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#include "DismembermentGraph/DismembermentGraphEditorFactory.h"
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#include "DismembermentGraph/DismembermentGraphAsset.h"
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UDismembermentGraphEditorFactory::UDismembermentGraphEditorFactory()
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{
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// Factory configuration
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SupportedClass = UDismembermentGraphAsset::StaticClass();
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bCreateNew = true;
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bEditAfterNew = true;
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}
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UObject* UDismembermentGraphEditorFactory::FactoryCreateNew(UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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// Create a new dismemberment graph asset
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UDismembermentGraphAsset* NewAsset = NewObject<UDismembermentGraphAsset>(InParent, InClass, InName, Flags);
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return NewAsset;
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}
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bool UDismembermentGraphEditorFactory::ShouldShowInNewMenu() const
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{
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return true;
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}
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@@ -0,0 +1,181 @@
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#include "DismembermentGraph/DismembermentGraphEditor.h"
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#include "DismembermentGraph/DismembermentGraphAsset.h"
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#include "DismembermentGraph/DismembermentGraph.h"
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#include "DismembermentGraph/DismembermentGraphNode.h"
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#include "DismembermentGraph/DismembermentGraphNodeCut.h"
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#include "DismembermentGraph/DismembermentGraphNodeBoneSelect.h"
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#include "DismembermentGraph/DismembermentGraphNodeBloodEffect.h"
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#include "AssetToolsModule.h"
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#include "IAssetTools.h"
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#include "EdGraphUtilities.h"
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#include "Modules/ModuleManager.h"
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#define LOCTEXT_NAMESPACE "DismembermentGraphEditor"
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/**
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* Dismemberment graph schema actions factory
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*/
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class FDismembermentGraphSchemaActionMenuBuilder : public FGraphSchemaActionMenuBuilder
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{
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public:
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// Constructor
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FDismembermentGraphSchemaActionMenuBuilder(const UEdGraphSchema* InSchema)
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: FGraphSchemaActionMenuBuilder(InSchema)
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{
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}
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};
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/**
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* Dismemberment graph editor module
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*/
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class FDismembermentGraphEditorModule : public IModuleInterface
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{
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public:
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// IModuleInterface interface
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virtual void StartupModule() override
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{
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// Register asset type actions
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IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
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// Register asset category
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DismembermentGraphAssetCategoryBit = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Dismemberment")), LOCTEXT("DismembermentGraphAssetCategory", "Dismemberment"));
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// Register asset type actions
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TSharedPtr<IAssetTypeActions> Action = MakeShareable(new FDismembermentGraphAssetTypeActions(DismembermentGraphAssetCategoryBit));
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AssetTools.RegisterAssetTypeActions(Action);
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RegisteredAssetTypeActions.Add(Action);
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// Register graph editor factory
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TSharedPtr<FGraphPanelNodeFactory> NodeFactory = MakeShareable(new FDismembermentGraphNodeFactory);
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FEdGraphUtilities::RegisterVisualNodeFactory(NodeFactory);
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// Register node factories
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RegisterNodeFactory(UDismembermentGraphNodeCut::StaticClass(), LOCTEXT("CutNode", "Cut Node"), LOCTEXT("CutNodeTooltip", "Performs a cut operation"));
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RegisterNodeFactory(UDismembermentGraphNodeBoneSelect::StaticClass(), LOCTEXT("BoneSelectNode", "Bone Select Node"), LOCTEXT("BoneSelectNodeTooltip", "Selects bones for operations"));
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RegisterNodeFactory(UDismembermentGraphNodeBloodEffect::StaticClass(), LOCTEXT("BloodEffectNode", "Blood Effect Node"), LOCTEXT("BloodEffectNodeTooltip", "Creates blood effects"));
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}
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virtual void ShutdownModule() override
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{
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// Unregister asset type actions
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if (FModuleManager::Get().IsModuleLoaded("AssetTools"))
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{
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IAssetTools& AssetTools = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools").Get();
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for (TSharedPtr<IAssetTypeActions> Action : RegisteredAssetTypeActions)
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{
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AssetTools.UnregisterAssetTypeActions(Action.ToSharedRef());
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}
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}
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RegisteredAssetTypeActions.Empty();
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// Unregister node factories
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for (const auto& Factory : RegisteredNodeFactories)
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{
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FEdGraphUtilities::UnregisterVisualNodeFactory(Factory);
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}
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RegisteredNodeFactories.Empty();
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}
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// End of IModuleInterface interface
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private:
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// Asset category bit
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EAssetTypeCategories::Type DismembermentGraphAssetCategoryBit;
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// Registered asset type actions
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TArray<TSharedPtr<IAssetTypeActions>> RegisteredAssetTypeActions;
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// Registered node factories
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TArray<TSharedPtr<FGraphPanelNodeFactory>> RegisteredNodeFactories;
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// Register a node factory
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void RegisterNodeFactory(UClass* NodeClass, const FText& DisplayName, const FText& Tooltip)
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{
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TSharedPtr<FDismembermentGraphNodeFactory> NodeFactory = MakeShareable(new FDismembermentGraphNodeFactory(NodeClass, DisplayName, Tooltip));
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FEdGraphUtilities::RegisterVisualNodeFactory(NodeFactory);
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RegisteredNodeFactories.Add(NodeFactory);
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}
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};
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/**
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* Dismemberment graph asset type actions
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*/
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class FDismembermentGraphAssetTypeActions : public FAssetTypeActions_Base
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{
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public:
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// Constructor
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FDismembermentGraphAssetTypeActions(EAssetTypeCategories::Type InAssetCategory)
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: AssetCategory(InAssetCategory)
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{
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}
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// FAssetTypeActions_Base interface
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virtual FText GetName() const override { return LOCTEXT("DismembermentGraphAssetName", "Dismemberment Graph"); }
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virtual FColor GetTypeColor() const override { return FColor(255, 64, 64); }
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virtual UClass* GetSupportedClass() const override { return UDismembermentGraphAsset::StaticClass(); }
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virtual uint32 GetCategories() override { return AssetCategory; }
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virtual bool HasActions(const TArray<UObject*>& InObjects) const override { return false; }
