280 lines
8.3 KiB
C++
280 lines
8.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BaseGizmos/AxisPositionGizmo.h"
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#include "InteractiveGizmoManager.h"
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#include "BaseBehaviors/ClickDragBehavior.h"
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#include "BaseBehaviors/MouseHoverBehavior.h"
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#include "BaseGizmos/GizmoMath.h"
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#include "BaseGizmos/GizmoPrivateUtil.h" // SetCommonSubGizmoProperties
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#include "BaseGizmos/TransformSubGizmoUtil.h" // FTransformSubGizmoCommonParams
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#include "Components/PrimitiveComponent.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(AxisPositionGizmo)
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UInteractiveGizmo* UAxisPositionGizmoBuilder::BuildGizmo(const FToolBuilderState& SceneState) const
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{
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UAxisPositionGizmo* NewGizmo = NewObject<UAxisPositionGizmo>(SceneState.GizmoManager);
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return NewGizmo;
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}
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void UAxisPositionGizmo::Setup()
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{
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UInteractiveGizmo::Setup();
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// Add default mouse input behavior
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MouseBehavior = NewObject<UClickDragInputBehavior>();
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MouseBehavior->Initialize(this);
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MouseBehavior->SetDefaultPriority(FInputCapturePriority(FInputCapturePriority::DEFAULT_GIZMO_PRIORITY));
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AddInputBehavior(MouseBehavior);
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UMouseHoverBehavior* HoverBehavior = NewObject<UMouseHoverBehavior>();
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HoverBehavior->Initialize(this);
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HoverBehavior->SetDefaultPriority(FInputCapturePriority(FInputCapturePriority::DEFAULT_GIZMO_PRIORITY));
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AddInputBehavior(HoverBehavior);
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AxisSource = NewObject<UGizmoConstantAxisSource>(this);
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ParameterSource = NewObject<UGizmoLocalFloatParameterSource>(this);
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HitTarget = NewObject<UGizmoComponentHitTarget>(this);
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StateTarget = NewObject<UGizmoNilStateTarget>(this);
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bInInteraction = false;
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}
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bool UAxisPositionGizmo::InitializeAsTranslateGizmo(
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const UE::GizmoUtil::FTransformSubGizmoCommonParams& Params,
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UE::GizmoUtil::FTransformSubGizmoSharedState* SharedState)
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{
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if (!Params.Component
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|| !Params.TransformProxy
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|| Params.Axis == EAxis::None)
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{
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return false;
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}
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UGizmoScaledAndUnscaledTransformSources* TransformSource;
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if (!UE::GizmoUtil::SetCommonSubGizmoProperties(this, Params, SharedState, TransformSource))
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{
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return false;
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}
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UObject* Owner = Params.OuterForSubobjects ? Params.OuterForSubobjects : GetTransientPackage();
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// Parameter source maps axis-parameter-change to translation of TransformSource's transform
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ParameterSource = UGizmoAxisTranslationParameterSource::Construct(
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AxisSource.GetInterface(), TransformSource, Owner);
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return true;
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}
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bool UAxisPositionGizmo::InitializeAsScaleGizmo(
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const UE::GizmoUtil::FTransformSubGizmoCommonParams& Params,
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bool bDisallowNegativeScaling, UE::GizmoUtil::FTransformSubGizmoSharedState* SharedState)
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{
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if (!Params.Component
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|| !Params.TransformProxy
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|| Params.Axis == EAxis::None)
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{
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return false;
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}
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int AxisIndex = Params.GetClampedAxisIndex();
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UGizmoScaledAndUnscaledTransformSources* TransformSource;
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if (!UE::GizmoUtil::SetCommonSubGizmoProperties(this, Params, SharedState, TransformSource))
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{
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return false;
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}
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UObject* Owner = Params.OuterForSubobjects ? Params.OuterForSubobjects : GetTransientPackage();
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bEnableSignedAxis = true;
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// Although the normal axis source gets used for detecting interactions, the parameter application has
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// to happen along unrotated axes because the scaling gets applied before rotation. In other words if we
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// tried to apply scaling measured along a rotated vector, we would end up incorrectly scaling along
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// multiple axes.
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UGizmoComponentAxisSource* UnitCardinalAxisSource = nullptr;
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// See if we already have it in our shared state
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if (SharedState && SharedState->UnitCardinalAxisSources[AxisIndex])
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{
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UnitCardinalAxisSource = SharedState->UnitCardinalAxisSources[AxisIndex];
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}
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else
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{
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// Create new and add to shared state.
