Files
UnrealEngineUWP/Engine/Source/Editor/ComponentVisualizers/Private/SplineComponentVisualizer.cpp
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

413 lines
13 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "ComponentVisualizersPrivatePCH.h"
#include "SplineComponentVisualizer.h"
IMPLEMENT_HIT_PROXY(HSplineVisProxy, HComponentVisProxy);
IMPLEMENT_HIT_PROXY(HSplineKeyProxy, HSplineVisProxy);
#define LOCTEXT_NAMESPACE "SplineComponentVisualizer"
/** 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 key", "Delete the currently selected key.", EUserInterfaceActionType::Button, FInputGesture(EKeys::Delete));
UI_COMMAND(DuplicateKey, "Duplicate key", "Duplicates the currently selected key.", EUserInterfaceActionType::Button, FInputGesture());
UI_COMMAND(ResetToAutomaticTangent, "Reset to Automatic Tangent", "Specify that the tangent for this key will be reset to its default auto-generated value.", EUserInterfaceActionType::Button, FInputGesture());
}
public:
/** Delete key */
TSharedPtr<FUICommandInfo> DeleteKey;
/** Duplicate key */
TSharedPtr<FUICommandInfo> DuplicateKey;
/** Reset to automatic tangent */
TSharedPtr<FUICommandInfo> ResetToAutomaticTangent;
};
FSplineComponentVisualizer::FSplineComponentVisualizer()
: FComponentVisualizer()
, SelectedKeyIndex(INDEX_NONE)
, bAllowDuplication(true)
{
FSplineComponentVisualizerCommands::Register();
SplineComponentVisualizerActions = MakeShareable(new FUICommandList);
}
void FSplineComponentVisualizer::OnRegister()
{
const auto& Commands = FSplineComponentVisualizerCommands::Get();
SplineComponentVisualizerActions->MapAction(
Commands.DeleteKey,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnDeleteKey),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::IsSelectionValid));
SplineComponentVisualizerActions->MapAction(
Commands.DuplicateKey,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnDuplicateKey),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::IsSelectionValid));
SplineComponentVisualizerActions->MapAction(
Commands.ResetToAutomaticTangent,
FExecuteAction::CreateSP(this, &FSplineComponentVisualizer::OnResetToAutomaticTangent),
FCanExecuteAction::CreateSP(this, &FSplineComponentVisualizer::CanResetToAutomaticTangent));
}
FSplineComponentVisualizer::~FSplineComponentVisualizer()
{
FSplineComponentVisualizerCommands::Unregister();
}
void FSplineComponentVisualizer::DrawVisualization(const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI)
{
if (const USplineComponent* SplineComp = Cast<const USplineComponent>(Component))
{
const FColor DrawColor(255, 255, 255);
const FColor SelectedColor(255, 0, 0);
const float GrabHandleSize = 12.0f;
const FInterpCurveVector& SplineInfo = SplineComp->SplineInfo;
/*
// Debug draw keys on the SplineReparamTable
const FInterpCurveFloat& SplineReparamTable = SplineComp->SplineReparamTable;
for (const auto& Point : SplineReparamTable.Points)
{
const float Value = Point.OutVal;
FVector KeyPos = SplineComp->ComponentToWorld.TransformPosition(SplineInfo.Eval(Value, FVector::ZeroVector));
PDI->DrawPoint(KeyPos, FColor(255, 0, 255), 5.f, SDPG_World);
}
*/
FVector OldKeyPos(0);
float OldKeyTime = 0.f;
for (int32 KeyIdx = 0; KeyIdx<SplineInfo.Points.Num(); KeyIdx++)
{
float NewKeyTime = SplineInfo.Points[KeyIdx].InVal;
FVector NewKeyPos = SplineComp->ComponentToWorld.TransformPosition( SplineInfo.Eval(NewKeyTime, FVector::ZeroVector) );
USplineComponent* EditedSplineComp = GetEditedSplineComponent();
const FColor KeyColor = (SplineComp == EditedSplineComp && KeyIdx == SelectedKeyIndex) ? SelectedColor : DrawColor;
// Draw the keypoint
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)
{
// For constant interpolation - don't draw ticks - just draw dotted line.
if (SplineInfo.Points[KeyIdx - 1].InterpMode == CIM_Constant)
{
DrawDashedLine(PDI, OldKeyPos, NewKeyPos, DrawColor, 20, SDPG_World);
}
else
{
int32 NumSteps = FMath::CeilToInt((NewKeyTime - OldKeyTime) / 0.02f);
float DrawSubstep = (NewKeyTime - OldKeyTime) / NumSteps;
// Find position on first keyframe.