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virtual void OpenAssetEditor(const TArray<UObject*>& InObjects, TSharedPtr<IToolkitHost> EditWithinLevelEditor) override
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{
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for (UObject* Object : InObjects)
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{
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if (UDismembermentGraphAsset* GraphAsset = Cast<UDismembermentGraphAsset>(Object))
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{
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TSharedRef<FDismembermentGraphEditor> NewEditor = MakeShareable(new FDismembermentGraphEditor());
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NewEditor->InitDismembermentGraphEditor(EToolkitMode::Standalone, EditWithinLevelEditor, GraphAsset);
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}
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}
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}
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// End of FAssetTypeActions_Base interface
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private:
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// Asset category
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EAssetTypeCategories::Type AssetCategory;
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};
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/**
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* Dismemberment graph node factory
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*/
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class FDismembermentGraphNodeFactory : public FGraphPanelNodeFactory
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{
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public:
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// Constructor
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FDismembermentGraphNodeFactory()
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: NodeClass(nullptr)
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{
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}
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FDismembermentGraphNodeFactory(UClass* InNodeClass, const FText& InDisplayName, const FText& InTooltip)
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: NodeClass(InNodeClass)
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, DisplayName(InDisplayName)
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, Tooltip(InTooltip)
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{
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}
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// FGraphPanelNodeFactory interface
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virtual TSharedPtr<SGraphNode> CreateNode(UEdGraphNode* Node) const override
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{
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if (NodeClass && Node->IsA(NodeClass))
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{
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return SNew(SDismembermentGraphNode, Node);
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}
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return nullptr;
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}
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// End of FGraphPanelNodeFactory interface
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private:
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// Node class
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UClass* NodeClass;
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// Display name
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FText DisplayName;
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// Tooltip
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FText Tooltip;
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};
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IMPLEMENT_MODULE(FDismembermentGraphEditorModule, FLESHEditor)
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#undef LOCTEXT_NAMESPACE
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#include "DismembermentGraph/DismembermentGraphSchema.h"
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#include "DismembermentGraph/DismembermentGraph.h"
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#include "DismembermentGraph/DismembermentGraphNode.h"
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#include "DismembermentGraph/DismembermentGraphNodeCut.h"
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#include "DismembermentGraph/DismembermentGraphNodeBoneSelect.h"
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#include "DismembermentGraph/DismembermentGraphNodeBloodEffect.h"
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#include "DismembermentGraph/DismembermentGraphNodePhysics.h"
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#include "DismembermentGraph/DismembermentGraphNodeOrgan.h"
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#include "DismembermentGraph/DismembermentGraphNodeWound.h"
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#include "EdGraphNode_Comment.h"
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#include "Framework/Commands/GenericCommands.h"
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#include "GraphEditorActions.h"
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#include "ToolMenus.h"
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#define LOCTEXT_NAMESPACE "DismembermentGraphSchema"
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// Pin categories
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const FName UDismembermentGraphSchema::PC_Exec("Exec");
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const FName UDismembermentGraphSchema::PC_Bone("Bone");
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const FName UDismembermentGraphSchema::PC_Cut("Cut");
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const FName UDismembermentGraphSchema::PC_Blood("Blood");
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const FName UDismembermentGraphSchema::PC_Physics("Physics");
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const FName UDismembermentGraphSchema::PC_Organ("Organ");
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const FName UDismembermentGraphSchema::PC_Wound("Wound");
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void UDismembermentGraphSchema::GetGraphContextActions(FGraphContextMenuBuilder& ContextMenuBuilder) const
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{
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// Add node actions
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const FText ToolTip = LOCTEXT("NewDismembermentNodeTooltip", "Add node here");
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const FText MenuDesc = LOCTEXT("NewDismembermentNodeMenuDesc", "Add Node");
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TArray<TSubclassOf<UDismembermentGraphNode>> NodeClasses;
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NodeClasses.Add(UDismembermentGraphNodeCut::StaticClass());
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NodeClasses.Add(UDismembermentGraphNodeBoneSelect::StaticClass());
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NodeClasses.Add(UDismembermentGraphNodeBloodEffect::StaticClass());
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NodeClasses.Add(UDismembermentGraphNodePhysics::StaticClass());
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NodeClasses.Add(UDismembermentGraphNodeOrgan::StaticClass());
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NodeClasses.Add(UDismembermentGraphNodeWound::StaticClass());
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for (TSubclassOf<UDismembermentGraphNode> NodeClass : NodeClasses)
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{
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UDismembermentGraphNode* NodeTemplate = NodeClass->GetDefaultObject<UDismembermentGraphNode>();
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FText NodeCategory = NodeTemplate->NodeCategory;
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FText NodeTitle = NodeTemplate->GetNodeTitle(ENodeTitleType::ListView);
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FText NodeTooltip = NodeTemplate->GetTooltipText();
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TSharedPtr<FDismembermentSchemaAction_NewNode> NewNodeAction(new FDismembermentSchemaAction_NewNode(
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NodeCategory,
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NodeTitle,
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NodeTooltip,
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0));
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NewNodeAction->NodeClass = NodeClass;
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ContextMenuBuilder.AddAction(NewNodeAction);
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}
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// Add comment node
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TSharedPtr<FDismembermentSchemaAction_NewNode> NewCommentAction(new FDismembermentSchemaAction_NewNode(
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FText::GetEmpty(),
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LOCTEXT("NewComment", "Comment"),
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LOCTEXT("NewCommentTooltip", "Add a comment node"),
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0));
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NewCommentAction->NodeClass = UEdGraphNode_Comment::StaticClass();
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ContextMenuBuilder.AddAction(NewCommentAction);
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}
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void UDismembermentGraphSchema::GetContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
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{
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if (Context && Context->Node)
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{
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FToolMenuSection& Section = Menu->AddSection("DismembermentGraphNodeActions", LOCTEXT("NodeActionsMenuHeader", "Node Actions"));
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Section.AddMenuEntry(FGenericCommands::Get().Delete);
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Section.AddMenuEntry(FGenericCommands::Get().Cut);
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Section.AddMenuEntry(FGenericCommands::Get().Copy);
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Section.AddMenuEntry(FGenericCommands::Get().Duplicate);
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// Add preview action
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Section.AddMenuEntry(
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"PreviewNode",
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LOCTEXT("PreviewNode", "Preview Node"),
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LOCTEXT("PreviewNodeTooltip", "Preview the effect of this node"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateLambda([Context]()
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{
