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2025-05-18 13:04:45 +08:00

280 lines
8.3 KiB
C++

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