#define LOCTEXT_NAMESPACE "URepositionableTransformGizmo"
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UInteractiveGizmo* URepositionableTransformGizmoBuilder::BuildGizmo(const FToolBuilderState& SceneState) const
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{
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UCombinedTransformGizmo* NewGizmo = NewObject<URepositionableTransformGizmo>(SceneState.GizmoManager);
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NewGizmo->SetWorld(SceneState.World);
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UGizmoViewContext* GizmoViewContext = SceneState.ToolManager->GetContextObjectStore()->FindContext<UGizmoViewContext>();
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check(GizmoViewContext && GizmoViewContext->IsValidLowLevel());
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// use default gizmo actor if client has not given us a new builder
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NewGizmo->SetGizmoActorBuilder(GizmoActorBuilder ? GizmoActorBuilder : MakeShared<FCombinedTransformGizmoActorFactory>(GizmoViewContext));
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NewGizmo->SetSubGizmoBuilderIdentifiers(AxisPositionBuilderIdentifier, PlanePositionBuilderIdentifier, AxisAngleBuilderIdentifier);
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// override default hover function if proposed
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if (UpdateHoverFunction)
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{
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NewGizmo->SetUpdateHoverFunction(UpdateHoverFunction);
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}
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if (UpdateCoordSystemFunction)
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{
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NewGizmo->SetUpdateCoordSystemFunction(UpdateCoordSystemFunction);
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}
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return NewGizmo;
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}
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void URepositionableTransformGizmo::SetActiveTarget(UTransformProxy* Target, IToolContextTransactionProvider* TransactionProvider)
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{
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// We're going to add on to the original transform gizmo, adding extra gizmos centered around
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// existing gizmo components. These will respond to middle clicks and take "set pivot" code
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// paths in their transform source and state target.
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UCombinedTransformGizmo::SetActiveTarget(Target, TransactionProvider);
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// Create the alternate transform source.
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UGizmoTransformProxyTransformSource* ProxyTransformSource = UGizmoTransformProxyTransformSource::Construct(ActiveTarget, this);
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ProxyTransformSource->bOverrideSetPivotMode = true;
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USceneComponent* GizmoComponent = GizmoActor->GetRootComponent();
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UGizmoScaledAndUnscaledTransformSources* TransformSource = UGizmoScaledAndUnscaledTransformSources::Construct(
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ProxyTransformSource, GizmoComponent, this);
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// The state target gives a different name to the transactions and issues different begin/end calls.
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RepositionStateTarget = UGizmoTransformChangeStateTarget::Construct(GizmoComponent,
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LOCTEXT("TransformGizmoTransaction", "Reposition Pivot"),
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Cast<IToolContextTransactionProvider>(StateTarget->TransactionManager.GetObject()),
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this);
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TUniquePtr<FTransformProxyChangeSource> ProxyChangeSource = MakeUnique<FTransformProxyChangeSource>(Target);
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ProxyChangeSource->bOverrideSetPivotMode = true;
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RepositionStateTarget->DependentChangeSources.Add(MoveTemp(ProxyChangeSource));
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// Add on the extra gizmos to existing components. We use the base class addition functions and
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// then go back to tweak the parts that need changing using our own "Modify..." functions.
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// We also store the repositioning gizmos in an additional separate list so that we can
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// modify their alignment functions separately if we need to.