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if (UDismembermentGraphNode* Node = Cast<UDismembermentGraphNode>(Context->Node))
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{
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// TODO: Implement node preview
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}
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}),
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FCanExecuteAction::CreateLambda([Context]()
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{
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return Context->Node != nullptr;
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})
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)
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);
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}
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// Add general graph actions
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{
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FToolMenuSection& Section = Menu->AddSection("DismembermentGraphActions", LOCTEXT("GraphActionsMenuHeader", "Graph Actions"));
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Section.AddMenuEntry(FGraphEditorCommands::Get().SelectAllNodes);
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Section.AddMenuEntry(
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"ArrangeNodes",
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LOCTEXT("ArrangeNodes", "Arrange Nodes"),
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LOCTEXT("ArrangeNodesTooltip", "Arrange the nodes in the graph"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateLambda([Context]()
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{
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if (Context && Context->Graph)
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{
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// TODO: Implement node arrangement
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}
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}),
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FCanExecuteAction::CreateLambda([Context]()
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{
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return Context && Context->Graph;
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})
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)
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);
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}
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}
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const FPinConnectionResponse UDismembermentGraphSchema::CanCreateConnection(const UEdGraphPin* A, const UEdGraphPin* B) const
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{
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// Make sure the pins are valid
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if (!A || !B)
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{
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return FPinConnectionResponse(CONNECT_RESPONSE_DISALLOW, LOCTEXT("PinError", "Invalid pins"));
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}
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// Make sure the pins are not on the same node
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if (A->GetOwningNode() == B->GetOwningNode())
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{
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return FPinConnectionResponse(CONNECT_RESPONSE_DISALLOW, LOCTEXT("SameNode", "Can't connect pins on the same node"));
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}
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// Check pin directions
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const UEdGraphPin* InputPin = nullptr;
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const UEdGraphPin* OutputPin = nullptr;
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if (A->Direction == EGPD_Input && B->Direction == EGPD_Output)
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{
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InputPin = A;
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OutputPin = B;
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}
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else if (A->Direction == EGPD_Output && B->Direction == EGPD_Input)
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{
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InputPin = B;
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OutputPin = A;
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}
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else
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{
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return FPinConnectionResponse(CONNECT_RESPONSE_DISALLOW, LOCTEXT("IncompatibleDirections", "Incompatible pin directions"));
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}
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// Check pin types
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FDismembermentGraphPinType InputType = GetPinType(InputPin);
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FDismembermentGraphPinType OutputType = GetPinType(OutputPin);
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if (InputType != OutputType)
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{
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return FPinConnectionResponse(CONNECT_RESPONSE_DISALLOW, LOCTEXT("IncompatibleTypes", "Incompatible pin types"));
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}
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// Check for cycles
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if (WouldCreateCycle(OutputPin, InputPin))
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{
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return FPinConnectionResponse(CONNECT_RESPONSE_DISALLOW, LOCTEXT("CycleDetected", "Connection would create a cycle"));
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}
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// Check if the pins are already connected
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for (int32 i = 0; i < InputPin->LinkedTo.Num(); ++i)
|
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{
|
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if (InputPin->LinkedTo[i] == OutputPin)
|
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{
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return FPinConnectionResponse(CONNECT_RESPONSE_DISALLOW, LOCTEXT("AlreadyConnected", "Pins are already connected"));
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}
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}
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return FPinConnectionResponse(CONNECT_RESPONSE_MAKE, LOCTEXT("CreateConnection", "Create Connection"));
|
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}
|
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bool UDismembermentGraphSchema::TryCreateConnection(UEdGraphPin* A, UEdGraphPin* B) const
|
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{
|
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// Check if the connection is valid
|
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const FPinConnectionResponse Response = CanCreateConnection(A, B);
|
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if (Response.Response != CONNECT_RESPONSE_MAKE)
|
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{
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return false;
|
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}
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|
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// Break existing connections on input pins
|
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if (A->Direction == EGPD_Input)
|
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{
|
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A->BreakAllPinLinks();
|
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}
|
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else if (B->Direction == EGPD_Input)
|
||||
{
|
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B->BreakAllPinLinks();
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||||
}
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||||
|
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// Make the connection
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A->MakeLinkTo(B);
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return true;
|
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}
|
||||
|
||||
bool UDismembermentGraphSchema::ShouldHidePinDefaultValue(UEdGraphPin* Pin) const
|
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{
|
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return Pin && Pin->LinkedTo.Num() > 0;
|
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}
|
||||
|
||||
FLinearColor UDismembermentGraphSchema::GetPinTypeColor(const FEdGraphPinType& PinType) const
|
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{
|
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FDismembermentGraphPinType DismembermentPinType;
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DismembermentPinType.PinCategory = PinType.PinCategory;
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return GetPinTypeColor(DismembermentPinType);
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}
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void UDismembermentGraphSchema::BreakNodeLinks(UEdGraphNode& TargetNode) const
|
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{
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Super::BreakNodeLinks(TargetNode);
|
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}
|
||||
|
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void UDismembermentGraphSchema::BreakPinLinks(UEdGraphPin& TargetPin, bool bSendsNodeNotification) const
|
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{
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Super::BreakPinLinks(TargetPin, bSendsNodeNotification);
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}
|
||||
|
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void UDismembermentGraphSchema::BreakSinglePinLink(UEdGraphPin* SourcePin, UEdGraphPin* TargetPin) const
|
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{
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Super::BreakSinglePinLink(SourcePin, TargetPin);
|
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}
|
||||
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void UDismembermentGraphSchema::DroppedAssetsOnGraph(const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraph* Graph) const
|
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{
|
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// TODO: Implement asset dropping
|
||||
}
|
||||
|
||||
void UDismembermentGraphSchema::DroppedAssetsOnNode(const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraphNode* Node) const
|
||||
{
|
||||
// TODO: Implement asset dropping on nodes
|
||||
}
|
||||
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||||
void UDismembermentGraphSchema::DroppedAssetsOnPin(const TArray<FAssetData>& Assets, const FVector2D& GraphPosition, UEdGraphPin* Pin) const