float OldTime = OldKeyTime;
FVector OldPos = OldKeyPos;
// Then draw a line for each substep.
for (int32 StepIdx = 1; StepIdx<NumSteps + 1; StepIdx++)
{
float NewTime = OldKeyTime + StepIdx*DrawSubstep;
FVector NewPos = SplineComp->ComponentToWorld.TransformPosition( SplineInfo.Eval(NewTime, FVector::ZeroVector) );
PDI->DrawLine(OldPos, NewPos, DrawColor, SDPG_Foreground);
// Don't draw point for last one - its the keypoint drawn above.
if (false)// (StepIdx != NumSteps)
{
PDI->DrawPoint(NewPos, DrawColor, 3.f, SDPG_Foreground);
}
OldTime = NewTime;
OldPos = NewPos;
}
}
}
OldKeyTime = NewKeyTime;
OldKeyPos = NewKeyPos;
}
}
}
bool FSplineComponentVisualizer::VisProxyHandleClick(HComponentVisProxy* VisProxy)
{
bool bEditing = false;
if(VisProxy && VisProxy->Component.IsValid())
{
const USplineComponent* SplineComp = CastChecked<const USplineComponent>(VisProxy->Component.Get());
SplineCompPropName = GetComponentPropertyName(SplineComp);
if(SplineCompPropName != NAME_None)
{
SplineOwningActor = SplineComp->GetOwner();
if (VisProxy->IsA(HSplineKeyProxy::StaticGetType()))
{
HSplineKeyProxy* KeyProxy = (HSplineKeyProxy*)VisProxy;
SelectedKeyIndex = KeyProxy->KeyIndex;
bEditing = true;
}
}
else
{
SplineOwningActor = NULL;
}
}
return bEditing;
}
USplineComponent* FSplineComponentVisualizer::GetEditedSplineComponent() const
{
return Cast<USplineComponent>(GetComponentFromPropertyName(SplineOwningActor.Get(), SplineCompPropName));
}
bool FSplineComponentVisualizer::GetWidgetLocation(FVector& OutLocation) const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if (SplineComp && SelectedKeyIndex != INDEX_NONE)
{
if (SelectedKeyIndex < SplineComp->SplineInfo.Points.Num())
{
OutLocation = SplineComp->ComponentToWorld.TransformPosition( SplineComp->SplineInfo.Points[SelectedKeyIndex].OutVal );
return true;
}
}
return false;
}
bool FSplineComponentVisualizer::HandleInputDelta(FLevelEditorViewportClient* ViewportClient, FViewport* Viewport, FVector& DeltaTranslate, FRotator& DeltaRotate, FVector& DeltaScale)
{
USplineComponent* SplineComp = GetEditedSplineComponent();
if( SplineComp &&
SelectedKeyIndex != INDEX_NONE &&
SelectedKeyIndex < SplineComp->SplineInfo.Points.Num() )
{
if (ViewportClient->IsAltPressed() && bAllowDuplication)
{
OnDuplicateKey();
// Don't duplicate again until we release LMB
bAllowDuplication = false;
}
FInterpCurvePoint<FVector>& EditedPoint = SplineComp->SplineInfo.Points[SelectedKeyIndex];
if (!DeltaTranslate.IsZero())
{
// Find key position in world space
FVector CurrentWorldPos = SplineComp->ComponentToWorld.TransformPosition(EditedPoint.OutVal);
// Move in world space
FVector NewWorldPos = CurrentWorldPos + DeltaTranslate;
// Convert back to local space
EditedPoint.OutVal = SplineComp->ComponentToWorld.InverseTransformPosition(NewWorldPos);
}
if (!DeltaRotate.IsZero())
{
// Set point tangent as user controlled
EditedPoint.InterpMode = CIM_CurveUser;
// Rotate tangent according to delta rotation
const FVector NewTangent = DeltaRotate.RotateVector(EditedPoint.LeaveTangent);
EditedPoint.LeaveTangent = NewTangent;
EditedPoint.ArriveTangent = NewTangent;
}
if (!DeltaScale.IsZero())
{
// Set point tangent as user controlled
EditedPoint.InterpMode = CIM_CurveUser;
// Break tangent into direction and length so we can change its scale (the 'tension')
// independently of its direction.
FVector Direction;
float Length;
EditedPoint.LeaveTangent.ToDirectionAndLength(Direction, Length);
// Figure out which component has changed, and use it
float DeltaScaleValue = (DeltaScale.X != 0.0f) ? DeltaScale.X : ((DeltaScale.Y != 0.0f) ? DeltaScale.Y : DeltaScale.Z);
// Change scale, avoiding singularity by never allowing a scale of 0, hence preserving direction.
