Files
UnrealEngineUWP/Engine/Source/Editor/ComponentVisualizers/Private/SplineComponentVisualizer.cpp
christina tempelaarl c2a320bc42 Added Select All Spline Points menu option.
#jira UE-76282
#rb none


#ROBOMERGE-SOURCE: CL 7841944 via CL 7860809
#ROBOMERGE-BOT: (v389-7813075)

[CL 7860859 by christina tempelaarl in Main branch]
2019-08-08 00:47:57 -04:00

2044 lines
73 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "SplineComponentVisualizer.h"
#include "CoreMinimal.h"
#include "Framework/Application/SlateApplication.h"
#include "Framework/Commands/InputChord.h"
#include "Framework/Commands/Commands.h"
#include "Framework/Commands/UICommandList.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "EditorStyleSet.h"
#include "UnrealWidget.h"
#include "Editor.h"
#include "EditorViewportClient.h"
#include "EditorViewportCommands.h"
#include "LevelEditorActions.h"
#include "Components/SplineComponent.h"
#include "ScopedTransaction.h"
#include "ActorEditorUtils.h"
#include "WorldCollision.h"
IMPLEMENT_HIT_PROXY(HSplineVisProxy, HComponentVisProxy);
IMPLEMENT_HIT_PROXY(HSplineKeyProxy, HSplineVisProxy);
IMPLEMENT_HIT_PROXY(HSplineSegmentProxy, HSplineVisProxy);
IMPLEMENT_HIT_PROXY(HSplineTangentHandleProxy, HSplineVisProxy);
#define LOCTEXT_NAMESPACE "SplineComponentVisualizer"
DEFINE_LOG_CATEGORY_STATIC(LogSplineComponentVisualizer, Log, All)
#define VISUALIZE_SPLINE_UPVECTORS 0
/** Define commands for the spline component visualizer */
class FSplineComponentVisualizerCommands : public TCommands<FSplineComponentVisualizerCommands>
{
public:
FSplineComponentVisualizerCommands() : TCommands <FSplineComponentVisualizerCommands>
(
"SplineComponentVisualizer", // Context name for fast lookup
LOCTEXT("SplineComponentVisualizer", "Spline Component Visualizer"), // Localized context name for displaying
NAME_None, // Parent
FEditorStyle::GetStyleSetName()
)
{
}
virtual void RegisterCommands() override
{
UI_COMMAND(DeleteKey, "Delete Spline Point", "Delete the currently selected spline point.", EUserInterfaceActionType::Button, FInputChord(EKeys::Delete));
UI_COMMAND(DuplicateKey, "Duplicate Spline Point", "Duplicate the currently selected spline point.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(AddKey, "Add Spline Point Here", "Add a new spline point at the cursor location.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(SelectAll, "Select All Spline Points", "Select all spline points.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ResetToUnclampedTangent, "Unclamped Tangent", "Reset the tangent for this spline point to its default unclamped value.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ResetToClampedTangent, "Clamped Tangent", "Reset the tangent for this spline point to its default clamped value.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(SetKeyToCurve, "Curve", "Set spline point to Curve type", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(SetKeyToLinear, "Linear", "Set spline point to Linear type", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(SetKeyToConstant, "Constant", "Set spline point to Constant type", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(SnapToNearestSplinePoint, "Snap to Nearest Spline Point", "Snap to nearest spline point.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(AlignToNearestSplinePoint, "Align to Nearest Spline Point", "Align to nearest spline point.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(SnapAllToSelectedX, "Snap All To Selected X", "Snap all spline points to selected spline point X.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(SnapAllToSelectedY, "Snap All To Selected Y", "Snap all spline points to selected spline point Y.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(SnapAllToSelectedZ, "Snap All To Selected Z", "Snap all spline points to selected spline point Z.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(SetLockedAxisNone, "None", "New spline point axis is not fixed.", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(SetLockedAxisX, "X", "Fix X axis when adding new spline points.", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(SetLockedAxisY, "Y", "Fix Y axis when adding new spline points.", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(SetLockedAxisZ, "Z", "Fix Z axis when adding new spline points.", EUserInterfaceActionType::RadioButton, FInputChord());
UI_COMMAND(VisualizeRollAndScale, "Visualize Roll and Scale", "Whether the visualization should show roll and scale on this spline.", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND(DiscontinuousSpline, "Allow Discontinuous Splines", "Whether the visualization allows Arrive and Leave tangents to be set separately.", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND(ResetToDefault, "Reset to Default", "Reset this spline to its archetype default.", EUserInterfaceActionType::Button, FInputChord());
}
public:
/** Delete key */
TSharedPtr<FUICommandInfo> DeleteKey;
/** Duplicate key */
TSharedPtr<FUICommandInfo> DuplicateKey;
/** Add key */
TSharedPtr<FUICommandInfo> AddKey;
/** Select all */
TSharedPtr<FUICommandInfo> SelectAll;
/** Reset to unclamped tangent */
TSharedPtr<FUICommandInfo> ResetToUnclampedTangent;
/** Reset to clamped tangent */
TSharedPtr<FUICommandInfo> ResetToClampedTangent;
/** Set spline key to Curve type */
TSharedPtr<FUICommandInfo> SetKeyToCurve;
/** Set spline key to Linear type */
TSharedPtr<FUICommandInfo> SetKeyToLinear;
/** Set spline key to Constant type */
TSharedPtr<FUICommandInfo> SetKeyToConstant;
/** Snap to nearest spline point on another spline component */
TSharedPtr<FUICommandInfo> SnapToNearestSplinePoint;
/** Align to nearest spline point on another spline component */
TSharedPtr<FUICommandInfo> AlignToNearestSplinePoint;
/** Snap all spline points to selected point X */
TSharedPtr<FUICommandInfo> SnapAllToSelectedX;
/** Snap all spline points to selected point Y */
TSharedPtr<FUICommandInfo> SnapAllToSelectedY;
/** Snap all spline points to selected point Z */
TSharedPtr<FUICommandInfo> SnapAllToSelectedZ;
/** No axis is locked when adding new spline points */
TSharedPtr<FUICommandInfo> SetLockedAxisNone;
/** Lock X axis when adding new spline points */
TSharedPtr<FUICommandInfo> SetLockedAxisX;
/** Lock Y axis when adding new spline points */
TSharedPtr<FUICommandInfo> SetLockedAxisY;
/** Lock Z axis when adding new spline points */
TSharedPtr<FUICommandInfo> SetLockedAxisZ;
/** Whether the visualization should show roll and scale */
TSharedPtr<FUICommandInfo> VisualizeRollAndScale;
/** Whether we allow separate Arrive / Leave tangents, resulting in a discontinuous spline */
TSharedPtr<FUICommandInfo> DiscontinuousSpline;
/** Reset this spline to its default */
TSharedPtr<FUICommandInfo> ResetToDefault;
};
FSplineComponentVisualizer::FSplineComponentVisualizer()
: FComponentVisualizer()
, LastKeyIndexSelected(INDEX_NONE)
, SelectedSegmentIndex(INDEX_NONE)
, SelectedTangentHandle(INDEX_NONE)
, SelectedTangentHandleType(ESelectedTangentHandle::None)
, bAllowDuplication(true)
, AddKeyLockedAxis(EAxis::None)
{
FSplineComponentVisualizerCommands::Register();
SplineComponentVisualizerActions = MakeShareable(new FUICommandList);
SplineCurvesProperty = FindField<UProperty>(USplineComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(USplineComponent, SplineCurves));
}
void FSplineComponentVisualizer::OnRegister()
{
const auto& Commands = FSplineComponentVisualizerCommands::Get();
SplineComponentVisualizerActions->MapAction(
Commands.DeleteKey,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnDeleteKey),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanDeleteKey));
SplineComponentVisualizerActions->MapAction(
Commands.DuplicateKey,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnDuplicateKey),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::IsKeySelectionValid));
SplineComponentVisualizerActions->MapAction(
Commands.AddKey,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnAddKeyToSegment),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanAddKeyToSegment));
SplineComponentVisualizerActions->MapAction(
Commands.SelectAll,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnSelectAllSplinePoints),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanSelectAllSplinePoints));
SplineComponentVisualizerActions->MapAction(
Commands.ResetToUnclampedTangent,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnResetToAutomaticTangent, CIM_CurveAuto),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanResetToAutomaticTangent, CIM_CurveAuto));
SplineComponentVisualizerActions->MapAction(
Commands.ResetToClampedTangent,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnResetToAutomaticTangent, CIM_CurveAutoClamped),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanResetToAutomaticTangent, CIM_CurveAutoClamped));
SplineComponentVisualizerActions->MapAction(
Commands.SetKeyToCurve,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnSetKeyType, CIM_CurveAuto),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FSplineComponentVisualizer::IsKeyTypeSet, CIM_CurveAuto));
SplineComponentVisualizerActions->MapAction(
Commands.SetKeyToLinear,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnSetKeyType, CIM_Linear),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FSplineComponentVisualizer::IsKeyTypeSet, CIM_Linear));