|
||||
{
|
||||
// TODO: Implement asset dropping on pins
|
||||
}
|
||||
|
||||
void UDismembermentGraphSchema::GetAssetsNodeHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphNode* HoverNode, FString& OutTooltipText, bool& OutOkIcon) const
|
||||
{
|
||||
// TODO: Implement asset hover message
|
||||
OutTooltipText = TEXT("Drop to create a reference");
|
||||
OutOkIcon = true;
|
||||
}
|
||||
|
||||
void UDismembermentGraphSchema::GetAssetsPinHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphPin* HoverPin, FString& OutTooltipText, bool& OutOkIcon) const
|
||||
{
|
||||
// TODO: Implement asset hover message
|
||||
OutTooltipText = TEXT("Drop to create a reference");
|
||||
OutOkIcon = true;
|
||||
}
|
||||
|
||||
bool UDismembermentGraphSchema::CanConnectPins(const UEdGraphPin* PinA, const UEdGraphPin* PinB, FDismembermentGraphConnectionResponse& OutResponse) const
|
||||
{
|
||||
// Check if the pins are valid
|
||||
if (!PinA || !PinB)
|
||||
{
|
||||
OutResponse.Response = FDismembermentGraphConnectionResponse_K2::ERROR_INCOMPATIBLE;
|
||||
OutResponse.Message = LOCTEXT("PinError", "Invalid pins");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check if the pins are on the same node
|
||||
if (PinA->GetOwningNode() == PinB->GetOwningNode())
|
||||
{
|
||||
OutResponse.Response = FDismembermentGraphConnectionResponse_K2::ERROR_SELF_CONNECTION;
|
||||
OutResponse.Message = LOCTEXT("SameNode", "Can't connect pins on the same node");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check pin directions
|
||||
const UEdGraphPin* InputPin = nullptr;
|
||||
const UEdGraphPin* OutputPin = nullptr;
|
||||
|
||||
if (PinA->Direction == EGPD_Input && PinB->Direction == EGPD_Output)
|
||||
{
|
||||
InputPin = PinA;
|
||||
OutputPin = PinB;
|
||||
}
|
||||
else if (PinA->Direction == EGPD_Output && PinB->Direction == EGPD_Input)
|
||||
{
|
||||
InputPin = PinB;
|
||||
OutputPin = PinA;
|
||||
}
|
||||
else
|
||||
{
|
||||
OutResponse.Response = FDismembermentGraphConnectionResponse_K2::ERROR_INCOMPATIBLE;
|
||||
OutResponse.Message = LOCTEXT("IncompatibleDirections", "Incompatible pin directions");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check pin types
|
||||
FDismembermentGraphPinType InputType = GetPinType(InputPin);
|
||||
FDismembermentGraphPinType OutputType = GetPinType(OutputPin);
|
||||
|
||||
if (InputType != OutputType)
|
||||
{
|
||||
OutResponse.Response = FDismembermentGraphConnectionResponse_K2::ERROR_INCOMPATIBLE;
|
||||
OutResponse.Message = LOCTEXT("IncompatibleTypes", "Incompatible pin types");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check for cycles
|
||||
if (WouldCreateCycle(OutputPin, InputPin))
|
||||
{
|
||||
OutResponse.Response = FDismembermentGraphConnectionResponse_K2::ERROR_CYCLE;
|
||||
OutResponse.Message = LOCTEXT("CycleDetected", "Connection would create a cycle");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check if the pins are already connected
|
||||
for (int32 i = 0; i < InputPin->LinkedTo.Num(); ++i)
|
||||
{
|
||||
if (InputPin->LinkedTo[i] == OutputPin)
|
||||
{
|
||||
OutResponse.Response = FDismembermentGraphConnectionResponse_K2::ERROR_DISALLOWED;
|
||||
OutResponse.Message = LOCTEXT("AlreadyConnected", "Pins are already connected");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
OutResponse.Response = FDismembermentGraphConnectionResponse_K2::OK;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool UDismembermentGraphSchema::WouldCreateCycle(const UEdGraphPin* PinA, const UEdGraphPin* PinB) const
|
||||
{
|
||||
// Check if connecting these pins would create a cycle
|
||||
const UEdGraphNode* NodeA = PinA->GetOwningNode();
|
||||
const UEdGraphNode* NodeB = PinB->GetOwningNode();
|
||||
|
||||
// If the nodes are the same, there's a cycle
|
||||
if (NodeA == NodeB)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Depth-first search to check for cycles
|
||||
TSet<const UEdGraphNode*> VisitedNodes;
|
||||
TArray<const UEdGraphNode*> NodesToVisit;
|
||||
NodesToVisit.Push(NodeB);
|
||||
|
||||
while (NodesToVisit.Num() > 0)
|
||||
{
|
||||
const UEdGraphNode* CurrentNode = NodesToVisit.Pop();
|
||||
if (VisitedNodes.Contains(CurrentNode))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
VisitedNodes.Add(CurrentNode);
|
||||
|
||||
// Check all output pins
|
||||
for (int32 PinIndex = 0; PinIndex < CurrentNode->Pins.Num(); ++PinIndex)
|
||||
{
|
||||
const UEdGraphPin* Pin = CurrentNode->Pins[PinIndex];
|
||||
if (Pin->Direction == EGPD_Output)
|
||||
{
|
||||
// Check all connections
|
||||
for (int32 LinkIndex = 0; LinkIndex < Pin->LinkedTo.Num(); ++LinkIndex)
|
||||
{
|
||||
const UEdGraphPin* LinkedPin = Pin->LinkedTo[LinkIndex];
|
||||
const UEdGraphNode* LinkedNode = LinkedPin->GetOwningNode();
|
||||
|
||||
// If we found NodeA, there's a cycle
|
||||
if (LinkedNode == NodeA)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Add the linked node to the nodes to visit
|
||||
NodesToVisit.Push(LinkedNode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
FDismembermentGraphPinType UDismembermentGraphSchema::GetPinType(const UEdGraphPin* Pin)
|
||||
{
|
||||
return FDismembermentGraphPinType(Pin->PinType.PinCategory);
|
||||
}
|
||||
|
||||
FLinearColor UDismembermentGraphSchema::GetPinTypeColor(const FDismembermentGraphPinType& PinType)
|
||||
{
|
||||
if (PinType.PinCategory == PC_Exec)
|
||||
{
|
||||
return FLinearColor::White;
|
||||
}
|
||||
else if (PinType.PinCategory == PC_Bone)
|
||||
{
|
||||
return FLinearColor(0.9f, 0.9f, 0.2f);
|
||||
}
|
||||
else if (PinType.PinCategory == PC_Cut)
|
||||
{
|
||||
return FLinearColor(1.0f, 0.0f, 0.0f);
|
||||
}
|
||||
else if (PinType.PinCategory == PC_Blood)
|
||||
{
|
||||
return FLinearColor(0.8f, 0.0f, 0.0f);
|
||||
}
|
||||
else if (PinType.PinCategory == PC_Physics)
|
||||
{
|
||||
return FLinearColor(0.0f, 0.8f, 0.8f);
|
||||
}
|
||||
else if (PinType.PinCategory == PC_Organ)
|
||||
{
|
||||
return FLinearColor(0.8f, 0.4f, 0.4f);
|
||||
}
|
||||
else if (PinType.PinCategory == PC_Wound)
|
||||
{
|
||||
return FLinearColor(0.6f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
return FLinearColor::Black;
|
||||
}
|
||||
|
||||
UDismembermentGraphNode* UDismembermentGraphSchema::CreateNode(TSubclassOf<UDismembermentGraphNode> NodeClass, UEdGraph* ParentGraph, float NodePosX, float NodePosY, bool bSelectNewNode)
|
||||
{
|
||||
UDismembermentGraphNode* NewNode = NewObject<UDismembermentGraphNode>(ParentGraph, NodeClass);
|
||||
NewNode->CreateNewGuid();
|
||||
NewNode->PostPlacedNewNode();
|
||||
NewNode->NodePosX = NodePosX;
|
||||
NewNode->NodePosY = NodePosY;
|
||||
NewNode->AllocateDefaultPins();
|
||||
|
||||
ParentGraph->AddNode(NewNode, true, bSelectNewNode);
|
||||
|
||||
return NewNode;
|
||||
}
|
||||
|
||||
// Schema action for creating a new node
|
||||
FDismembermentSchemaAction_NewNode::FDismembermentSchemaAction_NewNode(const FText& InNodeCategory, const FText& InMenuDesc, const FText& InToolTip, const int32 InGrouping)
|
||||
: FEdGraphSchemaAction(InNodeCategory, InMenuDesc, InToolTip, InGrouping)
|
||||
{
|
||||
}
|
||||
|
||||
UEdGraphNode* FDismembermentSchemaAction_NewNode::PerformAction(UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode)
|
||||
{
|
||||
UDismembermentGraphNode* NewNode = UDismembermentGraphSchema::CreateNode(NodeClass, ParentGraph, Location.X, Location.Y, bSelectNewNode);
|
||||
return NewNode;
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
@@ -0,0 +1,787 @@
|
||||
#include "DismembermentGraph/DismembermentPreviewManager.h"
|
||||
#include "DismembermentGraph/DismembermentGraphNode.h"
|
||||
#include "DismembermentGraph/DismembermentGraphNodeCut.h"
|
||||
#include "DismembermentGraph/DismembermentGraphNodeBoneSelect.h"
|
||||
#include "DismembermentGraph/DismembermentGraphNodeBloodEffect.h"
|
||||
#include "DismembermentGraph/DismembermentGraphNodePhysics.h"
|
||||
#include "DismembermentGraph/DismembermentGraphNodeOrgan.h"
|
||||
#include "DismembermentGraph/DismembermentGraphNodeWound.h"
|
||||
#include "Components/SkeletalMeshComponent.h"
|
||||
#include "Components/StaticMeshComponent.h"
|
||||
#include "Components/DecalComponent.h"
|
||||
#include "NiagaraComponent.h"
|
||||
#include "NiagaraSystem.h"
|
||||
#include "Engine/StaticMesh.h"
|
||||
#include "Materials/MaterialInterface.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "Engine/World.h"
|
||||
|
||||
// Define log category
|
||||
DEFINE_LOG_CATEGORY(LogFLESHPreview);
|
||||
|
||||
UDismembermentPreviewManager::UDismembermentPreviewManager()
|
||||
: World(nullptr)
|
||||
, TargetActor(nullptr)
|
||||
, TargetSkeletalMesh(nullptr)
|
||||
, PreviewedNode(nullptr)
|
||||
, PreviewCutPlaneMesh(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
void UDismembermentPreviewManager::Initialize(TObjectPtr<UWorld> InWorld)
|
||||
{
|
||||
World = InWorld;
|
||||
UE_LOG(LogFLESHPreview, Log, TEXT("Preview manager initialized"));
|
||||
}
|
||||
|
||||
void UDismembermentPreviewManager::Cleanup()
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Log, TEXT("Cleaning up preview manager"));
|
||||
ClearPreview();
|
||||
World = nullptr;
|
||||
TargetActor = nullptr;
|
||||
TargetSkeletalMesh = nullptr;
|
||||
}
|
||||
|
||||
void UDismembermentPreviewManager::SetTargetActor(TObjectPtr<AActor> InActor)
|
||||
{
|
||||
// Clear any existing preview
|
||||
ClearPreview();
|
||||
|
||||
// Set the new target actor
|
||||
TargetActor = InActor;
|
||||
|
||||
if (TargetActor)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Log, TEXT("Set target actor: %s"), *TargetActor->GetName());
|
||||
// Find the skeletal mesh component
|
||||
FindTargetSkeletalMesh();
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Set empty target actor"));
|
||||
}
|
||||
}
|
||||
|
||||
bool UDismembermentPreviewManager::PreviewNode(TObjectPtr<UDismembermentGraphNode> Node)
|
||||
{
|
||||
// Clear any existing preview
|
||||
ClearPreview();
|
||||
|
||||
// Set the new previewed node
|
||||
PreviewedNode = Node;
|
||||
|
||||
// Check if we have a valid target
|
||||
if (!TargetActor || !TargetSkeletalMesh)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot preview node: Invalid target actor or skeletal mesh"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Node)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot preview node: Node is null"));
|
||||
return false;
|
||||
}
|
||||
|
||||
UE_LOG(LogFLESHPreview, Log, TEXT("Previewing node: %s"), *Node->GetNodeTitle(ENodeTitleType::FullTitle).ToString());
|
||||
|
||||
// Preview based on node type
|
||||
if (TObjectPtr<UDismembermentGraphNodeCut> CutNode = Cast<UDismembermentGraphNodeCut>(Node))
|
||||
{
|
||||
return PreviewCutNode(CutNode);
|
||||
}
|
||||
else if (TObjectPtr<UDismembermentGraphNodeBoneSelect> BoneSelectNode = Cast<UDismembermentGraphNodeBoneSelect>(Node))
|
||||
{
|
||||
return PreviewBoneSelectNode(BoneSelectNode);
|
||||
}
|
||||
else if (TObjectPtr<UDismembermentGraphNodeBloodEffect> BloodEffectNode = Cast<UDismembermentGraphNodeBloodEffect>(Node))
|
||||
{
|
||||
return PreviewBloodEffectNode(BloodEffectNode);
|
||||
}
|
||||
else if (TObjectPtr<UDismembermentGraphNodePhysics> PhysicsNode = Cast<UDismembermentGraphNodePhysics>(Node))
|
||||
{
|
||||
return PreviewPhysicsNode(PhysicsNode);
|
||||
}
|
||||
else if (TObjectPtr<UDismembermentGraphNodeOrgan> OrganNode = Cast<UDismembermentGraphNodeOrgan>(Node))
