Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsEditorModule/Private/SmartObjectAssetToolkit.cpp
yoan stamant 5e776f0b94 [SmartObjectEditor] added missing copyright notices
#rb trivial
#preflight 61eed9eaaa3f15faa57dab2a

#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-SOURCE: CL 18710180 in //UE5/Release-5.0/... via CL 18710202 via CL 18710332
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18710506 by yoan stamant in ue5-main branch]
2022-01-24 12:27:37 -05:00

320 lines
10 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectAssetToolkit.h"
#include "AssetEditorModeManager.h"
#include "BaseGizmos/TransformGizmoUtil.h"
#include "EdModeInteractiveToolsContext.h"
#include "PropertyCustomizationHelpers.h"
#include "SmartObjectAssetEditorViewportClient.h"
#include "SmartObjectComponent.h"
#include "Tools/UAssetEditor.h"
#include "Widgets/Docking/SDockTab.h"
#define LOCTEXT_NAMESPACE "SmartObjectAssetToolkit"
const FName FSmartObjectAssetToolkit::PreviewSettingsTabID(TEXT("SmartObjectAssetToolkit_Preview"));
//----------------------------------------------------------------------//
// USmartObjectAssetEditorTool
//----------------------------------------------------------------------//
void USmartObjectAssetEditorTool::Initialize(UInteractiveToolsContext* InteractiveToolsContext, USmartObjectDefinition* SmartObjectDefinition, USmartObjectComponent* SmartObjectComponent)
{
ToolsContext = InteractiveToolsContext;
Definition = SmartObjectDefinition;
PreviewComponent = SmartObjectComponent;
// Register gizmo context
UE::TransformGizmoUtil::RegisterTransformGizmoContextObject(InteractiveToolsContext);
// Create gizmos
CreateGizmos();
}
void USmartObjectAssetEditorTool::CreateGizmos()
{
check(ToolsContext != nullptr);
check(PreviewComponent != nullptr);
UInteractiveGizmoManager* GizmoManager = ToolsContext->GizmoManager;
for (int32 Index = 0; Index < Definition->GetSlots().Num(); ++Index)
{
FSmartObjectSlotEditorTarget Transformable;
Transformable.TransformProxy = NewObject<UTransformProxy>(this);
Transformable.TransformProxy->AddComponentCustom(PreviewComponent,
[this, Index]()
{
return Definition->GetSlotTransform(FTransform::Identity, FSmartObjectSlotIndex(Index)).GetValue();
},
[this, Index](const FTransform NewTransform)
{
FSmartObjectSlotDefinition& SlotDefinition = Definition->GetMutableSlots()[Index];
SlotDefinition.Offset = NewTransform.GetTranslation();
SlotDefinition.Rotation = NewTransform.Rotator();
},
Index,
/*bModifyComponentOnTransform*/ false
);
constexpr ETransformGizmoSubElements GizmoElements = ETransformGizmoSubElements::StandardTranslateRotate;
Transformable.TransformGizmo = UE::TransformGizmoUtil::CreateCustomRepositionableTransformGizmo(GizmoManager, GizmoElements, this);
Transformable.TransformGizmo->SetActiveTarget(Transformable.TransformProxy, GizmoManager);
ActiveGizmos.Add(Transformable);
}
}
void USmartObjectAssetEditorTool::DestroyGizmos()
{
ToolsContext->GizmoManager->DestroyAllGizmosByOwner(this);
ActiveGizmos.Reset();
}
void USmartObjectAssetEditorTool::Cleanup()
{
DestroyGizmos();
UE::TransformGizmoUtil::DeregisterTransformGizmoContextObject(ToolsContext);
}
void USmartObjectAssetEditorTool::RebuildGizmos()
{
DestroyGizmos();
CreateGizmos();
}
//----------------------------------------------------------------------//
// FSmartObjectAssetToolkit
//----------------------------------------------------------------------//
FSmartObjectAssetToolkit::FSmartObjectAssetToolkit(UAssetEditor* InOwningAssetEditor)
: FBaseAssetToolkit(InOwningAssetEditor)
, Tool(nullptr)
{
FPreviewScene::ConstructionValues PreviewSceneArgs;
AdvancedPreviewScene = MakeUnique<FAdvancedPreviewScene>(PreviewSceneArgs);
// Apply small Z offset to not hide the grid
constexpr float DefaultFloorOffset = 1.0f;