SplineComponentVisualizerActions->MapAction(
Commands.SetKeyToConstant,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnSetKeyType, CIM_Constant),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FSplineComponentVisualizer::IsKeyTypeSet, CIM_Constant));
SplineComponentVisualizerActions->MapAction(
Commands.SnapToNearestSplinePoint,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnSnapToNearestSplinePoint, false),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanSnapToNearestSplinePoint));
SplineComponentVisualizerActions->MapAction(
Commands.AlignToNearestSplinePoint,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnSnapToNearestSplinePoint, true),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanSnapToNearestSplinePoint));
SplineComponentVisualizerActions->MapAction(
Commands.SnapAllToSelectedX,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnSnapAll, EAxis::X),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanSnapAll));
SplineComponentVisualizerActions->MapAction(
Commands.SnapAllToSelectedY,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnSnapAll, EAxis::Y),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanSnapAll));
SplineComponentVisualizerActions->MapAction(
Commands.SnapAllToSelectedZ,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnSnapAll, EAxis::Z),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanSnapAll));
SplineComponentVisualizerActions->MapAction(
Commands.SetLockedAxisNone,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnLockAxis, EAxis::None),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FSplineComponentVisualizer::IsLockAxisSet, EAxis::None));
SplineComponentVisualizerActions->MapAction(
Commands.SetLockedAxisX,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnLockAxis, EAxis::X),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FSplineComponentVisualizer::IsLockAxisSet, EAxis::X));
SplineComponentVisualizerActions->MapAction(
Commands.SetLockedAxisY,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnLockAxis, EAxis::Y),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FSplineComponentVisualizer::IsLockAxisSet, EAxis::Y));
SplineComponentVisualizerActions->MapAction(
Commands.SetLockedAxisZ,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnLockAxis, EAxis::Z),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FSplineComponentVisualizer::IsLockAxisSet, EAxis::Z));
SplineComponentVisualizerActions->MapAction(
Commands.VisualizeRollAndScale,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnSetVisualizeRollAndScale),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FSplineComponentVisualizer::IsVisualizingRollAndScale));
SplineComponentVisualizerActions->MapAction(
Commands.DiscontinuousSpline,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnSetDiscontinuousSpline),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FSplineComponentVisualizer::IsDiscontinuousSpline));
SplineComponentVisualizerActions->MapAction(
Commands.ResetToDefault,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnResetToDefault),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanResetToDefault));
bool bAlign = false;
bool bUseLineTrace = false;
bool bUseBounds = false;
bool bUsePivot = false;
SplineComponentVisualizerActions->MapAction(
FLevelEditorCommands::Get().SnapToFloor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapToFloor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
bAlign = true;
bUseLineTrace = false;
bUseBounds = false;
bUsePivot = false;
SplineComponentVisualizerActions->MapAction(
//Commands.AlignToFloor,
FLevelEditorCommands::Get().AlignToFloor,
FExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::SnapToFloor_Clicked, bAlign, bUseLineTrace, bUseBounds, bUsePivot),
FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::ActorSelected_CanExecute)
);
}
FSplineComponentVisualizer::~FSplineComponentVisualizer()
{
FSplineComponentVisualizerCommands::Unregister();
}
static float GetDashSize(const FSceneView* View, const FVector& Start, const FVector& End, float Scale)
{
const float StartW = View->WorldToScreen(Start).W;
const float EndW = View->WorldToScreen(End).W;
const float WLimit = 10.0f;
if (StartW > WLimit || EndW > WLimit)
{
return FMath::Max(StartW, EndW) * Scale;
}
return 0.0f;
}
void FSplineComponentVisualizer::DrawVisualization(const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI)
{
if (const USplineComponent* SplineComp = Cast<const USplineComponent>(Component))
{
const FInterpCurveVector& SplineInfo = SplineComp->GetSplinePointsPosition();
const USplineComponent* EditedSplineComp = GetEditedSplineComponent();
const USplineComponent* Archetype = CastChecked<USplineComponent>(SplineComp->GetArchetype());
const bool bIsSplineEditable = !SplineComp->bModifiedByConstructionScript; // bSplineHasBeenEdited || SplineInfo == Archetype->SplineCurves.Position || SplineComp->bInputSplinePointsToConstructionScript;
const FColor ReadOnlyColor = FColor(255, 0, 255, 255);
const FColor NormalColor = bIsSplineEditable ? FColor(SplineComp->EditorUnselectedSplineSegmentColor.ToFColor(true)) : ReadOnlyColor;
const FColor SelectedColor = bIsSplineEditable ? FColor(SplineComp->EditorSelectedSplineSegmentColor.ToFColor(true)) : ReadOnlyColor;
const float GrabHandleSize = 10.0f;
const float TangentHandleSize = 8.0f;
// Draw the tangent handles before anything else so they will not overdraw the rest of the spline
// Only draw tangent handle when single key is selected
if (SplineComp == EditedSplineComp)
{
for (int32 SelectedKey : SelectedKeys)
{
if (SplineInfo.Points[SelectedKey].IsCurveKey())
{
const FVector Location = SplineComp->GetLocationAtSplinePoint(SelectedKey, ESplineCoordinateSpace::World);
const FVector LeaveTangent = SplineComp->GetLeaveTangentAtSplinePoint(SelectedKey, ESplineCoordinateSpace::World);
const FVector ArriveTangent = SplineComp->bAllowDiscontinuousSpline ?
SplineComp->GetArriveTangentAtSplinePoint(SelectedKey, ESplineCoordinateSpace::World) : LeaveTangent;
PDI->SetHitProxy(NULL);
PDI->DrawLine(Location, Location + LeaveTangent, NormalColor, SDPG_Foreground);
PDI->DrawLine(Location, Location - ArriveTangent, NormalColor, SDPG_Foreground);
if (bIsSplineEditable)
{
PDI->SetHitProxy(new HSplineTangentHandleProxy(Component, SelectedKey, false));
}
PDI->DrawPoint(Location + LeaveTangent, NormalColor, TangentHandleSize, SDPG_Foreground);
if (bIsSplineEditable)
{
PDI->SetHitProxy(new HSplineTangentHandleProxy(Component, SelectedKey, true));
}
PDI->DrawPoint(Location - ArriveTangent, NormalColor, TangentHandleSize, SDPG_Foreground);
PDI->SetHitProxy(NULL);
}
}
}
const bool bShouldVisualizeScale = SplineComp->bShouldVisualizeScale;
const float DefaultScale = SplineComp->ScaleVisualizationWidth;
FVector OldKeyPos(0);
FVector OldKeyRightVector(0);
FVector OldKeyScale(0);
const int32 NumPoints = SplineInfo.Points.Num();
const int32 NumSegments = SplineInfo.bIsLooped ? NumPoints : NumPoints - 1;
for (int32 KeyIdx = 0; KeyIdx < NumSegments + 1; KeyIdx++)
{
const FVector NewKeyPos = SplineComp->GetLocationAtSplinePoint(KeyIdx, ESplineCoordinateSpace::World);
const FVector NewKeyRightVector = SplineComp->GetRightVectorAtSplinePoint(KeyIdx, ESplineCoordinateSpace::World);
const FVector NewKeyUpVector = SplineComp->GetUpVectorAtSplinePoint(KeyIdx, ESplineCoordinateSpace::World);
const FVector NewKeyScale = SplineComp->GetScaleAtSplinePoint(KeyIdx) * DefaultScale;
const FColor KeyColor = (SplineComp == EditedSplineComp && SelectedKeys.Contains(KeyIdx)) ? SelectedColor : NormalColor;
// Draw the keypoint and up/right vectors
if (KeyIdx < NumPoints)
{
if (bShouldVisualizeScale)
{
PDI->SetHitProxy(NULL);
PDI->DrawLine(NewKeyPos, NewKeyPos - NewKeyRightVector * NewKeyScale.Y, KeyColor, SDPG_Foreground);
PDI->DrawLine(NewKeyPos, NewKeyPos + NewKeyRightVector * NewKeyScale.Y, KeyColor, SDPG_Foreground);
PDI->DrawLine(NewKeyPos, NewKeyPos + NewKeyUpVector * NewKeyScale.Z, KeyColor, SDPG_Foreground);
const int32 ArcPoints = 20;
FVector OldArcPos = NewKeyPos + NewKeyRightVector * NewKeyScale.Y;
for (int32 ArcIndex = 1; ArcIndex <= ArcPoints; ArcIndex++)
{
float Sin;
float Cos;
FMath::SinCos(&Sin, &Cos, ArcIndex * PI / ArcPoints);
const FVector NewArcPos = NewKeyPos + Cos * NewKeyRightVector * NewKeyScale.Y + Sin * NewKeyUpVector * NewKeyScale.Z;
PDI->DrawLine(OldArcPos, NewArcPos, KeyColor, SDPG_Foreground);
OldArcPos = NewArcPos;
}
}
if (bIsSplineEditable)
{
PDI->SetHitProxy(new HSplineKeyProxy(Component, KeyIdx));
}
PDI->DrawPoint(NewKeyPos, KeyColor, GrabHandleSize, SDPG_Foreground);
PDI->SetHitProxy(NULL);
}
// If not the first keypoint, draw a line to the previous keypoint.
if (KeyIdx > 0)
{
const FColor LineColor = (SplineComp == EditedSplineComp && SelectedKeys.Contains(KeyIdx - 1)) ? SelectedColor : NormalColor;
if (bIsSplineEditable)
{
PDI->SetHitProxy(new HSplineSegmentProxy(Component, KeyIdx - 1));
}
// For constant interpolation - don't draw ticks - just draw dotted line.
if (SplineInfo.Points[KeyIdx - 1].InterpMode == CIM_Constant)
{
const float DashSize = GetDashSize(View, OldKeyPos, NewKeyPos, 0.03f);
if (DashSize > 0.0f)
{
DrawDashedLine(PDI, OldKeyPos, NewKeyPos, LineColor, DashSize, SDPG_World);
}
}
else
{
// Find position on first keyframe.