|
||||
{
|
||||
return PreviewOrganNode(OrganNode);
|
||||
}
|
||||
else if (TObjectPtr<UDismembermentGraphNodeWound> WoundNode = Cast<UDismembermentGraphNodeWound>(Node))
|
||||
{
|
||||
return PreviewWoundNode(WoundNode);
|
||||
}
|
||||
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Unknown node type"));
|
||||
return false;
|
||||
}
|
||||
|
||||
void UDismembermentPreviewManager::ClearPreview()
|
||||
{
|
||||
// Clear the previewed node
|
||||
PreviewedNode = nullptr;
|
||||
|
||||
// Clear all preview components
|
||||
ClearPreviewComponents();
|
||||
|
||||
// Clear preview data
|
||||
PreviewBoneSelections.Empty();
|
||||
PreviewCutTransforms.Empty();
|
||||
PreviewBloodEffectTransforms.Empty();
|
||||
PreviewOrganTransforms.Empty();
|
||||
PreviewWoundTransforms.Empty();
|
||||
|
||||
UE_LOG(LogFLESHPreview, Verbose, TEXT("Preview cleared"));
|
||||
}
|
||||
|
||||
void UDismembermentPreviewManager::Tick(float DeltaTime)
|
||||
{
|
||||
// Update preview effects
|
||||
if (PreviewedNode && TargetActor && TargetSkeletalMesh)
|
||||
{
|
||||
// Update based on node type
|
||||
if (UDismembermentGraphNodeCut* CutNode = Cast<UDismembermentGraphNodeCut>(PreviewedNode))
|
||||
{
|
||||
// Update cut preview
|
||||
}
|
||||
else if (UDismembermentGraphNodeBloodEffect* BloodEffectNode = Cast<UDismembermentGraphNodeBloodEffect>(PreviewedNode))
|
||||
{
|
||||
// Update blood effect preview
|
||||
}
|
||||
else if (UDismembermentGraphNodePhysics* PhysicsNode = Cast<UDismembermentGraphNodePhysics>(PreviewedNode))
|
||||
{
|
||||
// Update physics preview
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool UDismembermentPreviewManager::FindTargetSkeletalMesh()
|
||||
{
|
||||
TargetSkeletalMesh = nullptr;
|
||||
|
||||
if (TargetActor)
|
||||
{
|
||||
// Find the first skeletal mesh component
|
||||
TargetSkeletalMesh = TargetActor->FindComponentByClass<USkeletalMeshComponent>();
|
||||
|
||||
if (TargetSkeletalMesh)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Log, TEXT("Found target skeletal mesh: %s"), *TargetSkeletalMesh->GetName());
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("No skeletal mesh component found on actor %s"), *TargetActor->GetName());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot find skeletal mesh: Target actor is null"));
|
||||
}
|
||||
|
||||
return TargetSkeletalMesh != nullptr;
|
||||
}
|
||||
|
||||
bool UDismembermentPreviewManager::PreviewCutNode(TObjectPtr<UDismembermentGraphNodeCut> CutNode)
|
||||
{
|
||||
if (!CutNode || !TargetActor || !TargetSkeletalMesh)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot preview cut node: Invalid parameters"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the cut parameters
|
||||
float CutWidth = CutNode->CutWidth;
|
||||
float CutDepth = CutNode->CutDepth;
|
||||
UMaterialInterface* CutMaterial = CutNode->bUseCustomMaterial ? CutNode->CustomCutMaterial : nullptr;
|
||||
|
||||
// Get the actor's transform
|
||||
FTransform ActorTransform = TargetActor->GetActorTransform();
|
||||
|
||||
// Create a default cut direction if not connected to an input
|
||||
FVector CutLocation = ActorTransform.GetLocation() + FVector(0.0f, 0.0f, 100.0f);
|
||||
FVector CutDirection = FVector(1.0f, 0.0f, 0.0f);
|
||||
|
||||
// Create the preview cut plane mesh
|
||||
PreviewCutPlaneMesh = CreatePreviewCutPlaneMesh(CutLocation, CutDirection, CutWidth, CutDepth, CutMaterial);
|
||||
|
||||
if (!PreviewCutPlaneMesh)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Error, TEXT("Failed to create cut plane mesh"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Store the cut transform for later use
|
||||
FTransform CutTransform;
|
||||
CutTransform.SetLocation(CutLocation);
|
||||
CutTransform.SetRotation(FQuat::MakeFromX(CutDirection));
|
||||
CutTransform.SetScale3D(FVector(CutWidth, CutDepth, 1.0f));
|
||||
PreviewCutTransforms.Add(CutTransform);
|
||||
|
||||
UE_LOG(LogFLESHPreview, Log, TEXT("Cut node preview created successfully"));
|
||||
|
||||
return PreviewCutPlaneMesh != nullptr;
|
||||
}
|
||||
|
||||
bool UDismembermentPreviewManager::PreviewBoneSelectNode(TObjectPtr<UDismembermentGraphNodeBoneSelect> BoneSelectNode)
|
||||
{
|
||||
if (!BoneSelectNode || !TargetActor || !TargetSkeletalMesh)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot preview bone select node: Invalid parameters"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the bone selection parameters
|
||||
TArray<FName> BoneNames = BoneSelectNode->BoneNames;
|
||||
bool bUseRegex = BoneSelectNode->bUseRegex;
|
||||
FString BoneNamePattern = BoneSelectNode->BoneNamePattern;
|
||||
bool bIncludeChildren = BoneSelectNode->bIncludeChildren;
|
||||
|
||||
// Store the bone selections for later use
|
||||
PreviewBoneSelections.Append(BoneNames);
|
||||
|
||||
UE_LOG(LogFLESHPreview, Log, TEXT("Bone select node preview created successfully, selected %d bones"), BoneNames.Num());
|
||||
|
||||
// TODO: Handle regex and child bones
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool UDismembermentPreviewManager::PreviewBloodEffectNode(TObjectPtr<UDismembermentGraphNodeBloodEffect> BloodEffectNode)
|
||||
{
|
||||
if (!BloodEffectNode || !TargetActor || !TargetSkeletalMesh)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot preview blood effect node: Invalid parameters"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the blood effect parameters
|
||||
UNiagaraSystem* BloodEffect = BloodEffectNode->BloodEffect;
|
||||
float BloodAmount = BloodEffectNode->BloodAmount;
|
||||
float BloodPressure = BloodEffectNode->BloodPressure;
|
||||
bool bCreateBloodPool = BloodEffectNode->bCreateBloodPool;
|
||||
float BloodPoolSize = BloodEffectNode->BloodPoolSize;
|
||||
UMaterialInterface* BloodPoolMaterial = BloodEffectNode->BloodPoolMaterial;
|
||||
|
||||
if (!BloodEffect)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot preview blood effect: No blood effect system specified"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the actor's transform
|
||||
FTransform ActorTransform = TargetActor->GetActorTransform();
|
||||
|
||||
// Create a default blood effect location if not connected to an input
|
||||
FVector BloodLocation = ActorTransform.GetLocation() + FVector(0.0f, 0.0f, 100.0f);
|
||||
|
||||
// Create the preview blood effect
|
||||
TObjectPtr<UNiagaraComponent> BloodEffectComponent = CreatePreviewBloodEffect(BloodLocation, BloodEffect, BloodAmount, BloodPressure);
|
||||
|
||||
if (!BloodEffectComponent)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Error, TEXT("Failed to create blood effect component"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the preview blood pool if needed
|
||||
TObjectPtr<UDecalComponent> BloodPoolComponent = nullptr;
|
||||
if (bCreateBloodPool)
|
||||
{
|
||||
BloodPoolComponent = CreatePreviewBloodPool(BloodLocation, BloodPoolSize, BloodPoolMaterial);
|
||||
|
||||
if (!BloodPoolComponent)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Failed to create blood pool component"));
|
||||
}
|
||||
}
|
||||
|
||||
// Store the blood effect transform for later use
|
||||
FTransform BloodEffectTransform;
|
||||
BloodEffectTransform.SetLocation(BloodLocation);
|
||||
PreviewBloodEffectTransforms.Add(BloodEffectTransform);
|
||||
|
||||
UE_LOG(LogFLESHPreview, Log, TEXT("Blood effect node preview created successfully"));
|
||||
|
||||
return BloodEffectComponent != nullptr;
|
||||
}
|
||||
|
||||
bool UDismembermentPreviewManager::PreviewPhysicsNode(TObjectPtr<UDismembermentGraphNodePhysics> PhysicsNode)
|
||||
{
|
||||
if (!PhysicsNode || !TargetActor || !TargetSkeletalMesh)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot preview physics node: Invalid parameters"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the physics parameters
|
||||
float Mass = PhysicsNode->Mass;
|
||||
float LinearDamping = PhysicsNode->LinearDamping;
|
||||
float AngularDamping = PhysicsNode->AngularDamping;
|
||||
bool bEnableGravity = PhysicsNode->bEnableGravity;
|
||||
bool bSimulatePhysics = PhysicsNode->bSimulatePhysics;
|
||||
bool bGenerateOverlapEvents = PhysicsNode->bGenerateOverlapEvents;
|
||||
UPhysicalMaterial* PhysicalMaterial = PhysicsNode->PhysicalMaterial;
|
||||
float ImpulseForce = PhysicsNode->ImpulseForce;
|
||||
float ImpulseRadius = PhysicsNode->ImpulseRadius;
|
||||
|
||||
// Apply physics settings to the target skeletal mesh
|
||||
if (TargetSkeletalMesh)
|
||||
{
|
||||
// Store original values to restore later
|
||||
TargetSkeletalMesh->SetMassOverrideInKg(NAME_None, Mass, true);
|
||||
TargetSkeletalMesh->SetLinearDamping(LinearDamping);
|
||||
TargetSkeletalMesh->SetAngularDamping(AngularDamping);
|
||||
TargetSkeletalMesh->SetEnableGravity(bEnableGravity);
|
||||
TargetSkeletalMesh->SetSimulatePhysics(bSimulatePhysics);
|
||||
TargetSkeletalMesh->SetGenerateOverlapEvents(bGenerateOverlapEvents);
|
||||
|
||||
if (PhysicalMaterial)
|
||||
{
|
||||
TargetSkeletalMesh->SetPhysMaterialOverride(PhysicalMaterial);
|
||||
}
|
||||
|
||||
UE_LOG(LogFLESHPreview, Log, TEXT("Physics node preview applied successfully, mass: %.2f, linear damping: %.2f, angular damping: %.2f"),
|
||||
Mass, LinearDamping, AngularDamping);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool UDismembermentPreviewManager::PreviewOrganNode(TObjectPtr<UDismembermentGraphNodeOrgan> OrganNode)
|
||||
{
|
||||
if (!OrganNode || !TargetActor || !TargetSkeletalMesh)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot preview organ node: Invalid parameters"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the organ parameters
|
||||
UStaticMesh* OrganMesh = OrganNode->OrganMesh;
|
||||
UMaterialInterface* OrganMaterial = OrganNode->OrganMaterial;
|
||||
FName AttachBoneName = OrganNode->AttachBoneName;
|
||||
FVector RelativeLocation = OrganNode->RelativeLocation;
|
||||
FRotator RelativeRotation = OrganNode->RelativeRotation;
|
||||
FVector RelativeScale = OrganNode->RelativeScale;
|
||||
bool bSimulatePhysics = OrganNode->bSimulatePhysics;
|
||||
float DamageMultiplier = OrganNode->DamageMultiplier;
|
||||
bool bIsCriticalOrgan = OrganNode->bIsCriticalOrgan;
|
||||
float BloodAmount = OrganNode->BloodAmount;
|
||||
|
||||
if (!OrganMesh)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot preview organ: No organ mesh specified"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the preview organ
|
||||
TObjectPtr<UStaticMeshComponent> OrganComponent = CreatePreviewOrgan(OrganMesh, OrganMaterial, AttachBoneName, RelativeLocation, RelativeRotation, RelativeScale);
|
||||
|
||||
if (!OrganComponent)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Error, TEXT("Failed to create organ component"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Store the organ transform for later use
|
||||
FTransform OrganTransform;
|
||||
if (TargetSkeletalMesh && !AttachBoneName.IsNone())
|
||||
{
|
||||
FTransform BoneTransform = TargetSkeletalMesh->GetBoneTransform(TargetSkeletalMesh->GetBoneIndex(AttachBoneName));
|
||||
OrganTransform = FTransform(RelativeRotation, RelativeLocation, RelativeScale) * BoneTransform;
|
||||
}
|
||||
else
|
||||
{
|
||||
OrganTransform = FTransform(RelativeRotation, RelativeLocation, RelativeScale) * TargetActor->GetActorTransform();
|
||||
}
|
||||
PreviewOrganTransforms.Add(OrganTransform);
|
||||
|
||||
UE_LOG(LogFLESHPreview, Log, TEXT("Organ node preview created successfully, attached to bone: %s"),