AdvancedPreviewScene->SetFloorOffset(DefaultFloorOffset);
// Setup our default layout
StandaloneDefaultLayout = FTabManager::NewLayout(FName("SmartObjectAssetEditorLayout1"))
->AddArea
(
FTabManager::NewPrimaryArea()
->SetOrientation(Orient_Vertical)
->Split
(
FTabManager::NewSplitter()
->SetOrientation(Orient_Horizontal)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.7f)
->AddTab(ViewportTabID, ETabState::OpenedTab)
->SetHideTabWell(true)
)
->Split
(
FTabManager::NewSplitter()
->SetOrientation(Orient_Vertical)
->SetSizeCoefficient(0.3f)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.3f)
->AddTab(PreviewSettingsTabID, ETabState::OpenedTab)
->SetHideTabWell(true)
)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.7f)
->AddTab(DetailsTabID, ETabState::OpenedTab)
->SetHideTabWell(true)
)
)
)
);
}
TSharedPtr<FEditorViewportClient> FSmartObjectAssetToolkit::CreateEditorViewportClient() const
{
// Set our advanced preview scene in the EditorModeManager
StaticCastSharedPtr<FAssetEditorModeManager>(EditorModeManager)->SetPreviewScene(AdvancedPreviewScene.Get());
// Create and setup our custom viewport client
SmartObjectViewportClient = MakeShared<FSmartObjectAssetEditorViewportClient>(SharedThis(this), AdvancedPreviewScene.Get());
SmartObjectViewportClient->ViewportType = LVT_Perspective;
SmartObjectViewportClient->SetViewLocation(EditorViewportDefs::DefaultPerspectiveViewLocation);
SmartObjectViewportClient->SetViewRotation(EditorViewportDefs::DefaultPerspectiveViewRotation);
return SmartObjectViewportClient;
}
void FSmartObjectAssetToolkit::PostInitAssetEditor()
{
USmartObjectComponent* PreviewComponent = NewObject<USmartObjectComponent>(GetTransientPackage(), NAME_None, RF_Transient );
USmartObjectDefinition* Definition =Cast<USmartObjectDefinition>(GetEditingObject());
PreviewComponent->SetDefinition(Definition);
// Add component to the preview scene
if (FPreviewScene* PreviewScene = ViewportClient.Get()->GetPreviewScene())
{
check(AdvancedPreviewScene.Get() == PreviewScene);
PreviewScene->AddComponent(PreviewComponent, FTransform::Identity);
}
// Allow the viewport client to interact with the preview component
checkf(SmartObjectViewportClient.IsValid(), TEXT("ViewportClient is created in CreateEditorViewportClient before calling PostInitAssetEditor"));
SmartObjectViewportClient->SetPreviewComponent(PreviewComponent);
// Instantiate the tool to author slot definitions through the preview component
Tool = NewObject<USmartObjectAssetEditorTool>(GetTransientPackage(), NAME_None, RF_Transient );
Tool->Initialize(GetEditorModeManager().GetInteractiveToolsContext(), Definition, PreviewComponent);
// Register to be notified when properties are edited
FCoreUObjectDelegates::OnObjectPropertyChanged.AddRaw(this, &FSmartObjectAssetToolkit::OnPropertyChanged);
}
void FSmartObjectAssetToolkit::RegisterTabSpawners(const TSharedRef<FTabManager>& InTabManager)
{
FBaseAssetToolkit::RegisterTabSpawners(InTabManager);
InTabManager->RegisterTabSpawner(PreviewSettingsTabID, FOnSpawnTab::CreateSP(this, &FSmartObjectAssetToolkit::SpawnTab_PreviewSettings))
.SetDisplayName(LOCTEXT("PreviewSettings", "Preview Settings"))
.SetGroup(AssetEditorTabsCategory.ToSharedRef())
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.Visibility"));
}
TSharedRef<SDockTab> FSmartObjectAssetToolkit::SpawnTab_PreviewSettings(const FSpawnTabArgs& Args)
{
const TSharedPtr<SDockTab> PreviewSettingsTab = SNew(SDockTab)
.Label(LOCTEXT("PreviewSettingsTitle", "Preview Settings"))
.ShouldAutosize(true)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(3.0f)
[
SNew(STextBlock)
.Text(LOCTEXT("PreviewActor_Title", "Select Preview Actor"))
.ToolTipText(LOCTEXT("PreviewActor_Tooltip", "Select Actor to instantiate for previewing the definition."))