FVector OldPos = OldKeyPos;
FVector OldRightVector = OldKeyRightVector;
FVector OldScale = OldKeyScale;
// Then draw a line for each substep.
const int32 NumSteps = 20;
for (int32 StepIdx = 1; StepIdx <= NumSteps; StepIdx++)
{
const float Key = (KeyIdx - 1) + (StepIdx / static_cast<float>(NumSteps));
const FVector NewPos = SplineComp->GetLocationAtSplineInputKey(Key, ESplineCoordinateSpace::World);
const FVector NewRightVector = SplineComp->GetRightVectorAtSplineInputKey(Key, ESplineCoordinateSpace::World);
const FVector NewScale = SplineComp->GetScaleAtSplineInputKey(Key) * DefaultScale;
PDI->DrawLine(OldPos, NewPos, LineColor, SDPG_Foreground);
if (bShouldVisualizeScale)
{
PDI->DrawLine(OldPos - OldRightVector * OldScale.Y, NewPos - NewRightVector * NewScale.Y, LineColor, SDPG_Foreground);
PDI->DrawLine(OldPos + OldRightVector * OldScale.Y, NewPos + NewRightVector * NewScale.Y, LineColor, SDPG_Foreground);
#if VISUALIZE_SPLINE_UPVECTORS
const FVector NewUpVector = SplineComp->GetUpVectorAtSplineInputKey(Key, ESplineCoordinateSpace::World);
PDI->DrawLine(NewPos, NewPos + NewUpVector * SplineComp->ScaleVisualizationWidth * 0.5f, LineColor, SDPG_Foreground);
PDI->DrawLine(NewPos, NewPos + NewRightVector * SplineComp->ScaleVisualizationWidth * 0.5f, LineColor, SDPG_Foreground);
#endif
}
OldPos = NewPos;
OldRightVector = NewRightVector;
OldScale = NewScale;
}
}
PDI->SetHitProxy(NULL);
}
OldKeyPos = NewKeyPos;
OldKeyRightVector = NewKeyRightVector;
OldKeyScale = NewKeyScale;
}
}
}
void FSplineComponentVisualizer::ChangeSelectionState(int32 Index, bool bIsCtrlHeld)
{
if (Index == INDEX_NONE)
{
SelectedKeys.Empty();
LastKeyIndexSelected = INDEX_NONE;
}
else if (!bIsCtrlHeld)
{
SelectedKeys.Empty();
SelectedKeys.Add(Index);
LastKeyIndexSelected = Index;
}
else
{
// Add or remove from selection if Ctrl is held
if (SelectedKeys.Contains(Index))
{
// If already in selection, toggle it off
SelectedKeys.Remove(Index);
if (LastKeyIndexSelected == Index)
{
if (SelectedKeys.Num() == 0)
{
// Last key selected: clear last key index selected
LastKeyIndexSelected = INDEX_NONE;
}
else
{
// Arbitarily set last key index selected to first member of the set (so that it is valid)
LastKeyIndexSelected = *SelectedKeys.CreateConstIterator();
}
}
}
else
{
// Add to selection
SelectedKeys.Add(Index);
LastKeyIndexSelected = Index;
}
}
}
bool FSplineComponentVisualizer::VisProxyHandleClick(FEditorViewportClient* InViewportClient, HComponentVisProxy* VisProxy, const FViewportClick& Click)
{
if(VisProxy && VisProxy->Component.IsValid())
{
const USplineComponent* SplineComp = CastChecked<const USplineComponent>(VisProxy->Component.Get());
SplineCompPropName = GetComponentPropertyName(SplineComp);
if(SplineCompPropName.IsValid())
{
AActor* OldSplineOwningActor = SplineOwningActor.Get();
SplineOwningActor = SplineComp->GetOwner();
if (OldSplineOwningActor != SplineOwningActor)
{
// Reset selection state if we are selecting a different actor to the one previously selected
ChangeSelectionState(INDEX_NONE, false);
SelectedSegmentIndex = INDEX_NONE;
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
}
if (VisProxy->IsA(HSplineKeyProxy::StaticGetType()))
{
// Control point clicked
// temporarily disable
HSplineKeyProxy* KeyProxy = (HSplineKeyProxy*)VisProxy;
// Modify the selection state, unless right-clicking on an already selected key
if (Click.GetKey() != EKeys::RightMouseButton || !SelectedKeys.Contains(KeyProxy->KeyIndex))
{
ChangeSelectionState(KeyProxy->KeyIndex, InViewportClient->IsCtrlPressed());
}
SelectedSegmentIndex = INDEX_NONE;
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
if (LastKeyIndexSelected == INDEX_NONE)
{
SplineOwningActor = nullptr;
return false;
}
CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);
return true;
}
else if (VisProxy->IsA(HSplineSegmentProxy::StaticGetType()))
{
// Spline segment clicked
// Divide segment into subsegments and test each subsegment against ray representing click position and camera direction.
// Closest encounter with the spline determines the spline position.
const int32 NumSubdivisions = 16;
HSplineSegmentProxy* SegmentProxy = (HSplineSegmentProxy*)VisProxy;
ChangeSelectionState(SegmentProxy->SegmentIndex, InViewportClient->IsCtrlPressed());
SelectedSegmentIndex = SegmentProxy->SegmentIndex;
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
if (LastKeyIndexSelected == INDEX_NONE)
{
SplineOwningActor = nullptr;
return false;
}
CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);
float SubsegmentStartKey = static_cast<float>(SelectedSegmentIndex);
FVector SubsegmentStart = SplineComp->GetLocationAtSplineInputKey(SubsegmentStartKey, ESplineCoordinateSpace::World);
float ClosestDistance = TNumericLimits<float>::Max();
FVector BestLocation = SubsegmentStart;
for (int32 Step = 1; Step < NumSubdivisions; Step++)
{
const float SubsegmentEndKey = SelectedSegmentIndex + Step / static_cast<float>(NumSubdivisions);
const FVector SubsegmentEnd = SplineComp->GetLocationAtSplineInputKey(SubsegmentEndKey, ESplineCoordinateSpace::World);
FVector SplineClosest;
FVector RayClosest;
FMath::SegmentDistToSegmentSafe(SubsegmentStart, SubsegmentEnd, Click.GetOrigin(), Click.GetOrigin() + Click.GetDirection() * 50000.0f, SplineClosest, RayClosest);
const float Distance = FVector::DistSquared(SplineClosest, RayClosest);
if (Distance < ClosestDistance)
{
ClosestDistance = Distance;
BestLocation = SplineClosest;
}
SubsegmentStartKey = SubsegmentEndKey;
SubsegmentStart = SubsegmentEnd;
}
SelectedSplinePosition = BestLocation;
return true;
}
else if (VisProxy->IsA(HSplineTangentHandleProxy::StaticGetType()))
{
// Tangent handle clicked
HSplineTangentHandleProxy* KeyProxy = (HSplineTangentHandleProxy*)VisProxy;
// Note: don't change key selection when a tangent handle is clicked
SelectedSegmentIndex = INDEX_NONE;
SelectedTangentHandle = KeyProxy->KeyIndex;
SelectedTangentHandleType = KeyProxy->bArriveTangent ? ESelectedTangentHandle::Arrive : ESelectedTangentHandle::Leave;
CachedRotation = SplineComp->GetQuaternionAtSplinePoint(SelectedTangentHandle, ESplineCoordinateSpace::World);
return true;
}
}
else
{
SplineOwningActor = nullptr;
}
}
return false;
}
USplineComponent* FSplineComponentVisualizer::GetEditedSplineComponent() const
{
return Cast<USplineComponent>(GetComponentFromPropertyName(SplineOwningActor.Get(), SplineCompPropName));
}
bool FSplineComponentVisualizer::GetWidgetLocation(const FEditorViewportClient* ViewportClient, FVector& OutLocation) const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
const FInterpCurveVector& Position = SplineComp->GetSplinePointsPosition();
if (SelectedTangentHandle != INDEX_NONE)
{
// If tangent handle index is set, use that
check(SelectedTangentHandle < Position.Points.Num());
const auto& Point = Position.Points[SelectedTangentHandle];
check(SelectedTangentHandleType != ESelectedTangentHandle::None);
if (SelectedTangentHandleType == ESelectedTangentHandle::Leave)
{
OutLocation = SplineComp->GetComponentTransform().TransformPosition(Point.OutVal + Point.LeaveTangent);
}
else if (SelectedTangentHandleType == ESelectedTangentHandle::Arrive)
{
OutLocation = SplineComp->GetComponentTransform().TransformPosition(Point.OutVal - Point.ArriveTangent);
}
return true;
}
else if (LastKeyIndexSelected != INDEX_NONE)
{
// Otherwise use the last key index set
check(LastKeyIndexSelected < Position.Points.Num());
check(SelectedKeys.Contains(LastKeyIndexSelected));
const auto& Point = Position.Points[LastKeyIndexSelected];
OutLocation = SplineComp->GetComponentTransform().TransformPosition(Point.OutVal);
return true;
}
}
return false;
}
bool FSplineComponentVisualizer::GetCustomInputCoordinateSystem(const FEditorViewportClient* ViewportClient, FMatrix& OutMatrix) const
{
if (ViewportClient->GetWidgetCoordSystemSpace() == COORD_Local || ViewportClient->GetWidgetMode() == FWidget::WM_Rotate)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
OutMatrix = FRotationMatrix::Make(CachedRotation);
return true;
}
}
return false;
}
bool FSplineComponentVisualizer::IsVisualizingArchetype() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp && SplineComp->GetOwner() && FActorEditorUtils::IsAPreviewOrInactiveActor(SplineComp->GetOwner()));