|
||||
AttachBoneName.IsNone() ? TEXT("None") : *AttachBoneName.ToString());
|
||||
|
||||
return OrganComponent != nullptr;
|
||||
}
|
||||
|
||||
bool UDismembermentPreviewManager::PreviewWoundNode(TObjectPtr<UDismembermentGraphNodeWound> WoundNode)
|
||||
{
|
||||
if (!WoundNode || !TargetActor || !TargetSkeletalMesh)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot preview wound node: Invalid parameters"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the wound parameters
|
||||
float WoundSize = WoundNode->WoundSize;
|
||||
float WoundDepth = WoundNode->WoundDepth;
|
||||
UMaterialInterface* WoundMaterial = WoundNode->WoundMaterial;
|
||||
UNiagaraSystem* WoundEffect = WoundNode->WoundEffect;
|
||||
bool bCreateDecal = WoundNode->bCreateDecal;
|
||||
UMaterialInterface* DecalMaterial = WoundNode->DecalMaterial;
|
||||
float DecalSize = WoundNode->DecalSize;
|
||||
float DecalLifetime = WoundNode->DecalLifetime;
|
||||
bool bAffectBoneHealth = WoundNode->bAffectBoneHealth;
|
||||
float BoneDamage = WoundNode->BoneDamage;
|
||||
|
||||
// Get the actor's transform
|
||||
FTransform ActorTransform = TargetActor->GetActorTransform();
|
||||
|
||||
// Create a default wound location if not connected to an input
|
||||
FVector WoundLocation = ActorTransform.GetLocation() + FVector(0.0f, 0.0f, 100.0f);
|
||||
|
||||
// Create the preview wound effect
|
||||
TObjectPtr<UNiagaraComponent> WoundEffectComponent = nullptr;
|
||||
if (WoundEffect)
|
||||
{
|
||||
WoundEffectComponent = UNiagaraComponent::SpawnSystemAttached(
|
||||
WoundEffect,
|
||||
TargetSkeletalMesh,
|
||||
NAME_None,
|
||||
WoundLocation,
|
||||
FRotator::ZeroRotator,
|
||||
EAttachLocation::KeepWorldPosition,
|
||||
false);
|
||||
|
||||
if (WoundEffectComponent)
|
||||
{
|
||||
PreviewNiagaraComponents.Add(WoundEffectComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Failed to create wound effect component"));
|
||||
}
|
||||
}
|
||||
|
||||
// Create the preview wound decal if needed
|
||||
TObjectPtr<UDecalComponent> WoundDecalComponent = nullptr;
|
||||
if (bCreateDecal && DecalMaterial)
|
||||
{
|
||||
WoundDecalComponent = CreatePreviewWound(WoundLocation, DecalSize, DecalMaterial);
|
||||
|
||||
if (!WoundDecalComponent)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Failed to create wound decal component"));
|
||||
}
|
||||
}
|
||||
|
||||
// Store the wound transform for later use
|
||||
FTransform WoundTransform;
|
||||
WoundTransform.SetLocation(WoundLocation);
|
||||
PreviewWoundTransforms.Add(WoundTransform);
|
||||
|
||||
UE_LOG(LogFLESHPreview, Log, TEXT("Wound node preview created successfully, size: %.2f, depth: %.2f"), WoundSize, WoundDepth);
|
||||
|
||||
return WoundEffectComponent != nullptr || WoundDecalComponent != nullptr;
|
||||
}
|
||||
|
||||
TObjectPtr<UStaticMeshComponent> UDismembermentPreviewManager::CreatePreviewCutPlaneMesh(const FVector& Location, const FVector& Direction, float Width, float Depth, UMaterialInterface* Material)
|
||||
{
|
||||
if (!World || !TargetActor)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot create cut plane: Invalid world or target actor"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Create a static mesh component for the cut plane
|
||||
TObjectPtr<UStaticMeshComponent> CutPlaneMeshComponent = NewObject<UStaticMeshComponent>(TargetActor);
|
||||
if (!CutPlaneMeshComponent)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Error, TEXT("Failed to create cut plane component"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Register the component
|
||||
CutPlaneMeshComponent->RegisterComponent();
|
||||
|
||||
// Set the mesh to a plane
|
||||
UStaticMesh* PlaneMesh = LoadObject<UStaticMesh>(nullptr, TEXT("/Engine/BasicShapes/Plane.Plane"));
|
||||
if (PlaneMesh)
|
||||
{
|
||||
CutPlaneMeshComponent->SetStaticMesh(PlaneMesh);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Failed to load plane mesh"));
|
||||
}
|
||||
|
||||
// Set the material
|
||||
if (Material)
|
||||
{
|
||||
CutPlaneMeshComponent->SetMaterial(0, Material);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use a default material
|
||||
UMaterialInterface* DefaultMaterial = LoadObject<UMaterialInterface>(nullptr, TEXT("/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial"));
|
||||
if (DefaultMaterial)
|
||||
{
|
||||
CutPlaneMeshComponent->SetMaterial(0, DefaultMaterial);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Failed to load default material"));
|
||||
}
|
||||
}
|
||||
|
||||
// Set the transform
|
||||
FRotator Rotation = FRotationMatrix::MakeFromX(Direction).Rotator();
|
||||
CutPlaneMeshComponent->SetWorldLocationAndRotation(Location, Rotation);
|
||||
CutPlaneMeshComponent->SetWorldScale3D(FVector(Width, Depth, 1.0f));
|
||||
|
||||
// Add to the preview components
|
||||
PreviewStaticMeshComponents.Add(CutPlaneMeshComponent);
|
||||
|
||||
UE_LOG(LogFLESHPreview, Verbose, TEXT("Created cut plane mesh, location: %s, direction: %s"),
|
||||
*Location.ToString(), *Direction.ToString());
|
||||
|
||||
return CutPlaneMeshComponent;
|
||||
}
|
||||
|
||||
TObjectPtr<UNiagaraComponent> UDismembermentPreviewManager::CreatePreviewBloodEffect(const FVector& Location, UNiagaraSystem* BloodEffect, float BloodAmount, float BloodPressure)
|
||||
{
|
||||
if (!World || !TargetActor || !BloodEffect)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot create blood effect: Invalid parameters"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Create a Niagara component for the blood effect
|
||||
TObjectPtr<UNiagaraComponent> BloodEffectComponent = UNiagaraComponent::SpawnSystemAttached(
|
||||
BloodEffect,
|
||||
TargetSkeletalMesh,
|
||||
NAME_None,
|
||||
Location,
|
||||
FRotator::ZeroRotator,
|
||||
EAttachLocation::KeepWorldPosition,
|
||||
false);
|
||||
|
||||
if (!BloodEffectComponent)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Error, TEXT("Failed to create blood effect component"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Set parameters
|
||||
BloodEffectComponent->SetFloatParameter(TEXT("BloodAmount"), BloodAmount);
|
||||
BloodEffectComponent->SetFloatParameter(TEXT("BloodPressure"), BloodPressure);
|
||||
|
||||
// Add to the preview components
|
||||
PreviewNiagaraComponents.Add(BloodEffectComponent);
|
||||
|
||||
UE_LOG(LogFLESHPreview, Verbose, TEXT("Created blood effect, location: %s, blood amount: %.2f, blood pressure: %.2f"),
|
||||
*Location.ToString(), BloodAmount, BloodPressure);
|
||||
|
||||
return BloodEffectComponent;
|
||||
}
|
||||
|
||||
TObjectPtr<UDecalComponent> UDismembermentPreviewManager::CreatePreviewBloodPool(const FVector& Location, float Size, UMaterialInterface* Material)
|
||||
{
|
||||
if (!World || !TargetActor)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot create blood pool: Invalid world or target actor"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Create a decal component for the blood pool
|
||||
TObjectPtr<UDecalComponent> BloodPoolComponent = NewObject<UDecalComponent>(TargetActor);
|
||||
if (!BloodPoolComponent)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Error, TEXT("Failed to create blood pool component"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Register the component
|
||||
BloodPoolComponent->RegisterComponent();
|
||||
|
||||
// Set the material
|
||||
if (Material)
|
||||
{
|
||||
BloodPoolComponent->SetMaterial(0, Material);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use a default material
|
||||
UMaterialInterface* DefaultMaterial = LoadObject<UMaterialInterface>(nullptr, TEXT("/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial"));
|
||||
if (DefaultMaterial)
|
||||
{
|
||||
BloodPoolComponent->SetMaterial(0, DefaultMaterial);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Failed to load default material"));
|
||||
}
|
||||
}
|
||||
|
||||
// Set the transform
|
||||
BloodPoolComponent->SetWorldLocation(Location);
|
||||
BloodPoolComponent->SetWorldRotation(FRotator(-90.0f, 0.0f, 0.0f));
|
||||
BloodPoolComponent->DecalSize = FVector(Size, Size, 10.0f);
|
||||
|
||||
// Add to the preview components
|
||||
PreviewDecalComponents.Add(BloodPoolComponent);
|
||||
|
||||
UE_LOG(LogFLESHPreview, Verbose, TEXT("Created blood pool decal, location: %s, size: %.2f"),
|
||||
*Location.ToString(), Size);
|
||||
|
||||
return BloodPoolComponent;
|
||||
}
|
||||
|
||||
TObjectPtr<UStaticMeshComponent> UDismembermentPreviewManager::CreatePreviewOrgan(UStaticMesh* OrganMesh, UMaterialInterface* OrganMaterial, const FName& AttachBoneName, const FVector& RelativeLocation, const FRotator& RelativeRotation, const FVector& RelativeScale)
|
||||
{
|
||||
if (!World || !TargetActor || !OrganMesh)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot create organ: Invalid parameters"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Create a static mesh component for the organ
|
||||
TObjectPtr<UStaticMeshComponent> OrganComponent = NewObject<UStaticMeshComponent>(TargetActor);
|
||||
if (!OrganComponent)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Error, TEXT("Failed to create organ component"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Register the component
|
||||
OrganComponent->RegisterComponent();
|
||||
|
||||
// Set the mesh
|
||||
OrganComponent->SetStaticMesh(OrganMesh);
|
||||
|
||||
// Set the material
|
||||
if (OrganMaterial)
|
||||
{
|
||||
OrganComponent->SetMaterial(0, OrganMaterial);
|
||||
}
|
||||
|
||||
// Attach to bone if specified
|
||||
if (TargetSkeletalMesh && !AttachBoneName.IsNone())
|
||||
{
|
||||
if (TargetSkeletalMesh->GetBoneIndex(AttachBoneName) != INDEX_NONE)
|
||||
{
|
||||
OrganComponent->AttachToComponent(TargetSkeletalMesh, FAttachmentTransformRules::KeepRelativeTransform, AttachBoneName);
|
||||
OrganComponent->SetRelativeLocationAndRotation(RelativeLocation, RelativeRotation);
|
||||
OrganComponent->SetRelativeScale3D(RelativeScale);
|
||||
|
||||
UE_LOG(LogFLESHPreview, Verbose, TEXT("Organ attached to bone: %s"), *AttachBoneName.ToString());
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Bone not found: %s, attaching to actor root component"), *AttachBoneName.ToString());
|
||||
// Set the transform
|
||||
OrganComponent->SetWorldLocationAndRotation(
|
||||
TargetActor->GetActorLocation() + RelativeLocation,
|
||||
TargetActor->GetActorRotation() + RelativeRotation);
|
||||
OrganComponent->SetWorldScale3D(RelativeScale);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Set the transform
|
||||
OrganComponent->SetWorldLocationAndRotation(
|
||||
TargetActor->GetActorLocation() + RelativeLocation,
|
||||
TargetActor->GetActorRotation() + RelativeRotation);
|
||||
OrganComponent->SetWorldScale3D(RelativeScale);
|
||||
}
|
||||
|
||||
// Add to the preview components
|
||||
PreviewStaticMeshComponents.Add(OrganComponent);
|
||||
|
||||
UE_LOG(LogFLESHPreview, Verbose, TEXT("Created organ component, relative location: %s"), *RelativeLocation.ToString());
|
||||
|
||||
return OrganComponent;
|
||||
}
|
||||
|
||||
TObjectPtr<UDecalComponent> UDismembermentPreviewManager::CreatePreviewWound(const FVector& Location, float Size, UMaterialInterface* Material)
|
||||
{
|
||||
if (!World || !TargetActor)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Cannot create wound: Invalid world or target actor"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Create a decal component for the wound