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if (GizmoActor->TranslateX != nullptr)
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{
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UInteractiveGizmo* SubGizmo = AddAxisTranslationGizmo(GizmoActor->TranslateX, GizmoComponent, AxisXSource, TransformSource, RepositionStateTarget);
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ModifyPivotAxisGizmo(SubGizmo);
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PivotAlignmentGizmos.Add(SubGizmo);
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}
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if (GizmoActor->TranslateY != nullptr)
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{
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UInteractiveGizmo* SubGizmo = AddAxisTranslationGizmo(GizmoActor->TranslateY, GizmoComponent, AxisYSource, TransformSource, RepositionStateTarget);
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ModifyPivotAxisGizmo(SubGizmo);
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PivotAlignmentGizmos.Add(SubGizmo);
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}
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if (GizmoActor->TranslateZ != nullptr)
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{
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UInteractiveGizmo* SubGizmo = AddAxisTranslationGizmo(GizmoActor->TranslateZ, GizmoComponent, AxisZSource, TransformSource, RepositionStateTarget);
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ModifyPivotAxisGizmo(SubGizmo);
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PivotAlignmentGizmos.Add(SubGizmo);
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}
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if (GizmoActor->TranslateYZ != nullptr)
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{
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UInteractiveGizmo* SubGizmo = AddPlaneTranslationGizmo(GizmoActor->TranslateYZ, GizmoComponent, AxisXSource, TransformSource, RepositionStateTarget);
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ModifyPivotPlaneGizmo(SubGizmo);
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PivotAlignmentGizmos.Add(SubGizmo);
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}
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if (GizmoActor->TranslateXZ != nullptr)
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{
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UInteractiveGizmo* SubGizmo = AddPlaneTranslationGizmo(GizmoActor->TranslateXZ, GizmoComponent, AxisYSource, TransformSource, RepositionStateTarget);
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ModifyPivotPlaneGizmo(SubGizmo);
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PivotAlignmentGizmos.Add(SubGizmo);
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}
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if (GizmoActor->TranslateXY != nullptr)
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{
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UInteractiveGizmo* SubGizmo = AddPlaneTranslationGizmo(GizmoActor->TranslateXY, GizmoComponent, AxisZSource, TransformSource, RepositionStateTarget);
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ModifyPivotPlaneGizmo(SubGizmo);
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PivotAlignmentGizmos.Add(SubGizmo);
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}
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if (GizmoActor->RotateX != nullptr)
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{
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UInteractiveGizmo* SubGizmo = AddAxisRotationGizmo(GizmoActor->RotateX, GizmoComponent, AxisXSource, TransformSource, RepositionStateTarget);
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ModifyPivotRotateGizmo(SubGizmo);
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PivotAlignmentGizmos.Add(SubGizmo);
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}
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if (GizmoActor->RotateY != nullptr)
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{
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UInteractiveGizmo* SubGizmo = AddAxisRotationGizmo(GizmoActor->RotateY, GizmoComponent, AxisYSource, TransformSource, RepositionStateTarget);
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ModifyPivotRotateGizmo(SubGizmo);
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PivotAlignmentGizmos.Add(SubGizmo);
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}
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if (GizmoActor->RotateZ != nullptr)
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{
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UInteractiveGizmo* SubGizmo = AddAxisRotationGizmo(GizmoActor->RotateZ, GizmoComponent, AxisZSource, TransformSource, RepositionStateTarget);
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ModifyPivotRotateGizmo(SubGizmo);
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PivotAlignmentGizmos.Add(SubGizmo);
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}
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}
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/**
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* Modifies a UAxisPositionGizmo after its addition via AddAxisTranslationGizmo for use in
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* gizmo repositioning.
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*/
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void URepositionableTransformGizmo::ModifyPivotAxisGizmo(UInteractiveGizmo* SubGizmoIn)
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{
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UAxisPositionGizmo* SubGizmo = Cast<UAxisPositionGizmo>(SubGizmoIn);
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check(SubGizmo);
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SubGizmo->MouseBehavior->SetUseMiddleMouseButton();
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SubGizmo->ShouldUseCustomDestinationFunc = [this]() { return ShouldAlignPivot(); };
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SubGizmo->CustomDestinationFunc =
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[this](const UAxisPositionGizmo::FCustomDestinationParams& Params, FVector& OutputPoint) {
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return PivotAlignmentRayCaster(*Params.WorldRay, OutputPoint);
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};
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UGizmoComponentHitTarget* HitTarget = Cast<UGizmoComponentHitTarget>(SubGizmo->HitTarget.GetObject());
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check(HitTarget);
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HitTarget->UpdateHoverFunction = nullptr; // Already taken care of by the normal gizmo
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}
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/**
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* Modifies a UPlanePositionGizmo after its addition via AddPlaneTranslationGizmo for use in
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* gizmo repositioning.
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*/
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void URepositionableTransformGizmo::ModifyPivotPlaneGizmo(UInteractiveGizmo* SubGizmoIn)
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{
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UPlanePositionGizmo* SubGizmo = Cast<UPlanePositionGizmo>(SubGizmoIn);
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check(SubGizmo);
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SubGizmo->MouseBehavior->SetUseMiddleMouseButton();
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SubGizmo->ShouldUseCustomDestinationFunc = [this]() { return ShouldAlignPivot(); };
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SubGizmo->CustomDestinationFunc =
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[this](const UPlanePositionGizmo::FCustomDestinationParams& Params, FVector& OutputPoint) {
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return PivotAlignmentRayCaster(*Params.WorldRay, OutputPoint);
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};
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UGizmoComponentHitTarget* HitTarget = Cast<UGizmoComponentHitTarget>(SubGizmo->HitTarget.GetObject());
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check(HitTarget);
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HitTarget->UpdateHoverFunction = nullptr; // Already taken care of by the normal gizmo
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}
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/**
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* Modifies a UAxisAngleGizmo after its addition via AddAxisRotationGizmo for use in
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* gizmo repositioning.