}
bool FSplineComponentVisualizer::HandleInputDelta(FEditorViewportClient* ViewportClient, FViewport* Viewport, FVector& DeltaTranslate, FRotator& DeltaRotate, FVector& DeltaScale)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
if (SelectedTangentHandle != INDEX_NONE)
{
return TransformSelectedTangent(DeltaTranslate);
}
else
{
bool bDuplicateKey = ViewportClient->IsAltPressed() && bAllowDuplication;
return TransformSelectedKeys(DeltaTranslate, DeltaRotate, DeltaScale, bDuplicateKey);
}
}
return false;
}
bool FSplineComponentVisualizer::TransformSelectedTangent(const FVector& DeltaTranslate)
{
check(SelectedTangentHandle != INDEX_NONE);
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
FInterpCurveVector& SplinePosition = SplineComp->GetSplinePointsPosition();
const int32 NumPoints = SplinePosition.Points.Num();
check(SelectedTangentHandle < NumPoints);
check(SelectedTangentHandleType != ESelectedTangentHandle::None);
if (!DeltaTranslate.IsZero())
{
SplineComp->Modify();
FInterpCurvePoint<FVector>& EditedPoint = SplinePosition.Points[SelectedTangentHandle];
if (SplineComp->bAllowDiscontinuousSpline)
{
if (SelectedTangentHandleType == ESelectedTangentHandle::Leave)
{
EditedPoint.LeaveTangent += SplineComp->GetComponentTransform().InverseTransformVector(DeltaTranslate);
}
else
{
EditedPoint.ArriveTangent += SplineComp->GetComponentTransform().InverseTransformVector(-DeltaTranslate);
}
}
else
{
const FVector Delta = (SelectedTangentHandleType == ESelectedTangentHandle::Leave) ? DeltaTranslate : -DeltaTranslate;
const FVector Tangent = EditedPoint.LeaveTangent + SplineComp->GetComponentTransform().InverseTransformVector(Delta);
EditedPoint.LeaveTangent = Tangent;
EditedPoint.ArriveTangent = Tangent;
}
EditedPoint.InterpMode = CIM_CurveUser;
}
SplineComp->UpdateSpline();
SplineComp->bSplineHasBeenEdited = true;
NotifyPropertyModified(SplineComp, SplineCurvesProperty);
return true;
}
return false;
}
bool FSplineComponentVisualizer::TransformSelectedKeys(const FVector& DeltaTranslate, const FRotator& DeltaRotate, const FVector& DeltaScale, bool bDuplicateKey)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
FInterpCurveVector& SplinePosition = SplineComp->GetSplinePointsPosition();
FInterpCurveQuat& SplineRotation = SplineComp->GetSplinePointsRotation();
FInterpCurveVector& SplineScale = SplineComp->GetSplinePointsScale();
const int32 NumPoints = SplinePosition.Points.Num();
check(LastKeyIndexSelected != INDEX_NONE);
check(LastKeyIndexSelected < NumPoints);
check(SelectedKeys.Num() > 0);
SplineComp->Modify();
if (bDuplicateKey)
{
DuplicateKey();
// Don't duplicate again until we release LMB
bAllowDuplication = false;
}
for (int32 SelectedKeyIndex : SelectedKeys)
{
FInterpCurvePoint<FVector>& EditedPoint = SplinePosition.Points[SelectedKeyIndex];
FInterpCurvePoint<FQuat>& EditedRotPoint = SplineRotation.Points[SelectedKeyIndex];
FInterpCurvePoint<FVector>& EditedScalePoint = SplineScale.Points[SelectedKeyIndex];
if (!DeltaTranslate.IsZero())
{
// Find key position in world space
const FVector CurrentWorldPos = SplineComp->GetComponentTransform().TransformPosition(EditedPoint.OutVal);
// Move in world space
const FVector NewWorldPos = CurrentWorldPos + DeltaTranslate;
// Convert back to local space
EditedPoint.OutVal = SplineComp->GetComponentTransform().InverseTransformPosition(NewWorldPos);
}
if (!DeltaRotate.IsZero())
{
// Set point tangent as user controlled
EditedPoint.InterpMode = CIM_CurveUser;
// Rotate tangent according to delta rotation
FVector NewTangent = SplineComp->GetComponentTransform().GetRotation().RotateVector(EditedPoint.LeaveTangent); // convert local-space tangent vector to world-space
NewTangent = DeltaRotate.RotateVector(NewTangent); // apply world-space delta rotation to world-space tangent
NewTangent = SplineComp->GetComponentTransform().GetRotation().Inverse().RotateVector(NewTangent); // convert world-space tangent vector back into local-space
EditedPoint.LeaveTangent = NewTangent;
EditedPoint.ArriveTangent = NewTangent;
// Rotate spline rotation according to delta rotation
FQuat NewRot = SplineComp->GetComponentTransform().GetRotation() * EditedRotPoint.OutVal; // convert local-space rotation to world-space
NewRot = DeltaRotate.Quaternion() * NewRot; // apply world-space rotation
NewRot = SplineComp->GetComponentTransform().GetRotation().Inverse() * NewRot; // convert world-space rotation to local-space
EditedRotPoint.OutVal = NewRot;
}
if (DeltaScale.X != 0.0f)
{
// Set point tangent as user controlled
EditedPoint.InterpMode = CIM_CurveUser;
const FVector NewTangent = EditedPoint.LeaveTangent * (1.0f + DeltaScale.X);
EditedPoint.LeaveTangent = NewTangent;
EditedPoint.ArriveTangent = NewTangent;
}
if (DeltaScale.Y != 0.0f)
{
// Scale in Y adjusts the scale spline
EditedScalePoint.OutVal.Y *= (1.0f + DeltaScale.Y);
}
if (DeltaScale.Z != 0.0f)
{
// Scale in Z adjusts the scale spline
EditedScalePoint.OutVal.Z *= (1.0f + DeltaScale.Z);
}
}
SplineComp->UpdateSpline();
SplineComp->bSplineHasBeenEdited = true;
NotifyPropertyModified(SplineComp, SplineCurvesProperty);
if (!DeltaRotate.IsZero())
{
CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);
}
GEditor->RedrawLevelEditingViewports(true);
return true;
}
return false;
}
bool FSplineComponentVisualizer::HandleInputKey(FEditorViewportClient* ViewportClient, FViewport* Viewport, FKey Key, EInputEvent Event)
{
bool bHandled = false;
if (Key == EKeys::LeftMouseButton && Event == IE_Released)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
// Recache widget rotation
int32 Index = SelectedTangentHandle;
if (Index == INDEX_NONE)
{
// If not set, fall back to last key index selected
Index = LastKeyIndexSelected;
}
CachedRotation = SplineComp->GetQuaternionAtSplinePoint(Index, ESplineCoordinateSpace::World);
}
// Reset duplication flag on LMB release
bAllowDuplication = true;
}
if (Event == IE_Pressed)
{
bHandled = SplineComponentVisualizerActions->ProcessCommandBindings(Key, FSlateApplication::Get().GetModifierKeys(), false);
}
return bHandled;
}
bool FSplineComponentVisualizer::HandleModifiedClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click)
{
/*
if (Click.IsControlDown())
{
// Add points on Ctrl-Click if the last spline point is selected.
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
FInterpCurveVector& SplinePosition = SplineComp->GetSplinePointsPosition();
int32 NumPoints = SplinePosition.Points.Num();
// to do add end point
if (SelectedKeys.Num() == 1 && !SplineComp->IsClosedLoop())
{
check(LastKeyIndexSelected != INDEX_NONE);
check(SelectedKeys.Contains(LastKeyIndexSelected));
if (LastKeyIndexSelected == 0)
{
int32 KeyIdx = LastKeyIndexSelected;
FInterpCurvePoint<FVector>& EditedPoint = SplinePosition.Points[LastKeyIndexSelected];
FHitResult Hit(1.0f);
FCollisionQueryParams Params(SCENE_QUERY_STAT(MoveSplineKeyToTrace), true);
// Find key position in world space
const FVector CurrentWorldPos = SplineComp->GetComponentTransform().TransformPosition(EditedPoint.OutVal);
FVector DeltaTranslate = FVector::ZeroVector;
if (SplineComp->GetWorld()->LineTraceSingleByChannel(Hit, Click.GetOrigin(), Click.GetOrigin() + Click.GetDirection() * WORLD_MAX, ECC_WorldStatic, Params))
{
DeltaTranslate = Hit.Location - CurrentWorldPos;
}
else
{
FVector ArriveTangent = SplineComp->GetComponentTransform().GetRotation().RotateVector(EditedPoint.ArriveTangent); // convert local-space tangent vector to world-space
DeltaTranslate = ArriveTangent.GetSafeNormal() * ArriveTangent.Size() * 0.5;
DeltaTranslate = ArriveTangent.GetSafeNormal() * ArriveTangent.Size() * 0.5;
}
OnAddKey();
TransformSelectedKeys(DeltaTranslate);
return true;
}
}
}
}
*/
return false;
}
bool FSplineComponentVisualizer::HandleBoxSelect(const FBox& InBox, FEditorViewportClient* InViewportClient, FViewport* InViewport)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
bool bSelectionChanged = false;
const FInterpCurveVector& SplineInfo = SplineComp->GetSplinePointsPosition();
int32 NumPoints = SplineInfo.Points.Num();
// Spline control point selection always uses transparent box selection.