|
||||
TObjectPtr<UDecalComponent> WoundComponent = NewObject<UDecalComponent>(TargetActor);
|
||||
if (!WoundComponent)
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Error, TEXT("Failed to create wound component"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Register the component
|
||||
WoundComponent->RegisterComponent();
|
||||
|
||||
// Set the material
|
||||
if (Material)
|
||||
{
|
||||
WoundComponent->SetMaterial(0, Material);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use a default material
|
||||
UMaterialInterface* DefaultMaterial = LoadObject<UMaterialInterface>(nullptr, TEXT("/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial"));
|
||||
if (DefaultMaterial)
|
||||
{
|
||||
WoundComponent->SetMaterial(0, DefaultMaterial);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogFLESHPreview, Warning, TEXT("Failed to load default material"));
|
||||
}
|
||||
}
|
||||
|
||||
// Set the transform
|
||||
WoundComponent->SetWorldLocation(Location);
|
||||
WoundComponent->SetWorldRotation(FRotator(-90.0f, 0.0f, 0.0f));
|
||||
WoundComponent->DecalSize = FVector(Size, Size, 10.0f);
|
||||
|
||||
// Add to the preview components
|
||||
PreviewDecalComponents.Add(WoundComponent);
|
||||
|
||||
UE_LOG(LogFLESHPreview, Verbose, TEXT("Created wound decal, location: %s, size: %.2f"),
|
||||
*Location.ToString(), Size);
|
||||
|
||||
return WoundComponent;
|
||||
}
|
||||
|
||||
void UDismembermentPreviewManager::ClearPreviewComponents()
|
||||
{
|
||||
// Destroy all preview components
|
||||
for (TObjectPtr<UNiagaraComponent> Component : PreviewNiagaraComponents)
|
||||
{
|
||||
if (Component)
|
||||
{
|
||||
Component->DestroyComponent();
|
||||
}
|
||||
}
|
||||
PreviewNiagaraComponents.Empty();
|
||||
|
||||
UE_LOG(LogFLESHPreview, Verbose, TEXT("Cleared %d Niagara components"), PreviewNiagaraComponents.Num());
|
||||
|
||||
for (TObjectPtr<UDecalComponent> Component : PreviewDecalComponents)
|
||||
{
|
||||
if (Component)
|
||||
{
|
||||
Component->DestroyComponent();
|
||||
}
|
||||
}
|
||||
PreviewDecalComponents.Empty();
|
||||
|
||||
UE_LOG(LogFLESHPreview, Verbose, TEXT("Cleared %d decal components"), PreviewDecalComponents.Num());
|
||||
|
||||
for (TObjectPtr<UStaticMeshComponent> Component : PreviewStaticMeshComponents)
|
||||
{
|
||||
if (Component)
|
||||
{
|
||||
Component->DestroyComponent();
|
||||
}
|
||||
}
|
||||
PreviewStaticMeshComponents.Empty();
|
||||
|
||||
UE_LOG(LogFLESHPreview, Verbose, TEXT("Cleared %d static mesh components"), PreviewStaticMeshComponents.Num());
|
||||
|
||||
// Clear the cut plane mesh
|
||||
if (PreviewCutPlaneMesh)
|
||||
{
|
||||
PreviewCutPlaneMesh->DestroyComponent();
|
||||
PreviewCutPlaneMesh = nullptr;
|
||||
}
|
||||
}
|
@@ -0,0 +1,377 @@
|
||||
#include "DismembermentGraph/SDismembermentGraphNode.h"
|
||||
#include "DismembermentGraph/DismembermentGraphNode.h"
|
||||
#include "GraphEditorSettings.h"
|
||||
#include "SGraphPin.h"
|
||||
#include "SlateOptMacros.h"
|
||||
#include "Widgets/SBoxPanel.h"
|
||||
#include "Widgets/Text/SInlineEditableTextBlock.h"
|
||||
#include "Widgets/Images/SImage.h"
|
||||
|
||||
BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
|
||||
|
||||
void SDismembermentGraphNode::Construct(const FArguments& InArgs, UEdGraphNode* InNode)
|
||||
{
|
||||
GraphNode = InNode;
|
||||
UpdateGraphNode();
|
||||
bIsHovered = false;
|
||||
}
|
||||
|
||||
void SDismembermentGraphNode::UpdateGraphNode()
|
||||
{
|
||||
// Clear the widget
|
||||
ContentScale.Bind(this, &SGraphNode::GetContentScale);
|
||||
LeftNodeBox.Reset();
|
||||
RightNodeBox.Reset();
|
||||
OutputPinBox.Reset();
|
||||
|
||||
// Setup the node title
|
||||
TSharedPtr<SNodeTitle> NodeTitle = SNew(SNodeTitle, GraphNode);
|
||||
|
||||
// Create the node body
|
||||
this->ContentScale.Bind(this, &SGraphNode::GetContentScale);
|
||||
this->GetOrAddSlot(ENodeZone::Center)
|
||||
.HAlign(HAlign_Center)
|
||||
.VAlign(VAlign_Center)
|
||||
[
|
||||
SNew(SBorder)
|
||||
.BorderImage(FEditorStyle::GetBrush("Graph.StateNode.Body"))
|
||||
.BorderBackgroundColor(this, &SDismembermentGraphNode::GetNodeColor)
|
||||
.HAlign(HAlign_Fill)
|
||||
.VAlign(VAlign_Fill)
|
||||
.Padding(0.0f)
|
||||
[
|
||||
SNew(SOverlay)
|
||||
// Main node body
|
||||
+ SOverlay::Slot()
|
||||
.HAlign(HAlign_Fill)
|
||||
.VAlign(VAlign_Fill)
|
||||
[
|
||||
SNew(SVerticalBox)
|
||||
// Title bar
|
||||
+ SVerticalBox::Slot()
|
||||
.AutoHeight()
|
||||
[
|
||||
SNew(SBorder)
|
||||
.BorderImage(FEditorStyle::GetBrush("Graph.StateNode.ColorSpill"))
|
||||
.BorderBackgroundColor(this, &SDismembermentGraphNode::GetNodeTitleColor)
|
||||
.HAlign(HAlign_Fill)
|
||||
.VAlign(VAlign_Center)
|
||||
.Padding(FMargin(10.0f, 5.0f))
|
||||
[
|
||||
SNew(SHorizontalBox)
|
||||
// Node title
|
||||
+ SHorizontalBox::Slot()
|
||||
.AutoWidth()
|
||||
[
|
||||
SNew(STextBlock)
|
||||
.Text(this, &SDismembermentGraphNode::GetNodeTitle)
|
||||
.TextStyle(FEditorStyle::Get(), "Graph.StateNode.NodeTitle")
|
||||
.Margin(FMargin(0.0f, 0.0f, 4.0f, 0.0f))
|
||||
]
|
||||
// Node category
|
||||
+ SHorizontalBox::Slot()
|
||||
.AutoWidth()
|
||||
[
|
||||
SNew(STextBlock)
|
||||
.Text(this, &SDismembermentGraphNode::GetNodeCategory)
|
||||
.TextStyle(FEditorStyle::Get(), "Graph.StateNode.NodeTitle")
|
||||
.ColorAndOpacity(FLinearColor(0.8f, 0.8f, 0.8f))
|
||||
.Margin(FMargin(4.0f, 0.0f, 0.0f, 0.0f))
|
||||
]
|
||||
]
|
||||
]
|
||||
// Node content
|
||||
+ SVerticalBox::Slot()
|
||||
.Padding(0.0f)
|
||||
.AutoHeight()
|
||||
[
|
||||
SNew(SBorder)
|
||||
.BorderImage(FEditorStyle::GetBrush("NoBorder"))
|
||||
.HAlign(HAlign_Fill)
|
||||
.VAlign(VAlign_Fill)
|
||||
.Padding(FMargin(10.0f, 0.0f))
|
||||
[
|
||||
SNew(SVerticalBox)
|
||||
// Node description
|
||||
+ SVerticalBox::Slot()
|
||||
.AutoHeight()
|
||||
.Padding(FMargin(0.0f, 4.0f))
|
||||
[
|
||||
SNew(STextBlock)
|
||||
.Text(this, &SDismembermentGraphNode::GetNodeDescription)
|
||||
.TextStyle(FEditorStyle::Get(), "Graph.StateNode.Description")
|
||||
.WrapTextAt(200.0f)
|
||||
]
|
||||
// Node preview
|
||||
+ SVerticalBox::Slot()
|
||||
.AutoHeight()
|
||||
.Padding(FMargin(0.0f, 4.0f))
|
||||
[
|
||||
GetNodePreviewWidget()
|
||||
]
|
||||
]
|
||||
]
|
||||
// Input pins
|
||||
+ SVerticalBox::Slot()
|
||||
.AutoHeight()
|
||||
[
|
||||
SAssignNew(LeftNodeBox, SVerticalBox)
|
||||
]
|
||||
// Output pins
|
||||
+ SVerticalBox::Slot()
|
||||
.AutoHeight()
|
||||
[
|
||||
SAssignNew(RightNodeBox, SVerticalBox)
|
||||
]
|
||||
]
|
||||
]
|
||||
];
|
||||
|
||||
// Create all the pins
|
||||
CreatePinWidgets();
|
||||
}
|
||||
|
||||
void SDismembermentGraphNode::CreatePinWidgets()
|
||||
{
|
||||
UDismembermentGraphNode* DismembermentNode = GetDismembermentGraphNode();
|
||||
if (!DismembermentNode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Create the input pins
|
||||
for (int32 PinIndex = 0; PinIndex < DismembermentNode->Pins.Num(); PinIndex++)
|
||||
{
|
||||
UEdGraphPin* Pin = DismembermentNode->Pins[PinIndex];
|
||||
if (!Pin->bHidden)
|
||||
{
|
||||
TSharedPtr<SGraphPin> NewPin = SNew(SGraphPin, Pin);
|
||||
AddPin(NewPin.ToSharedRef());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SDismembermentGraphNode::AddPin(const TSharedRef<SGraphPin>& PinToAdd)
|
||||
{
|
||||
PinToAdd->SetOwner(SharedThis(this));
|
||||
|
||||
const UEdGraphPin* PinObj = PinToAdd->GetPinObj();
|
||||
const bool bAdvancedParameter = PinObj && PinObj->bAdvancedView;
|
||||
if (bAdvancedParameter)
|
||||
{
|
||||
PinToAdd->SetVisibility(TAttribute<EVisibility>(PinToAdd, &SGraphPin::IsPinVisibleAsAdvanced));
|
||||
}
|
||||
|
||||
if (PinToAdd->GetDirection() == EGPD_Input)
|
||||
{
|
||||
LeftNodeBox->AddSlot()
|
||||
.AutoHeight()
|
||||
.HAlign(HAlign_Left)
|
||||
.VAlign(VAlign_Center)
|
||||
.Padding(10.0f, 4.0f)
|
||||
[
|
||||
PinToAdd
|
||||
];
|
||||
InputPins.Add(PinToAdd);
|
||||
}
|
||||
else // EGPD_Output
|
||||
{
|
||||
RightNodeBox->AddSlot()
|
||||
.AutoHeight()
|
||||
.HAlign(HAlign_Right)
|
||||
.VAlign(VAlign_Center)
|
||||
.Padding(10.0f, 4.0f)
|
||||
[
|
||||
PinToAdd
|
||||
];
|
||||
OutputPins.Add(PinToAdd);
|
||||
}
|
||||
}
|
||||
|
||||
TSharedPtr<SToolTip> SDismembermentGraphNode::GetComplexTooltip()
|
||||
{
|
||||
UDismembermentGraphNode* DismembermentNode = GetDismembermentGraphNode();
|
||||
if (!DismembermentNode)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return SNew(SToolTip)
|
||||
[
|
||||
SNew(SVerticalBox)
|
||||
+ SVerticalBox::Slot()
|
||||
.AutoHeight()
|
||||
.Padding(FMargin(0.0f, 2.0f))
|
||||
[
|
||||
SNew(STextBlock)
|
||||
.Text(DismembermentNode->GetNodeTitle(ENodeTitleType::FullTitle))
|
||||
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 12))
|
||||
]
|
||||
+ SVerticalBox::Slot()
|
||||
.AutoHeight()
|
||||
.Padding(FMargin(0.0f, 2.0f))
|
||||
[
|
||||
SNew(STextBlock)
|
||||
.Text(DismembermentNode->GetTooltipText())
|
||||
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 10))
|
||||
]
|
||||
];
|
||||
}
|
||||
|
||||
FReply SDismembermentGraphNode::OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
|
||||
{
|
||||
return FReply::Handled().DetectDrag(SharedThis(this), EKeys::LeftMouseButton);
|
||||
}
|
||||
|
||||
FReply SDismembermentGraphNode::OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
|
||||
{
|
||||
return FReply::Handled();
|
||||
}
|
||||
|
||||
FReply SDismembermentGraphNode::OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
|
||||
{
|
||||
return FReply::Unhandled();
|
||||
}
|
||||
|
||||
void SDismembermentGraphNode::OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
|
||||
{
|
||||
bIsHovered = true;
|
||||
SGraphNode::OnMouseEnter(MyGeometry, MouseEvent);
|
||||
}
|
||||
|
||||
void SDismembermentGraphNode::OnMouseLeave(const FPointerEvent& MouseEvent)
|
||||
{
|
||||
bIsHovered = false;
|
||||
SGraphNode::OnMouseLeave(MouseEvent);
|
||||
}
|
||||
|
||||
UDismembermentGraphNode* SDismembermentGraphNode::GetDismembermentGraphNode() const
|
||||
{
|
||||
return Cast<UDismembermentGraphNode>(GraphNode);
|
||||
}
|
||||
|
||||
TSharedRef<SWidget> SDismembermentGraphNode::GetNodeTitleWidget()
|
||||
{
|
||||
UDismembermentGraphNode* DismembermentNode = GetDismembermentGraphNode();
|
||||
if (!DismembermentNode)
|
||||
{
|
||||
return SNew(STextBlock).Text(NSLOCTEXT("SDismembermentGraphNode", "InvalidNode", "Invalid Node"));
|
||||
}
|
||||
|
||||
return SNew(STextBlock)
|
||||
.Text(DismembermentNode->GetNodeTitle(ENodeTitleType::FullTitle))
|
||||
.TextStyle(FEditorStyle::Get(), "Graph.StateNode.NodeTitle");
|
||||
}
|
||||
|
||||
TSharedRef<SWidget> SDismembermentGraphNode::GetNodeBodyWidget()
|
||||
{
|
||||
UDismembermentGraphNode* DismembermentNode = GetDismembermentGraphNode();
|
||||
if (!DismembermentNode)
|
||||
{
|
||||
return SNew(STextBlock).Text(NSLOCTEXT("SDismembermentGraphNode", "InvalidNode", "Invalid Node"));
|
||||
}
|
||||
|
||||
return SNew(STextBlock)
|
||||
.Text(DismembermentNode->GetTooltipText())
|
||||
.TextStyle(FEditorStyle::Get(), "Graph.StateNode.Description")
|
||||
.WrapTextAt(200.0f);
|
||||
}
|
||||
|
||||
TSharedRef<SWidget> SDismembermentGraphNode::GetNodePreviewWidget()
|
||||
{
|
||||
// This can be customized for different node types to show a preview
|
||||
return SNew(SBox)
|
||||
.WidthOverride(100.0f)
|
||||
.HeightOverride(100.0f)
|
||||
.HAlign(HAlign_Center)
|
||||
.VAlign(VAlign_Center)
|
||||
[
|
||||
SNew(SBorder)