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*/
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void URepositionableTransformGizmo::ModifyPivotRotateGizmo(UInteractiveGizmo* SubGizmoIn)
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{
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UAxisAngleGizmo* SubGizmo = Cast<UAxisAngleGizmo>(SubGizmoIn);
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check(SubGizmo);
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SubGizmo->MouseBehavior->SetUseMiddleMouseButton();
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SubGizmo->ShouldUseCustomDestinationFunc = [this]() { return ShouldAlignPivot(); };
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SubGizmo->CustomDestinationFunc =
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[this](const UAxisAngleGizmo::FCustomDestinationParams& Params, FVector& OutputPoint) {
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return PivotAlignmentRayCaster(*Params.WorldRay, OutputPoint);
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};
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UGizmoComponentHitTarget* HitTarget = Cast<UGizmoComponentHitTarget>(SubGizmo->HitTarget.GetObject());
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check(HitTarget);
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HitTarget->UpdateHoverFunction = nullptr; // Already taken care of by the normal gizmo
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// We don't want to be able to reposition the rotation of the gizmo when using the world coordinate system,
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// since the axes must stay aligned with world axes. However we can't hide the component either because it
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// is used for regular rotation. Thus, we add a check that disables the reposition gizmo hit testing if
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// the coordinate system is not local.
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HitTarget->Condition = [this](const FInputDeviceRay&) {
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return (CurrentCoordinateSystem == EToolContextCoordinateSystem::Local);
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};
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}
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void URepositionableTransformGizmo::SetWorldAlignmentFunctions(
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TUniqueFunction<bool()>&& ShouldAlignTranslationIn,
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TUniqueFunction<bool(const FRay&, FVector&)>&& TranslationAlignmentRayCasterIn)
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{
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// The base class function will do most of what we want.
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UCombinedTransformGizmo::SetWorldAlignmentFunctions(MoveTemp(ShouldAlignTranslationIn), MoveTemp(TranslationAlignmentRayCasterIn));
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// However, we need to adjust our saved pivot alignment functions so changes of the gizmo target keep the settings.
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// Since the functions are TUniqueFunction, we can't actually copy them here, we need to create new functors that
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// forward to the other ones.
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ShouldAlignPivot = [this]() { return ShouldAlignDestination(); };
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PivotAlignmentRayCaster = [this](const FRay& WorldRay, FVector& OutputPoint) {
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return DestinationAlignmentRayCaster(WorldRay, OutputPoint); };
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}
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void URepositionableTransformGizmo::SetPivotAlignmentFunctions(
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TUniqueFunction<bool()>&& ShouldAlignPivotIn,
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TUniqueFunction<bool(const FRay&, FVector&)>&& PivotAlignmentRayCasterIn)
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{
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// Save these so that later changes of gizmo target keep the settings.
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ShouldAlignPivot = MoveTemp(ShouldAlignPivotIn);
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PivotAlignmentRayCaster = MoveTemp(PivotAlignmentRayCasterIn);
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// We allow this function to be called after Setup(), so modify any existing translation sub gizmos.
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for (UInteractiveGizmo* SubGizmo : PivotAlignmentGizmos)
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{
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if (UAxisPositionGizmo* CastGizmo = Cast<UAxisPositionGizmo>(SubGizmo))
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{
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CastGizmo->ShouldUseCustomDestinationFunc = [this]() { return ShouldAlignPivot(); };
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CastGizmo->CustomDestinationFunc =
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[this](const UAxisPositionGizmo::FCustomDestinationParams& Params, FVector& OutputPoint) {
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return PivotAlignmentRayCaster(*Params.WorldRay, OutputPoint);
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};
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}
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if (UPlanePositionGizmo* CastGizmo = Cast<UPlanePositionGizmo>(SubGizmo))
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{
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CastGizmo->ShouldUseCustomDestinationFunc = [this]() { return ShouldAlignPivot(); };
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CastGizmo->CustomDestinationFunc =
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[this](const UPlanePositionGizmo::FCustomDestinationParams& Params, FVector& OutputPoint) {
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return PivotAlignmentRayCaster(*Params.WorldRay, OutputPoint);
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};
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}
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if (UAxisAngleGizmo* CastGizmo = Cast<UAxisAngleGizmo>(SubGizmo))
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{
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CastGizmo->ShouldUseCustomDestinationFunc = [this]() { return ShouldAlignPivot(); };
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CastGizmo->CustomDestinationFunc =
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[this](const UAxisAngleGizmo::FCustomDestinationParams& Params, FVector& OutputPoint) {
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return PivotAlignmentRayCaster(*Params.WorldRay, OutputPoint);
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};
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}
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}
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}
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#undef LOCTEXT_NAMESPACE
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