for (int32 KeyIdx = 0; KeyIdx < NumPoints; KeyIdx++)
{
const FVector Pos = SplineComp->GetLocationAtSplinePoint(KeyIdx, ESplineCoordinateSpace::World);
if (InBox.IsInside(Pos))
{
ChangeSelectionState(KeyIdx, true);
bSelectionChanged = true;
}
}
if (bSelectionChanged)
{
SelectedSegmentIndex = INDEX_NONE;
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
}
}
return true;
}
bool FSplineComponentVisualizer::HandleFrustumSelect(const FConvexVolume& InFrustum, FEditorViewportClient* InViewportClient, FViewport* InViewport)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
bool bSelectionChanged = false;
const FInterpCurveVector& SplineInfo = SplineComp->GetSplinePointsPosition();
int32 NumPoints = SplineInfo.Points.Num();
// Spline control point selection always uses transparent box selection.
for (int32 KeyIdx = 0; KeyIdx < NumPoints; KeyIdx++)
{
const FVector Pos = SplineComp->GetLocationAtSplinePoint(KeyIdx, ESplineCoordinateSpace::World);
if (InFrustum.IntersectPoint(Pos))
{
ChangeSelectionState(KeyIdx, true);
bSelectionChanged = true;
}
}
if (bSelectionChanged)
{
SelectedSegmentIndex = INDEX_NONE;
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
}
}
return true;
}
bool FSplineComponentVisualizer::HasFocusOnSelectionBoundingBox(FBox& OutBoundingBox)
{
OutBoundingBox.Init();
if (SelectedKeys.Num() > 0)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
// Spline control point selection always uses transparent box selection.
for (int32 KeyIdx : SelectedKeys)
{
const FVector Pos = SplineComp->GetLocationAtSplinePoint(KeyIdx, ESplineCoordinateSpace::World);
OutBoundingBox += Pos;
}
OutBoundingBox.ExpandBy(50.f);
return true;
}
}
return false;
}
bool FSplineComponentVisualizer::HandleSnapTo(const bool bInAlign, const bool bInUseLineTrace, const bool bInUseBounds, const bool bInUsePivot, AActor* InDestination)
{
// Does not handle Snap/Align Pivot, Snap/Align Bottom Control Points or Snap/Align to Actor.
if (bInUsePivot || bInUseBounds || InDestination)
{
return false;
}
// Note: value of bInUseLineTrace is ignored as we always line trace from control points.
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
if (SelectedKeys.Num() > 0)
{
check(LastKeyIndexSelected != INDEX_NONE);
check(SelectedKeys.Contains(LastKeyIndexSelected));
SplineComp->Modify();
FInterpCurveVector& SplinePosition = SplineComp->GetSplinePointsPosition();
FInterpCurveQuat& SplineRotation = SplineComp->GetSplinePointsRotation();
int32 NumPoints = SplinePosition.Points.Num();
bool bMovedKey = false;
// Spline control point selection always uses transparent box selection.
for (int32 KeyIdx : SelectedKeys)
{
check(KeyIdx < NumPoints);
FVector Direction = FVector(0.f, 0.f, -1.f);
FInterpCurvePoint<FVector>& EditedPoint = SplinePosition.Points[KeyIdx];
FInterpCurvePoint<FQuat>& EditedRotPoint = SplineRotation.Points[KeyIdx];
FHitResult Hit(1.0f);
FCollisionQueryParams Params(SCENE_QUERY_STAT(MoveSplineKeyToTrace), true);
// Find key position in world space
const FVector CurrentWorldPos = SplineComp->GetComponentTransform().TransformPosition(EditedPoint.OutVal);
if (SplineComp->GetWorld()->LineTraceSingleByChannel(Hit, CurrentWorldPos, CurrentWorldPos + Direction * WORLD_MAX, ECC_WorldStatic, Params))
{
// Convert back to local space
EditedPoint.OutVal = SplineComp->GetComponentTransform().InverseTransformPosition(Hit.Location);
if (bInAlign)
{
// Set point tangent as user controlled
EditedPoint.InterpMode = CIM_CurveUser;
// Get delta rotation between up vector and hit normal
FVector WorldUpVector = SplineComp->GetUpVectorAtSplineInputKey(KeyIdx, ESplineCoordinateSpace::World);
FQuat DeltaRotate = FQuat::FindBetweenNormals(WorldUpVector, Hit.Normal);
// Rotate tangent according to delta rotation
FVector NewTangent = SplineComp->GetComponentTransform().GetRotation().RotateVector(EditedPoint.LeaveTangent); // convert local-space tangent vector to world-space
NewTangent = DeltaRotate.RotateVector(NewTangent); // apply world-space delta rotation to world-space tangent
NewTangent = SplineComp->GetComponentTransform().GetRotation().Inverse().RotateVector(NewTangent); // convert world-space tangent vector back into local-space
EditedPoint.LeaveTangent = NewTangent;
EditedPoint.ArriveTangent = NewTangent;
// Rotate spline rotation according to delta rotation
FQuat NewRot = SplineComp->GetComponentTransform().GetRotation() * EditedRotPoint.OutVal; // convert local-space rotation to world-space
NewRot = DeltaRotate * NewRot; // apply world-space rotation
NewRot = SplineComp->GetComponentTransform().GetRotation().Inverse() * NewRot; // convert world-space rotation to local-space
EditedRotPoint.OutVal = NewRot;
}
bMovedKey = true;
}
}
if (bMovedKey)
{
SplineComp->UpdateSpline();
SplineComp->bSplineHasBeenEdited = true;
NotifyPropertyModified(SplineComp, SplineCurvesProperty);
if (bInAlign)
{
CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);
}
GEditor->RedrawLevelEditingViewports(true);
}
return true;
}
}
return false;
}
void FSplineComponentVisualizer::OnSnapToNearestSplinePoint(bool bAlign)
{
const FScopedTransaction Transaction(LOCTEXT("SnapToNearestSplinePoint", "Snap To Nearest Spline Point"));
USplineComponent* SplineComp = GetEditedSplineComponent();
check(SplineComp != nullptr);
check(LastKeyIndexSelected != INDEX_NONE);
check(SelectedKeys.Num() == 1);
check(SelectedKeys.Contains(LastKeyIndexSelected));
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
FInterpCurvePoint<FVector>& EditedPosition = SplineComp->GetSplinePointsPosition().Points[LastKeyIndexSelected];
FInterpCurvePoint<FQuat>& EditedRotation = SplineComp->GetSplinePointsRotation().Points[LastKeyIndexSelected];
FInterpCurvePoint<FVector>& EditedScale = SplineComp->GetSplinePointsScale().Points[LastKeyIndexSelected];
const FVector WorldPos = SplineComp->GetComponentTransform().TransformPosition(EditedPosition.OutVal); // convert local-space position to world-space
float NearestDistanceSquared = 0.0f;
USplineComponent* NearestSplineComp = nullptr;
int32 NearestKeyIndex = INDEX_NONE;
static const float SnapTol = 5000.0f;
float SnapTolSquared = SnapTol * SnapTol;
// Search all spline components for nearest point.
// Only test points in splines whose bounding box contains this point.
for (TObjectIterator<USplineComponent> SplineIt; SplineIt; ++SplineIt)
{
USplineComponent* TestComponent = *SplineIt;
// Ignore current spline, those that are being destroyed, those with empty bbox.