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USceneComponent* RootComponent = Params.Component->GetOwner()->GetRootComponent();
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UGizmoComponentAxisSource* CastAxisSource = UGizmoComponentAxisSource::Construct(RootComponent, AxisIndex,
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// bUseLocalAxes, has to be false to always use cardinal axes
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false,
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Owner);
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UnitCardinalAxisSource = CastAxisSource;
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if (SharedState)
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{
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SharedState->UnitCardinalAxisSources[AxisIndex] = UnitCardinalAxisSource;
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}
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}
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// Parameter source maps axis-parameter-change to scale of TransformSource's transform
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UGizmoAxisScaleParameterSource* CastParameterSource = UGizmoAxisScaleParameterSource::Construct(
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UnitCardinalAxisSource, TransformSource, Owner);
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ParameterSource = CastParameterSource;
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CastParameterSource->bClampToZero = bDisallowNegativeScaling;
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return true;
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}
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FInputRayHit UAxisPositionGizmo::CanBeginClickDragSequence(const FInputDeviceRay& PressPos)
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{
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FInputRayHit GizmoHit;
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if (HitTarget && AxisSource && ParameterSource)
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{
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GizmoHit = HitTarget->IsHit(PressPos);
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if (GizmoHit.bHit)
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{
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LastHitPosition = PressPos.WorldRay.PointAt(GizmoHit.HitDepth);
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}
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}
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return GizmoHit;
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}
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void UAxisPositionGizmo::OnClickPress(const FInputDeviceRay& PressPos)
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{
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InteractionOrigin = LastHitPosition;
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InteractionAxis = AxisSource->GetDirection();
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// Find interaction start point and parameter.
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FVector NearestPt; float RayNearestParam;
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GizmoMath::NearestPointOnLineToRay(InteractionOrigin, InteractionAxis,
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PressPos.WorldRay.Origin, PressPos.WorldRay.Direction,
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InteractionStartPoint, InteractionStartParameter,
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NearestPt, RayNearestParam);
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FVector AxisOrigin = AxisSource->GetOrigin();
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double DirectionSign = FVector::DotProduct(InteractionStartPoint - AxisOrigin, InteractionAxis);
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ParameterSign = (bEnableSignedAxis && DirectionSign < 0) ? -1.0f : 1.0f;
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// Figure out how the parameter would need to be adjusted to bring the axis origin to the
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// interaction start point. This is used when aligning the axis origin to a custom destination.
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float AxisOriginParamValue;
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GizmoMath::NearestPointOnLine(InteractionOrigin, InteractionAxis, AxisOrigin,
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NearestPt, AxisOriginParamValue);
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InteractionStartAxisOriginParameterOffset = InteractionStartParameter - AxisOriginParamValue;
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InteractionCurPoint = InteractionStartPoint;
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InteractionStartParameter *= ParameterSign;
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InteractionCurParameter = InteractionStartParameter;
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InitialTargetParameter = ParameterSource->GetParameter();
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ParameterSource->BeginModify();
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bInInteraction = true;
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if (StateTarget)
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{
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StateTarget->BeginUpdate();
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}
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if (ensure(HitTarget))
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{
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HitTarget->UpdateInteractingState(bInInteraction);
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}
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}
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void UAxisPositionGizmo::OnClickDrag(const FInputDeviceRay& DragPos)
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{
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FVector HitPoint;
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// See if we should use the custom destination function.
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FCustomDestinationParams Params;
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Params.WorldRay = &DragPos.WorldRay;
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if (ShouldUseCustomDestinationFunc() && CustomDestinationFunc(Params, HitPoint))
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{
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GizmoMath::NearestPointOnLine(InteractionOrigin, InteractionAxis, HitPoint,
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InteractionCurPoint, InteractionCurParameter);
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InteractionCurParameter += bCustomDestinationAlignsAxisOrigin ? InteractionStartAxisOriginParameterOffset : 0;
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}
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else
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{
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float RayNearestParam; float AxisNearestParam;
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FVector RayNearestPt;
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GizmoMath::NearestPointOnLineToRay(InteractionOrigin, InteractionAxis,
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DragPos.WorldRay.Origin, DragPos.WorldRay.Direction,
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InteractionCurPoint, AxisNearestParam,
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RayNearestPt, RayNearestParam);
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InteractionCurParameter = ParameterSign * AxisNearestParam;
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}
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float DeltaParam = InteractionCurParameter - InteractionStartParameter;
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float NewParamValue = InitialTargetParameter + DeltaParam;
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ParameterSource->SetParameter(NewParamValue);
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}
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void UAxisPositionGizmo::OnClickRelease(const FInputDeviceRay& ReleasePos)
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{
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check(bInInteraction);
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ParameterSource->EndModify();
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if (StateTarget)
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{
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StateTarget->EndUpdate();
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}
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bInInteraction = false;
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if (ensure(HitTarget))
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{
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HitTarget->UpdateInteractingState(bInInteraction);
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}
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}
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void UAxisPositionGizmo::OnTerminateDragSequence()
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{
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check(bInInteraction);
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ParameterSource->EndModify();
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if (StateTarget)
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{
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StateTarget->EndUpdate();
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}
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bInInteraction = false;
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if (ensure(HitTarget))
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{
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HitTarget->UpdateInteractingState(bInInteraction);
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}
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}
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FInputRayHit UAxisPositionGizmo::BeginHoverSequenceHitTest(const FInputDeviceRay& PressPos)
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{
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FInputRayHit GizmoHit;
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if (HitTarget)
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{
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GizmoHit = HitTarget->IsHit(PressPos);
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}
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return GizmoHit;
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}
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void UAxisPositionGizmo::OnBeginHover(const FInputDeviceRay& DevicePos)
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{
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HitTarget->UpdateHoverState(true);
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}
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bool UAxisPositionGizmo::OnUpdateHover(const FInputDeviceRay& DevicePos)
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{
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// not necessary...
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HitTarget->UpdateHoverState(true);
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return true;
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}
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void UAxisPositionGizmo::OnEndHover()
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{
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HitTarget->UpdateHoverState(false);
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}
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