Files
UnrealEngineUWP/Engine/Source/Editor/PhysicsAssetEditor/Private/SkeletonTreePhysicsBodyItem.cpp
nick brett 7e1eab27e2 [UE][Feature] RBAN Better Debug Draw - 2nd attempt
- 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]
2022-03-10 21:02:14 -05:00

75 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SkeletonTreePhysicsBodyItem.h"
#include "EditorStyleSet.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 ? FEditorStyle::GetBrush("PhysicsAssetEditor.Tree.KinematicBody") : FEditorStyle::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