if (TestComponent && TestComponent != SplineComp &&
!TestComponent->IsBeingDestroyed() &&
!FMath::IsNearlyZero(TestComponent->Bounds.SphereRadius))
{
FBox TestComponentBoundingBox = TestComponent->Bounds.GetBox().ExpandBy(FVector(SnapTol, SnapTol, SnapTol));
if (TestComponentBoundingBox.IsInsideOrOn(WorldPos))
{
const FInterpCurveVector& SplineInfo = TestComponent->GetSplinePointsPosition();
const int32 NumPoints = SplineInfo.Points.Num();
for (int32 KeyIdx = 0; KeyIdx < NumPoints; KeyIdx++)
{
const FVector TestKeyWorldPos = TestComponent->GetLocationAtSplinePoint(KeyIdx, ESplineCoordinateSpace::World);
float TestDistanceSquared = FVector::DistSquared(TestKeyWorldPos, WorldPos);
if (TestDistanceSquared < SnapTolSquared && (NearestKeyIndex == INDEX_NONE || TestDistanceSquared < NearestDistanceSquared))
{
NearestDistanceSquared = TestDistanceSquared;
NearestSplineComp = TestComponent;
NearestKeyIndex = KeyIdx;
}
}
}
}
}
if (!NearestSplineComp || NearestKeyIndex == INDEX_NONE)
{
UE_LOG(LogSplineComponentVisualizer, Warning, TEXT("No nearest spline point found."));
return;
}
const FInterpCurvePoint<FVector>& NearestPosition = NearestSplineComp->GetSplinePointsPosition().Points[NearestKeyIndex];
const FInterpCurvePoint<FQuat>& NearestRotation = NearestSplineComp->GetSplinePointsRotation().Points[NearestKeyIndex];
const FInterpCurvePoint<FVector>& NearestScale = NearestSplineComp->GetSplinePointsScale().Points[NearestKeyIndex];
// Copy position
const FVector NewWorldPos = NearestSplineComp->GetComponentTransform().TransformPosition(NearestPosition.OutVal); // convert local-space position to world-space
EditedPosition.OutVal = SplineComp->GetComponentTransform().InverseTransformPosition(NewWorldPos); // convert world-space position to local-space
if (bAlign)
{
// Copy tangents
EditedPosition.InterpMode = CIM_CurveUser;
const FVector NewArriveTangent = NearestSplineComp->GetComponentTransform().GetRotation().RotateVector(NearestPosition.ArriveTangent); // convert local-space tangent vectors to world-space
const FVector NewLeaveTangent = NearestSplineComp->GetComponentTransform().GetRotation().RotateVector(NearestPosition.LeaveTangent);
const FVector ArriveTangent = SplineComp->GetComponentTransform().GetRotation().RotateVector(EditedPosition.ArriveTangent); // convert local-space tangent vectors to world-space
const FVector LeaveTangent = SplineComp->GetComponentTransform().GetRotation().RotateVector(EditedPosition.LeaveTangent);
// Swap the tangents if they are not pointing in the same general direction
float CurrentAngle = FMath::Acos(FVector::DotProduct(ArriveTangent, NewArriveTangent) / (ArriveTangent.Size() * NewArriveTangent.Size()));
if (CurrentAngle > HALF_PI)
{
EditedPosition.ArriveTangent = SplineComp->GetComponentTransform().GetRotation().Inverse().RotateVector(NewLeaveTangent * -1.0f); // convert world-space tangent vectors back into local-space
EditedPosition.LeaveTangent = SplineComp->GetComponentTransform().GetRotation().Inverse().RotateVector(NewArriveTangent * -1.0f);
}
else
{
EditedPosition.ArriveTangent = SplineComp->GetComponentTransform().GetRotation().Inverse().RotateVector(NewArriveTangent); // convert world-space tangent vectors back into local-space
EditedPosition.LeaveTangent = SplineComp->GetComponentTransform().GetRotation().Inverse().RotateVector(NewLeaveTangent);
}
// Copy rotation
FQuat NewRot = NearestSplineComp->GetComponentTransform().GetRotation() * NearestRotation.OutVal; // convert local-space rotation to world-space
EditedRotation.OutVal = SplineComp->GetComponentTransform().GetRotation().Inverse() * NewRot; // convert world-space rotation to local-space
}
// Copy scale - X is not used so ignore it
const FVector NearestSplineCompScale = NearestSplineComp->GetComponentTransform().GetScale3D();
const FVector SplineCompScale = SplineComp->GetComponentTransform().GetScale3D();
float NewScaleY = NearestSplineCompScale.Y * NearestScale.OutVal.Y; // convert local-space scale to world-space
float NewScaleZ = NearestSplineCompScale.Z * NearestScale.OutVal.Z;
EditedScale.OutVal.Y = FMath::IsNearlyZero(SplineCompScale.Y) ? NewScaleY : NewScaleY / SplineCompScale.Y; // convert world-space scale to local-space
EditedScale.OutVal.Z = FMath::IsNearlyZero(SplineCompScale.Z) ? NewScaleZ : NewScaleZ / SplineCompScale.Z;
// Copy metadata
if (USplineMetadata* SplineMetadata = SplineComp->GetSplinePointsMetadata())
{
if (const USplineMetadata* NearestSplineMetadata = NearestSplineComp->GetSplinePointsMetadata())
{
SplineMetadata->CopyPoint(NearestSplineMetadata, NearestKeyIndex, LastKeyIndexSelected);
}
}
SplineComp->UpdateSpline();
SplineComp->bSplineHasBeenEdited = true;
NotifyPropertyModified(SplineComp, SplineCurvesProperty);
if (bAlign)
{
CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);
}
GEditor->RedrawLevelEditingViewports(true);
}
bool FSplineComponentVisualizer::CanSnapToNearestSplinePoint() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp != nullptr &&
SelectedKeys.Num() == 1 &&
LastKeyIndexSelected != INDEX_NONE);
}
void FSplineComponentVisualizer::OnSnapAll(EAxis::Type InAxis)
{
const FScopedTransaction Transaction(LOCTEXT("SnapAllToSelectedAxis", "Snap All To Selected Axis"));
USplineComponent* SplineComp = GetEditedSplineComponent();
check(SplineComp != nullptr);
check(LastKeyIndexSelected != INDEX_NONE);
check(SelectedKeys.Num() == 1);
check(SelectedKeys.Contains(LastKeyIndexSelected));
check(InAxis == EAxis::X || InAxis == EAxis::Y || InAxis == EAxis::Z);
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
FInterpCurveVector& SplinePositions = SplineComp->GetSplinePointsPosition();
FInterpCurveQuat& SplineRotations = SplineComp->GetSplinePointsRotation();
const FVector WorldPos = SplineComp->GetComponentTransform().TransformPosition(SplinePositions.Points[LastKeyIndexSelected].OutVal);
FVector NewUpVector;
float WorldSnapAxisValue = 0.0f;
if (InAxis == EAxis::X)
{
WorldSnapAxisValue = WorldPos.X;
NewUpVector = FVector::ForwardVector;
}
else if (InAxis == EAxis::Y)
{
WorldSnapAxisValue = WorldPos.Y;
NewUpVector = FVector::RightVector;
}
else
{
WorldSnapAxisValue = WorldPos.Z;
NewUpVector = FVector::UpVector;
}
int32 NumPoints = SplinePositions.Points.Num();
for (int32 KeyIdx = 0; KeyIdx < NumPoints; KeyIdx++)
{
FInterpCurvePoint<FVector>& EditedPosition = SplinePositions.Points[KeyIdx];
FInterpCurvePoint<FQuat>& EditedRotation = SplineRotations.Points[KeyIdx];
// Copy position
FVector NewWorldPos = SplineComp->GetComponentTransform().TransformPosition(EditedPosition.OutVal); // convert local-space position to world-space
if (InAxis == EAxis::X)
{
NewWorldPos.X = WorldSnapAxisValue;
}
else if (InAxis == EAxis::Y)
{
NewWorldPos.Y = WorldSnapAxisValue;
}
else
{
NewWorldPos.Z = WorldSnapAxisValue;
}
EditedPosition.OutVal = SplineComp->GetComponentTransform().InverseTransformPosition(NewWorldPos); // convert world-space position to local-space
// Set point tangent as user controlled
EditedPosition.InterpMode = CIM_CurveUser;
// Get delta rotation between current up vector and new up vector
FVector WorldUpVector = SplineComp->GetUpVectorAtSplineInputKey(KeyIdx, ESplineCoordinateSpace::World);
FQuat DeltaRotate = FQuat::FindBetweenNormals(WorldUpVector, NewUpVector);
// Rotate tangent according to delta rotation
FVector NewTangent = SplineComp->GetComponentTransform().GetRotation().RotateVector(EditedPosition.LeaveTangent); // convert local-space tangent vector to world-space
NewTangent = DeltaRotate.RotateVector(NewTangent); // apply world-space delta rotation to world-space tangent
NewTangent = SplineComp->GetComponentTransform().GetRotation().Inverse().RotateVector(NewTangent); // convert world-space tangent vector back into local-space
EditedPosition.LeaveTangent = NewTangent;
EditedPosition.ArriveTangent = NewTangent;
// Rotate spline rotation according to delta rotation
FQuat NewRot = SplineComp->GetComponentTransform().GetRotation() * EditedRotation.OutVal; // convert local-space rotation to world-space
NewRot = DeltaRotate * NewRot; // apply world-space rotation
NewRot = SplineComp->GetComponentTransform().GetRotation().Inverse() * NewRot; // convert world-space rotation to local-space
EditedRotation.OutVal = NewRot;
}
SplineComp->UpdateSpline();
SplineComp->bSplineHasBeenEdited = true;
NotifyPropertyModified(SplineComp, SplineCurvesProperty);
CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);
GEditor->RedrawLevelEditingViewports(true);
}
bool FSplineComponentVisualizer::CanSnapAll() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp != nullptr &&
SelectedKeys.Num() == 1 &&
LastKeyIndexSelected != INDEX_NONE);
}
void FSplineComponentVisualizer::EndEditing()
{
SplineOwningActor = NULL;
SplineCompPropName.Clear();
ChangeSelectionState(INDEX_NONE, false);
SelectedSegmentIndex = INDEX_NONE;
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
}
void FSplineComponentVisualizer::OnDuplicateKey()
{
const FScopedTransaction Transaction(LOCTEXT("DuplicateSplinePoint", "Duplicate Spline Point"));
USplineComponent* SplineComp = GetEditedSplineComponent();
DuplicateKey();
SplineComp->UpdateSpline();
SplineComp->bSplineHasBeenEdited = true;
NotifyPropertyModified(SplineComp, SplineCurvesProperty);
}
void FSplineComponentVisualizer::DuplicateKey()
{
USplineComponent* SplineComp = GetEditedSplineComponent();
check(SplineComp != nullptr);
check(LastKeyIndexSelected != INDEX_NONE);
check(SelectedKeys.Num() > 0);
check(SelectedKeys.Contains(LastKeyIndexSelected));
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
// Get a sorted list of all the selected indices, highest to lowest
TArray<int32> SelectedKeysSorted;
for (int32 SelectedKeyIndex : SelectedKeys)
{
SelectedKeysSorted.Add(SelectedKeyIndex);
}
SelectedKeysSorted.Sort([](int32 A, int32 B) { return A > B; });
// Insert duplicates into the list, highest index first, so that the lower indices remain the same
FInterpCurveVector& SplinePosition = SplineComp->GetSplinePointsPosition();
FInterpCurveQuat& SplineRotation = SplineComp->GetSplinePointsRotation();
FInterpCurveVector& SplineScale = SplineComp->GetSplinePointsScale();
USplineMetadata* SplineMetadata = SplineComp->GetSplinePointsMetadata();
for (int32 SelectedKeyIndex : SelectedKeysSorted)
{
// Insert duplicates into arrays.