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(6.0f)
.VAlign(VAlign_Center)
[
SNew(SObjectPropertyEntryBox)
.AllowedClass(AActor::StaticClass())
.ObjectPath_Lambda([this]()
{
return PreviewActorObjectPath;
})
.OnObjectChanged_Lambda([this](const FAssetData& AssetData)
{
AActor* PreviewActor = Cast<AActor>(AssetData.GetAsset());
PreviewActorObjectPath.Reset();
if (PreviewActor != nullptr)
{
PreviewActorObjectPath = AssetData.ObjectPath.ToString();
}
SmartObjectViewportClient->SetPreviewActor(PreviewActor);
})
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(3.0f)
[
SNew(STextBlock)
.Text(LOCTEXT("PreviewMesh_Title", "Select Preview Mesh"))
.ToolTipText(LOCTEXT("PreviewMesh_Tooltip", "Select Mesh to instantiate for previewing the definition."))
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(6.0f)
.VAlign(VAlign_Center)
[
SNew(SObjectPropertyEntryBox)
.AllowedClass(UStaticMesh::StaticClass())
.ObjectPath_Lambda([this]()
{
return PreviewMeshObjectPath;
})
.OnObjectChanged_Lambda([this](const FAssetData& AssetData)
{
UStaticMesh* PreviewMesh = Cast<UStaticMesh>(AssetData.GetAsset());
PreviewMeshObjectPath.Reset();
if (PreviewMesh != nullptr)
{
PreviewMeshObjectPath = AssetData.ObjectPath.ToString(); //.GetFullName(PreviewMeshObjectPath);
}
SmartObjectViewportClient->SetPreviewMesh(PreviewMesh);
})
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(3.0f)
[
SNew(STextBlock)
.Text(LOCTEXT("PreviewActorClass_Title", "Select Preview Actor Class"))
.ToolTipText(LOCTEXT("PreviewActorClass_Tooltip", "Select class of Actor to instantiate for previewing the definition."))
]
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(6.0f)
.VAlign(VAlign_Center)
[
SNew(SClassPropertyEntryBox)
.MetaClass(AActor::StaticClass())
.SelectedClass_Lambda([this]()
{
return PreviewActorClass.Get();
})
.OnSetClass_Lambda([this](const UClass* SelectedClass)
{
PreviewActorClass = MakeWeakObjectPtr(SelectedClass);
SmartObjectViewportClient->SetPreviewActorClass(SelectedClass);
})
]
];
return PreviewSettingsTab.ToSharedRef();
}
void FSmartObjectAssetToolkit::OnClose()
{
Tool->Cleanup();
FCoreUObjectDelegates::OnObjectPropertyChanged.RemoveAll(this);
FBaseAssetToolkit::OnClose();
}
void FSmartObjectAssetToolkit::AddReferencedObjects(FReferenceCollector& Collector)
{
Collector.AddReferencedObject(Tool);
}
void FSmartObjectAssetToolkit::OnPropertyChanged(UObject* ObjectBeingModified, FPropertyChangedEvent& PropertyChangedEvent) const
{
if (ObjectBeingModified == nullptr || ObjectBeingModified != GetEditingObject())
{
return;
}
// Only monitor changes to Slots since we need to recreate the proper amount of Gizmos
// Note that we can't use GET_MEMBER_NAME_CHECKED(USmartObjectDefinition, Slots)) since
// the property is not public
if (PropertyChangedEvent.GetPropertyName() == FName(TEXT("Slots")))
{
Tool->RebuildGizmos();
}
}
#undef LOCTEXT_NAMESPACE