更新 Source/FLESHEditor/Public/FLESHEditor.h
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@@ -2,112 +2,60 @@
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#include "CoreMinimal.h"
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#include "Toolkits/AssetEditorToolkit.h"
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#include "Widgets/Docking/SDockTab.h"
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#include "EditorUndoClient.h"
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class USkeletalMesh;
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class SDockTab;
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class SGraphEditor;
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class SPropertyTreeView;
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class SAssetBrowser;
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class SMatrixInputWidget;
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class IDetailsView;
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class SBorder;
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/**
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* FLESH Main Editor
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* Provides the main editing functionality for the dismemberment system
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* Dismemberment System Editor
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* Provides real-time boolean cutting and multi-layer system editing functionality
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*/
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class FLESHEDITOR_API FFLESHEditor : public FAssetEditorToolkit
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class FDismembermentEditor : public FAssetEditorToolkit, public FEditorUndoClient
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{
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public:
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FFLESHEditor();
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virtual ~FFLESHEditor();
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// Initialize the editor
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void InitFLESHEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, UObject* InObject);
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// FAssetEditorToolkit interface
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virtual void RegisterTabSpawners(const TSharedRef<FTabManager>& TabManager) override;
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virtual void UnregisterTabSpawners(const TSharedRef<FTabManager>& TabManager) override;
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virtual FName GetToolkitFName() const override;
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virtual FText GetBaseToolkitName() const override;
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virtual FString GetWorldCentricTabPrefix() const override;
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virtual FLinearColor GetWorldCentricTabColorScale() const override;
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// End of FAssetEditorToolkit interface
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// Open the editor
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static void OpenEditor();
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FDismembermentEditor();
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virtual ~FDismembermentEditor();
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void InitDismembermentEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, USkeletalMesh* InSkeletalMesh);
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virtual FName GetToolkitFName() const override;
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virtual FText GetBaseToolkitName() const override;
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virtual FString GetWorldCentricTabPrefix() const override;
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virtual FLinearColor GetWorldCentricTabColorScale() const override;
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virtual void PostUndo(bool bSuccess) override;
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virtual void PostRedo(bool bSuccess) override;
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private:
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// Tab spawners
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TSharedRef<SDockTab> SpawnTab_Viewport(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnTab_Details(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnTab_AssetBrowser(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnTab_MatrixEditor(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnTab_GraphEditor(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnTab_Toolbar(const FSpawnTabArgs& Args);
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// Create viewport widget
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TSharedRef<SWidget> CreateViewportWidget();
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// Create details panel
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TSharedRef<SWidget> CreateDetailsWidget();
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// Create asset browser
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TSharedRef<SWidget> CreateAssetBrowserWidget();
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// Create matrix editor
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TSharedRef<SWidget> CreateMatrixEditorWidget();
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// Create graph editor
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TSharedRef<SWidget> CreateGraphEditorWidget();
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// Create toolbar
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TSharedRef<SWidget> CreateToolbarWidget();
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// Create command list
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void CreateCommandList();
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// Command handlers
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void OnOpenDismembermentGraphEditor();
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void OnOpenAnatomicalLayerEditor();
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void OnOpenBooleanCutTool();
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void OnOpenBloodSystemEditor();
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void OnImportCharacterModel();
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void OnImportOrganModel();
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void OnImportSkeletonModel();
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void OnImportPhysicsAsset();
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void OnTestMatrix();
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// Viewport widget
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TSharedPtr<class SViewport> ViewportWidget;
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// Details panel
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TSharedPtr<class IDetailsView> DetailsWidget;
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// Asset browser
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TSharedPtr<SAssetBrowser> AssetBrowserWidget;
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// Matrix editor
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TSharedPtr<SMatrixInputWidget> MatrixEditorWidget;
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// Graph editor
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TSharedPtr<SGraphEditor> GraphEditorWidget;
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// Toolbar
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TSharedPtr<class SBorder> ToolbarWidget;
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// Command list
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TSharedPtr<FUICommandList> CommandList;
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// The object being edited
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UObject* EditingObject;
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// Flag to track if the editor is initialized
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bool bIsEditorInitialized;
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// Tab IDs
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static const FName ViewportTabId;
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static const FName DetailsTabId;
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static const FName AssetBrowserTabId;
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static const FName MatrixEditorTabId;
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static const FName GraphEditorTabId;
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static const FName ToolbarTabId;
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void CreateEditorLayout();
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void CreateEditorToolbar();
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void RegisterTabSpawners(const TSharedRef<FTabManager>& InTabManager);
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void UnregisterTabSpawners(const TSharedRef<FTabManager>& InTabManager);
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TSharedRef<SDockTab> SpawnTab_Viewport(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnTab_Details(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnTab_LayerSystem(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnTab_PhysicsSettings(const FSpawnTabArgs& Args);
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void PerformBooleanCut();
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void AddNewLayer();
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void SaveEdits();
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void PreviewEffects();
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private:
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USkeletalMesh* SkeletalMesh;
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TSharedPtr<SBorder> ViewportWidget;
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TSharedPtr<IDetailsView> DetailsWidget;
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TSharedPtr<SBorder> LayerSystemWidget;
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TSharedPtr<SBorder> PhysicsSettingsWidget;
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static const FName ViewportTabId;
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static const FName DetailsTabId;
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static const FName LayerSystemTabId;
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static const FName PhysicsSettingsTabId;
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};
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