// It's necessary to take a copy because copying existing array items by reference isn't allowed (the array may reallocate)
SplinePosition.Points.Insert(FInterpCurvePoint<FVector>(SplinePosition.Points[SelectedKeyIndex]), SelectedKeyIndex);
SplineRotation.Points.Insert(FInterpCurvePoint<FQuat>(SplineRotation.Points[SelectedKeyIndex]), SelectedKeyIndex);
SplineScale.Points.Insert(FInterpCurvePoint<FVector>(SplineScale.Points[SelectedKeyIndex]), SelectedKeyIndex);
if (SplineMetadata)
{
SplineMetadata->DuplicatePoint(SelectedKeyIndex);
}
// Adjust input keys of subsequent points
for (int Index = SelectedKeyIndex + 1; Index < SplinePosition.Points.Num(); Index++)
{
SplinePosition.Points[Index].InVal += 1.0f;
SplineRotation.Points[Index].InVal += 1.0f;
SplineScale.Points[Index].InVal += 1.0f;
}
}
// Repopulate the selected keys
SelectedKeys.Empty();
int32 Offset = SelectedKeysSorted.Num();
for (int32 SelectedKeyIndex : SelectedKeysSorted)
{
SelectedKeys.Add(SelectedKeyIndex + Offset);
if (LastKeyIndexSelected == SelectedKeyIndex)
{
LastKeyIndexSelected += Offset;
}
Offset--;
}
// Unset tangent handle selection
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
GEditor->RedrawLevelEditingViewports(true);
}
bool FSplineComponentVisualizer::CanAddKeyToSegment() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp == nullptr)
{
return false;
}
const int32 NumPoints = SplineComp->SplineCurves.Position.Points.Num();
const int32 NumSegments = SplineComp->IsClosedLoop() ? NumPoints : NumPoints - 1;
return (SelectedSegmentIndex != INDEX_NONE && SelectedSegmentIndex < NumSegments);
}
void FSplineComponentVisualizer::OnAddKeyToSegment()
{
const FScopedTransaction Transaction(LOCTEXT("AddSplinePoint", "Add Spline Point"));
USplineComponent* SplineComp = GetEditedSplineComponent();
check(SplineComp != nullptr);
check(LastKeyIndexSelected != INDEX_NONE);
check(SelectedKeys.Num() > 0);
check(SelectedKeys.Contains(LastKeyIndexSelected));
check(SelectedTangentHandle == INDEX_NONE);
check(SelectedTangentHandleType == ESelectedTangentHandle::None);
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
FInterpCurveVector& SplinePosition = SplineComp->GetSplinePointsPosition();
FInterpCurveQuat& SplineRotation = SplineComp->GetSplinePointsRotation();
FInterpCurveVector& SplineScale = SplineComp->GetSplinePointsScale();
USplineMetadata* SplineMetadata = SplineComp->GetSplinePointsMetadata();
FInterpCurvePoint<FVector> NewPoint(
SelectedSegmentIndex,
SplineComp->GetComponentTransform().InverseTransformPosition(SelectedSplinePosition),
FVector::ZeroVector,
FVector::ZeroVector,
CIM_CurveAuto);
FInterpCurvePoint<FQuat> NewRotPoint(
SelectedSegmentIndex,
FQuat::Identity,
FQuat::Identity,
FQuat::Identity,
CIM_CurveAuto);
FInterpCurvePoint<FVector> NewScalePoint(
SelectedSegmentIndex,
FVector(1.0f),
FVector::ZeroVector,
FVector::ZeroVector,
CIM_CurveAuto);
SplinePosition.Points.Insert(NewPoint, SelectedSegmentIndex + 1);
SplineRotation.Points.Insert(NewRotPoint, SelectedSegmentIndex + 1);
SplineScale.Points.Insert(NewScalePoint, SelectedSegmentIndex + 1);
if (SplineMetadata)
{
SplineMetadata->InsertPoint(SelectedSegmentIndex, SelectedSegmentIndex + 1);
}
// Adjust input keys of subsequent points
for (int Index = SelectedSegmentIndex + 1; Index < SplinePosition.Points.Num(); Index++)
{
SplinePosition.Points[Index].InVal += 1.0f;
SplineRotation.Points[Index].InVal += 1.0f;
SplineScale.Points[Index].InVal += 1.0f;
}
// Set selection to 'next' key
ChangeSelectionState(SelectedSegmentIndex + 1, false);
SelectedSegmentIndex = INDEX_NONE;
SplineComp->UpdateSpline();
SplineComp->bSplineHasBeenEdited = true;
NotifyPropertyModified(SplineComp, SplineCurvesProperty);
CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);
GEditor->RedrawLevelEditingViewports(true);
}
void FSplineComponentVisualizer::OnDeleteKey()
{
const FScopedTransaction Transaction(LOCTEXT("DeleteSplinePoint", "Delete Spline Point"));
USplineComponent* SplineComp = GetEditedSplineComponent();
check(SplineComp != nullptr);
check(LastKeyIndexSelected != INDEX_NONE);
check(SelectedKeys.Num() > 0);
check(SelectedKeys.Contains(LastKeyIndexSelected));
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
// Get a sorted list of all the selected indices, highest to lowest
TArray<int32> SelectedKeysSorted;
for (int32 SelectedKeyIndex : SelectedKeys)
{
SelectedKeysSorted.Add(SelectedKeyIndex);
}
SelectedKeysSorted.Sort([](int32 A, int32 B) { return A > B; });
// Delete selected keys from list, highest index first
FInterpCurveVector& SplinePosition = SplineComp->GetSplinePointsPosition();
FInterpCurveQuat& SplineRotation = SplineComp->GetSplinePointsRotation();
FInterpCurveVector& SplineScale = SplineComp->GetSplinePointsScale();
USplineMetadata* SplineMetadata = SplineComp->GetSplinePointsMetadata();
for (int32 SelectedKeyIndex : SelectedKeysSorted)
{
if (SplineMetadata)
{
SplineMetadata->RemovePoint(SelectedKeyIndex);
}
SplinePosition.Points.RemoveAt(SelectedKeyIndex);
SplineRotation.Points.RemoveAt(SelectedKeyIndex);
SplineScale.Points.RemoveAt(SelectedKeyIndex);
for (int Index = SelectedKeyIndex; Index < SplinePosition.Points.Num(); Index++)
{
SplinePosition.Points[Index].InVal -= 1.0f;
SplineRotation.Points[Index].InVal -= 1.0f;
SplineScale.Points[Index].InVal -= 1.0f;
}
}
// Select first key
ChangeSelectionState(0, false);
SelectedSegmentIndex = INDEX_NONE;
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
SplineComp->UpdateSpline();
SplineComp->bSplineHasBeenEdited = true;
NotifyPropertyModified(SplineComp, SplineCurvesProperty);
CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);
GEditor->RedrawLevelEditingViewports(true);
}
bool FSplineComponentVisualizer::CanDeleteKey() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp != nullptr &&
SelectedKeys.Num() > 0 &&
SelectedKeys.Num() != SplineComp->SplineCurves.Position.Points.Num() &&
LastKeyIndexSelected != INDEX_NONE);
}
bool FSplineComponentVisualizer::IsKeySelectionValid() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp != nullptr &&
SelectedKeys.Num() > 0 &&
LastKeyIndexSelected != INDEX_NONE);
}
void FSplineComponentVisualizer::OnLockAxis(EAxis::Type InAxis)
{
AddKeyLockedAxis = InAxis;
}
bool FSplineComponentVisualizer::IsLockAxisSet(EAxis::Type Index) const
{
return (Index == AddKeyLockedAxis);
}
void FSplineComponentVisualizer::OnResetToAutomaticTangent(EInterpCurveMode Mode)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
const FScopedTransaction Transaction(LOCTEXT("ResetToAutomaticTangent", "Reset to Automatic Tangent"));
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
for (int32 SelectedKeyIndex : SelectedKeys)
{
auto& Point = SplineComp->SplineCurves.Position.Points[SelectedKeyIndex];
if (Point.IsCurveKey())
{
Point.InterpMode = Mode;
}
}
SplineComp->UpdateSpline();
SplineComp->bSplineHasBeenEdited = true;
NotifyPropertyModified(SplineComp, SplineCurvesProperty);
CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);
}
}
bool FSplineComponentVisualizer::CanResetToAutomaticTangent(EInterpCurveMode Mode) const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr && LastKeyIndexSelected != INDEX_NONE)
{
for (int32 SelectedKeyIndex : SelectedKeys)
{
const auto& Point = SplineComp->SplineCurves.Position.Points[SelectedKeyIndex];
if (Point.IsCurveKey() && Point.InterpMode != Mode)
{
return true;
}
}
}
return false;
}
void FSplineComponentVisualizer::OnSetKeyType(EInterpCurveMode Mode)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
const FScopedTransaction Transaction(LOCTEXT("SetSplinePointType", "Set Spline Point Type"));
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
for (int32 SelectedKeyIndex : SelectedKeys)
{
SplineComp->SplineCurves.Position.Points[SelectedKeyIndex].InterpMode = Mode;
}
SplineComp->UpdateSpline();
SplineComp->bSplineHasBeenEdited = true;
NotifyPropertyModified(SplineComp, SplineCurvesProperty);
CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);
}
}
bool FSplineComponentVisualizer::IsKeyTypeSet(EInterpCurveMode Mode) const
{
if (IsKeySelectionValid())
{
USplineComponent* SplineComp = GetEditedSplineComponent();