Length += DeltaScaleValue * 10.0f;
if (Length == 0.0f)
{
Length = SMALL_NUMBER;
}
const FVector NewTangent = Direction * Length;
EditedPoint.LeaveTangent = NewTangent;
EditedPoint.ArriveTangent = NewTangent;
}
NotifyComponentModified();
return true;
}
return false;
}
bool FSplineComponentVisualizer::HandleInputKey(FLevelEditorViewportClient* ViewportClient, FViewport* Viewport, FKey Key, EInputEvent Event)
{
// TODO: find a way to make this work with ProcessCommandBindings(FKeyboardEvent&)
bool bHandled = false;
if(Key == EKeys::LeftMouseButton && Event == IE_Released)
{
// Reset duplication flag on LMB release
bAllowDuplication = true;
}
else if(Key == EKeys::Delete && Event == IE_Pressed)
{
// Delete selected key
if (IsSelectionValid())
{
OnDeleteKey();
bHandled = true; // consume key input
}
}
return bHandled;
}
void FSplineComponentVisualizer::EndEditing()
{
SplineOwningActor = NULL;
SplineCompPropName = NAME_None;
SelectedKeyIndex = INDEX_NONE;
}
void FSplineComponentVisualizer::OnDuplicateKey()
{
USplineComponent* SplineComp = GetEditedSplineComponent();
FInterpCurvePoint<FVector> KeyToDupe = SplineComp->SplineInfo.Points[SelectedKeyIndex];
KeyToDupe.InterpMode = CIM_CurveAuto;
int32 NewKeyIndex = SplineComp->SplineInfo.Points.Insert(KeyToDupe, SelectedKeyIndex);
// move selection to 'next' key
SelectedKeyIndex++;
// Update Input value for all keys
SplineComp->RefreshSplineInputs();
NotifyComponentModified();
}
void FSplineComponentVisualizer::OnDeleteKey()
{
USplineComponent* SplineComp = GetEditedSplineComponent();
SplineComp->SplineInfo.Points.RemoveAt(SelectedKeyIndex);
SplineComp->RefreshSplineInputs(); // update input value for each key
SelectedKeyIndex = INDEX_NONE; // deselect any keys
NotifyComponentModified();
}
bool FSplineComponentVisualizer::IsSelectionValid() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp &&
SelectedKeyIndex != INDEX_NONE &&
SelectedKeyIndex < SplineComp->SplineInfo.Points.Num());
}
void FSplineComponentVisualizer::OnResetToAutomaticTangent()
{
USplineComponent* SplineComp = GetEditedSplineComponent();
SplineComp->SplineInfo.Points[SelectedKeyIndex].InterpMode = CIM_CurveAuto;
NotifyComponentModified();
}
bool FSplineComponentVisualizer::CanResetToAutomaticTangent() const
{
USplineComponent* SplineComp = GetEditedSplineComponent();
return (SplineComp &&
SelectedKeyIndex != INDEX_NONE &&
SelectedKeyIndex < SplineComp->SplineInfo.Points.Num() &&
SplineComp->SplineInfo.Points[SelectedKeyIndex].InterpMode != CIM_CurveAuto);
}
TSharedPtr<SWidget> FSplineComponentVisualizer::GenerateContextMenu() const
{
FMenuBuilder MenuBuilder(true, SplineComponentVisualizerActions);
{
MenuBuilder.BeginSection("SplineKeyEdit");
{
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().DeleteKey);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().DuplicateKey);
MenuBuilder.AddMenuEntry(FSplineComponentVisualizerCommands::Get().ResetToAutomaticTangent);
}
MenuBuilder.EndSection();
}
TSharedPtr<SWidget> MenuWidget = MenuBuilder.MakeWidget();
return MenuWidget;
}
void FSplineComponentVisualizer::NotifyComponentModified()
{
USplineComponent* SplineComp = GetEditedSplineComponent();
// Update tangents and reparam table
SplineComp->SplineInfo.AutoSetTangents();
SplineComp->UpdateSplineReparamTable();
// Notify that the spline info has been modified
UProperty* SplineInfoProperty = FindField<UProperty>(USplineComponent::StaticClass(), GET_MEMBER_NAME_CHECKED(USplineComponent, SplineInfo));
FPropertyChangedEvent PropertyChangedEvent(SplineInfoProperty);
SplineComp->PostEditChangeProperty(PropertyChangedEvent);
// Notify of change so any CS is re-run
if (SplineOwningActor.IsValid())
{
SplineOwningActor.Get()->PostEditMove(true);
}
GEditor->RedrawLevelEditingViewports(true);
}
#undef LOCTEXT_NAMESPACE