check(SplineComp != nullptr);
for (int32 SelectedKeyIndex : SelectedKeys)
{
const auto& SelectedPoint = SplineComp->SplineCurves.Position.Points[SelectedKeyIndex];
if ((Mode == CIM_CurveAuto && SelectedPoint.IsCurveKey()) || SelectedPoint.InterpMode == Mode)
{
return true;
}
}
}
return false;
}
void FSplineComponentVisualizer::OnSetVisualizeRollAndScale()
{
USplineComponent* SplineComp = GetEditedSplineComponent();
check(SplineComp != nullptr);
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
SplineComp->bShouldVisualizeScale = !SplineComp->bShouldVisualizeScale;
NotifyPropertyModified(SplineComp, FindField<UProperty>(USplineComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(USplineComponent, bShouldVisualizeScale)));
GEditor->RedrawLevelEditingViewports(true);
}
bool FSplineComponentVisualizer::IsVisualizingRollAndScale() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return SplineComp ? SplineComp->bShouldVisualizeScale : false;
}
void FSplineComponentVisualizer::OnSetDiscontinuousSpline()
{
USplineComponent* SplineComp = GetEditedSplineComponent();
check(SplineComp != nullptr);
SplineComp->Modify();
if (AActor* Owner = SplineComp->GetOwner())
{
Owner->Modify();
}
SplineComp->bAllowDiscontinuousSpline = !SplineComp->bAllowDiscontinuousSpline;
// If not allowed discontinuous splines, set all ArriveTangents to match LeaveTangents
if (!SplineComp->bAllowDiscontinuousSpline)
{
for (int Index = 0; Index < SplineComp->SplineCurves.Position.Points.Num(); Index++)
{
SplineComp->SplineCurves.Position.Points[Index].ArriveTangent = SplineComp->SplineCurves.Position.Points[Index].LeaveTangent;
}
}
TArray<UProperty*> Properties;
Properties.Add(SplineCurvesProperty);
Properties.Add(FindField<UProperty>(USplineComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(USplineComponent, bAllowDiscontinuousSpline)));
NotifyPropertiesModified(SplineComp, Properties);
GEditor->RedrawLevelEditingViewports(true);
}
bool FSplineComponentVisualizer::IsDiscontinuousSpline() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return SplineComp ? SplineComp->bAllowDiscontinuousSpline : false;
}
void FSplineComponentVisualizer::OnResetToDefault()
{
USplineComponent* SplineComp = GetEditedSplineComponent();
check(SplineComp != nullptr);
const FScopedTransaction Transaction(LOCTEXT("ResetToDefault", "Reset to Default"));
SplineComp->Modify();
if (SplineOwningActor.IsValid())
{
SplineOwningActor.Get()->Modify();
}
SplineComp->bSplineHasBeenEdited = false;
// Select first key
ChangeSelectionState(0, false);
SelectedSegmentIndex = INDEX_NONE;
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
if (SplineOwningActor.IsValid())
{
SplineOwningActor.Get()->PostEditMove(false);
}
GEditor->RedrawLevelEditingViewports(true);
}
bool FSplineComponentVisualizer::CanResetToDefault() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if(SplineComp != nullptr)
{
return SplineComp->SplineCurves != CastChecked<USplineComponent>(SplineComp->GetArchetype())->SplineCurves;
}
else
{
return false;
}
}
void FSplineComponentVisualizer::OnSelectAllSplinePoints()
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
const FScopedTransaction Transaction(LOCTEXT("SelectAllSplinePoints", "Select All Spline Points"));
bool bSelectionChanged = false;
const FInterpCurveVector& SplineInfo = SplineComp->GetSplinePointsPosition();
int32 NumPoints = SplineInfo.Points.Num();
SelectedKeys.Empty();
// Spline control point selection always uses transparent box selection.
for (int32 KeyIdx = 0; KeyIdx < NumPoints; KeyIdx++)
{
SelectedKeys.Add(KeyIdx);
}
LastKeyIndexSelected = NumPoints - 1;
SelectedSegmentIndex = INDEX_NONE;
SelectedTangentHandle = INDEX_NONE;
SelectedTangentHandleType = ESelectedTangentHandle::None;
}
}
bool FSplineComponentVisualizer::CanSelectAllSplinePoints() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp != nullptr);
}
TSharedPtr<SWidget> FSplineComponentVisualizer::GenerateContextMenu() const
{
FMenuBuilder MenuBuilder(true, SplineComponentVisualizerActions);
{
MenuBuilder.BeginSection("SplinePointEdit", LOCTEXT("SplinePoint", "Spline Point"));
{
if (SelectedSegmentIndex != INDEX_NONE)
{
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().AddKey);
}
else if (LastKeyIndexSelected != INDEX_NONE)
{
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().DeleteKey);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().DuplicateKey);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().SelectAll);
MenuBuilder.AddSubMenu(
LOCTEXT("SplinePointType", "Spline Point Type"),
LOCTEXT("KeyTypeTooltip", "Define the type of the spline point."),
FNewMenuDelegate::CreateSP(this, &FSplineComponentVisualizer::GenerateSplinePointTypeSubMenu));
// Only add the Automatic Tangents submenu if any of the keys is a curve type
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp != nullptr)
{
for (int32 SelectedKeyIndex : SelectedKeys)
{
const auto& Point = SplineComp->SplineCurves.Position.Points[SelectedKeyIndex];
if (Point.IsCurveKey())
{
MenuBuilder.AddSubMenu(
LOCTEXT("ResetToAutomaticTangent", "Reset to Automatic Tangent"),
LOCTEXT("ResetToAutomaticTangentTooltip", "Reset the spline point tangent to an automatically generated value."),
FNewMenuDelegate::CreateSP(this, &FSplineComponentVisualizer::GenerateTangentTypeSubMenu));
break;
}
}
}
}
}
MenuBuilder.EndSection();
MenuBuilder.BeginSection("Transform");
{
MenuBuilder.AddMenuEntry(FEditorViewportCommands::Get().FocusViewportToSelection);
MenuBuilder.AddSubMenu(
LOCTEXT("SnapAlign", "Snap/Align"),
LOCTEXT("KeyTypeTooltip", "Snap align options."),
FNewMenuDelegate::CreateSP(this, &FSplineComponentVisualizer::GenerateSnapAlignSubMenu));
/* temporarily disabled
MenuBuilder.AddSubMenu(
LOCTEXT("LockAxis", "Lock Axis"),
LOCTEXT("KeyTypeTooltip", "Axis to lock when adding new spline points."),
FNewMenuDelegate::CreateSP(this, &FSplineComponentVisualizer::GenerateLockAxisSubMenu));
*/
}
MenuBuilder.EndSection();
MenuBuilder.BeginSection("Spline", LOCTEXT("Spline", "Spline"));
{
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().ResetToDefault);
}
MenuBuilder.EndSection();
MenuBuilder.BeginSection("Visualization", LOCTEXT("Visualization", "Visualization"));
{
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().VisualizeRollAndScale);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().DiscontinuousSpline);
}
MenuBuilder.EndSection();
}
TSharedPtr<SWidget> MenuWidget = MenuBuilder.MakeWidget();
return MenuWidget;
}
void FSplineComponentVisualizer::GenerateSplinePointTypeSubMenu(FMenuBuilder& MenuBuilder) const
{
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().SetKeyToCurve);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().SetKeyToLinear);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().SetKeyToConstant);
}
void FSplineComponentVisualizer::GenerateTangentTypeSubMenu(FMenuBuilder& MenuBuilder) const
{
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().ResetToUnclampedTangent);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().ResetToClampedTangent);
}
void FSplineComponentVisualizer::GenerateSnapAlignSubMenu(FMenuBuilder& MenuBuilder) const
{
MenuBuilder.AddMenuEntry(FLevelEditorCommands::Get().SnapToFloor);
MenuBuilder.AddMenuEntry(FLevelEditorCommands::Get().AlignToFloor);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().SnapToNearestSplinePoint);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().AlignToNearestSplinePoint);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().SnapAllToSelectedX);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().SnapAllToSelectedY);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().SnapAllToSelectedZ);
}
void FSplineComponentVisualizer::GenerateLockAxisSubMenu(FMenuBuilder& MenuBuilder) const
{
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().SetLockedAxisNone);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().SetLockedAxisX);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().SetLockedAxisY);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().SetLockedAxisZ);
}
#undef LOCTEXT_NAMESPACE