|
||||
.BorderImage(FEditorStyle::GetBrush("Graph.StateNode.Body"))
|
||||
.BorderBackgroundColor(FLinearColor(0.1f, 0.1f, 0.1f, 0.5f))
|
||||
.HAlign(HAlign_Center)
|
||||
.VAlign(VAlign_Center)
|
||||
[
|
||||
SNew(STextBlock)
|
||||
.Text(NSLOCTEXT("SDismembermentGraphNode", "Preview", "Preview"))
|
||||
.TextStyle(FEditorStyle::Get(), "Graph.StateNode.Description")
|
||||
]
|
||||
];
|
||||
}
|
||||
|
||||
FSlateColor SDismembermentGraphNode::GetNodeColor() const
|
||||
{
|
||||
UDismembermentGraphNode* DismembermentNode = GetDismembermentGraphNode();
|
||||
if (!DismembermentNode)
|
||||
{
|
||||
return FLinearColor::Black;
|
||||
}
|
||||
|
||||
FLinearColor NodeColor = DismembermentNode->NodeTitleColor;
|
||||
if (IsNodeSelected())
|
||||
{
|
||||
NodeColor = FLinearColor(1.0f, 0.5f, 0.0f);
|
||||
}
|
||||
else if (IsNodeHovered())
|
||||
{
|
||||
NodeColor = NodeColor * 1.2f;
|
||||
}
|
||||
|
||||
return NodeColor;
|
||||
}
|
||||
|
||||
FSlateColor SDismembermentGraphNode::GetNodeTitleColor() const
|
||||
{
|
||||
UDismembermentGraphNode* DismembermentNode = GetDismembermentGraphNode();
|
||||
if (!DismembermentNode)
|
||||
{
|
||||
return FLinearColor::Black;
|
||||
}
|
||||
|
||||
return DismembermentNode->NodeTitleColor.LinearRGBToHSV();
|
||||
}
|
||||
|
||||
FText SDismembermentGraphNode::GetNodeTitle() const
|
||||
{
|
||||
UDismembermentGraphNode* DismembermentNode = GetDismembermentGraphNode();
|
||||
if (!DismembermentNode)
|
||||
{
|
||||
return NSLOCTEXT("SDismembermentGraphNode", "InvalidNode", "Invalid Node");
|
||||
}
|
||||
|
||||
return DismembermentNode->GetNodeTitle(ENodeTitleType::FullTitle);
|
||||
}
|
||||
|
||||
FText SDismembermentGraphNode::GetNodeCategory() const
|
||||
{
|
||||
UDismembermentGraphNode* DismembermentNode = GetDismembermentGraphNode();
|
||||
if (!DismembermentNode)
|
||||
{
|
||||
return FText::GetEmpty();
|
||||
}
|
||||
|
||||
return DismembermentNode->NodeCategory;
|
||||
}
|
||||
|
||||
FText SDismembermentGraphNode::GetNodeDescription() const
|
||||
{
|
||||
UDismembermentGraphNode* DismembermentNode = GetDismembermentGraphNode();
|
||||
if (!DismembermentNode)
|
||||
{
|
||||
return FText::GetEmpty();
|
||||
}
|
||||
|
||||
return DismembermentNode->NodeDescription;
|
||||
}
|
||||
|
||||
bool SDismembermentGraphNode::IsNodeSelected() const
|
||||
{
|
||||
return GraphNode && GraphNode->IsSelected();
|
||||
}
|
||||
|
||||
bool SDismembermentGraphNode::IsNodeHovered() const
|
||||
{
|
||||
return bIsHovered;
|
||||
}
|
||||
|
||||
END_SLATE_FUNCTION_BUILD_OPTIMIZATION
|
@@ -0,0 +1,477 @@
|
||||
#include "DismembermentGraph/SDismembermentPreviewViewport.h"
|
||||
#include "DismembermentGraph/DismembermentPreviewManager.h"
|
||||
#include "EditorViewportClient.h"
|
||||
#include "SEditorViewport.h"
|
||||
#include "PreviewScene.h"
|
||||
#include "Components/SkeletalMeshComponent.h"
|
||||
#include "Engine/SkeletalMesh.h"
|
||||
#include "Engine/StaticMesh.h"
|
||||
#include "AdvancedPreviewScene.h"
|
||||
#include "AssetViewerSettings.h"
|
||||
#include "EditorModeManager.h"
|
||||
#include "EngineUtils.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "Engine/World.h"
|
||||
|
||||
// Preview actor class
|
||||
class ADismembermentPreviewActor : public AActor
|
||||
{
|
||||
public:
|
||||
ADismembermentPreviewActor(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
// Create a skeletal mesh component
|
||||
SkeletalMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("SkeletalMeshComponent"));
|
||||
RootComponent = SkeletalMeshComponent;
|
||||
}
|
||||
|
||||
// Set the skeletal mesh
|
||||
void SetSkeletalMesh(USkeletalMesh* InSkeletalMesh)
|
||||
{
|
||||
if (SkeletalMeshComponent)
|
||||
{
|
||||
SkeletalMeshComponent->SetSkeletalMesh(InSkeletalMesh);
|
||||
}
|
||||
}
|
||||
|
||||
// Get the skeletal mesh component
|
||||
USkeletalMeshComponent* GetSkeletalMeshComponent() const
|
||||
{
|
||||
return SkeletalMeshComponent;
|
||||
}
|
||||
|
||||
private:
|
||||
// The skeletal mesh component
|
||||
UPROPERTY()
|
||||
TObjectPtr<USkeletalMeshComponent> SkeletalMeshComponent;
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// SDismembermentPreviewViewport
|
||||
|
||||
void SDismembermentPreviewViewport::Construct(const FArguments& InArgs)
|
||||
{
|
||||
// Create the preview scene
|
||||
PreviewScene = MakeShareable(new FAdvancedPreviewScene(FPreviewScene::ConstructionValues()));
|
||||
|
||||
// Set up the preview scene
|
||||
UAssetViewerSettings* Settings = UAssetViewerSettings::Get();
|
||||
const int32 ProfileIndex = Settings->Profiles.IsValidIndex(0) ? 0 : INDEX_NONE;
|
||||
if (ProfileIndex != INDEX_NONE)
|
||||
{
|
||||
Settings->Profiles[ProfileIndex].bRotateLightingRig = false;
|
||||
PreviewScene->SetLightDirection(Settings->Profiles[ProfileIndex].LightingRigRotation);
|
||||
PreviewScene->SetSkyBrightness(Settings->Profiles[ProfileIndex].EnvironmentCubeMapBrightness);
|
||||
PreviewScene->SetLightColor(Settings->Profiles[ProfileIndex].LightColor);
|
||||
PreviewScene->SetLightIntensity(Settings->Profiles[ProfileIndex].LightBrightness);
|
||||
PreviewScene->SetEnvironmentCubeMap(Settings->Profiles[ProfileIndex].EnvironmentCubeMap);
|
||||
}
|
||||
|
||||
// Create the preview actor
|
||||
CreatePreviewActor();
|
||||
|
||||
// Call parent constructor
|
||||
SEditorViewport::Construct(SEditorViewport::FArguments());
|
||||
}
|
||||
|
||||
SDismembermentPreviewViewport::~SDismembermentPreviewViewport()
|
||||
{
|
||||
// Clean up the preview scene
|
||||
if (PreviewScene.IsValid())
|
||||
{
|
||||
PreviewScene->RemoveComponent(PreviewActor);
|
||||
PreviewScene.Reset();
|
||||
}
|
||||
|
||||
// Clean up the preview actor
|
||||
if (PreviewActor)
|
||||
{
|
||||
if (PreviewActor->GetWorld())
|
||||
{
|
||||
PreviewActor->Destroy();
|
||||
}
|
||||
PreviewActor = nullptr;
|
||||
}
|
||||
|
||||
// Clean up the viewport client
|
||||
ViewportClient.Reset();
|
||||
}
|
||||
|
||||
void SDismembermentPreviewViewport::SetPreviewManager(UDismembermentPreviewManager* InPreviewManager)
|
||||
{
|
||||
PreviewManager = InPreviewManager;
|
||||
|
||||
// Update the viewport client
|
||||
if (ViewportClient.IsValid())
|
||||
{
|
||||
ViewportClient->SetPreviewManager(PreviewManager);
|
||||
}
|
||||
|
||||
// Update the preview actor
|
||||
if (PreviewManager && PreviewActor)
|
||||
{
|
||||
PreviewManager->SetTargetActor(PreviewActor);
|
||||
}
|
||||
}
|
||||
|
||||
void SDismembermentPreviewViewport::SetPreviewSkeletalMesh(USkeletalMesh* InSkeletalMesh)
|
||||
{
|
||||
// Set the skeletal mesh on the preview actor
|
||||
if (PreviewActor)
|
||||
{
|
||||
ADismembermentPreviewActor* PreviewActorCasted = Cast<ADismembermentPreviewActor>(PreviewActor);
|
||||
if (PreviewActorCasted)
|
||||
{
|
||||
PreviewActorCasted->SetSkeletalMesh(InSkeletalMesh);
|
||||
}
|
||||
}
|
||||
|
||||
// Update the preview actor
|
||||
UpdatePreviewActor();
|
||||
}
|
||||
|
||||
AActor* SDismembermentPreviewViewport::GetPreviewActor() const
|
||||
{
|
||||
return PreviewActor;
|
||||
}
|
||||
|
||||
void SDismembermentPreviewViewport::RefreshViewport()
|
||||
{
|
||||
// Invalidate the viewport
|
||||
if (ViewportClient.IsValid())
|
||||
{
|
||||
ViewportClient->Invalidate();
|
||||
}
|
||||
}
|
||||
|
||||
TSharedRef<FEditorViewportClient> SDismembermentPreviewViewport::MakeEditorViewportClient()
|
||||
{
|
||||
// Create the viewport client
|
||||
ViewportClient = MakeShareable(new SDismembermentPreviewViewportClient(PreviewScene.Get(), SharedThis(this)));
|
||||
|
||||
// Set the preview manager
|
||||
ViewportClient->SetPreviewManager(PreviewManager);
|
||||
|
||||
// Set up the viewport client
|
||||
ViewportClient->SetViewLocation(FVector(0.0f, 0.0f, 200.0f));
|
||||
ViewportClient->SetViewRotation(FRotator(-20.0f, 0.0f, 0.0f));
|
||||
ViewportClient->SetViewLocationForOrbiting(FVector(0.0f, 0.0f, 0.0f));
|
||||
ViewportClient->bSetListenerPosition = false;
|
||||
ViewportClient->EngineShowFlags.SetPostProcessing(true);
|
||||
ViewportClient->EngineShowFlags.SetLighting(true);
|
||||
ViewportClient->EngineShowFlags.SetIndirectLightingCache(true);
|
||||
ViewportClient->EngineShowFlags.SetSeparateTranslucency(true);
|
||||
ViewportClient->EngineShowFlags.SetTemporalAA(true);
|
||||
ViewportClient->EngineShowFlags.SetGrid(false);
|
||||
ViewportClient->EngineShowFlags.SetAtmosphere(true);
|
||||
ViewportClient->EngineShowFlags.SetSkeletalMeshes(true);
|
||||
ViewportClient->EngineShowFlags.SetDecals(true);
|
||||
ViewportClient->EngineShowFlags.SetParticles(true);
|
||||
ViewportClient->EngineShowFlags.SetVolumetricFog(true);
|
||||
ViewportClient->EngineShowFlags.SetDynamicShadows(true);
|
||||
ViewportClient->EngineShowFlags.SetSkyLighting(true);
|
||||
ViewportClient->EngineShowFlags.SetAmbientOcclusion(true);
|
||||
ViewportClient->EngineShowFlags.SetScreenSpaceReflections(true);
|
||||
ViewportClient->EngineShowFlags.SetAntiAliasing(true);
|
||||
ViewportClient->EngineShowFlags.SetMotionBlur(false);
|
||||
ViewportClient->EngineShowFlags.SetBounds(false);
|
||||
ViewportClient->EngineShowFlags.SetCollision(false);
|
||||
ViewportClient->EngineShowFlags.SetBSP(false);
|
||||
ViewportClient->EngineShowFlags.SetFog(true);
|
||||
ViewportClient->EngineShowFlags.SetStaticMeshes(true);
|
||||
ViewportClient->EngineShowFlags.SetLandscape(true);
|
||||
ViewportClient->EngineShowFlags.SetTranslucency(true);
|
||||
ViewportClient->EngineShowFlags.SetInstancedFoliage(true);
|
||||
ViewportClient->EngineShowFlags.SetInstancedGrass(true);
|
||||
ViewportClient->EngineShowFlags.SetInstancedStaticMeshes(true);
|
||||
ViewportClient->EngineShowFlags.SetInstancedFoliage(true);
|
||||
ViewportClient->EngineShowFlags.SetInstancedGrass(true);
|
||||
ViewportClient->EngineShowFlags.SetInstancedStaticMeshes(true);
|
||||
ViewportClient->EngineShowFlags.SetSplines(true);
|
||||
ViewportClient->EngineShowFlags.SetSelectionOutline(true);
|
||||
ViewportClient->EngineShowFlags.SetMeshEdges(false);
|
||||
ViewportClient->EngineShowFlags.SetVertexColors(false);
|
||||
ViewportClient->EngineShowFlags.SetLightComplexity(false);
|
||||
ViewportClient->EngineShowFlags.SetShaderComplexity(false);
|
||||
ViewportClient->EngineShowFlags.SetStaticMeshLODColoration(false);
|
||||
ViewportClient->EngineShowFlags.SetLightMapDensity(false);
|
||||
ViewportClient->EngineShowFlags.SetLightInfluences(false);
|
||||
ViewportClient->EngineShowFlags.SetOptimizeVizibility(false);
|
||||
ViewportClient->EngineShowFlags.SetTextRender(true);
|
||||
ViewportClient->EngineShowFlags.SetTestImage(false);
|
||||
ViewportClient->EngineShowFlags.SetVisualizeLightCulling(false);
|
||||
ViewportClient->EngineShowFlags.SetPrecomputedVisibility(true);
|
||||
ViewportClient->EngineShowFlags.SetPrecomputedVisibilityCells(false);
|
||||
ViewportClient->EngineShowFlags.SetVolumes(false);
|
||||
ViewportClient->EngineShowFlags.SetGame(false);
|
||||
ViewportClient->EngineShowFlags.SetBSPTriangles(false);
|
||||
ViewportClient->EngineShowFlags.SetHitProxies(false);
|
||||
ViewportClient->EngineShowFlags.SetGBufferHints(false);
|
||||
ViewportClient->EngineShowFlags.SetVisualizeShadingModels(false);
|
||||
ViewportClient->EngineShowFlags.SetVisualizeAdaptiveDOF(false);
|
||||
ViewportClient->EngineShowFlags.SetVisualizeSSR(false);
|
||||
ViewportClient->EngineShowFlags.SetVisualizeSSS(false);
|
||||
ViewportClient->EngineShowFlags.SetVolumetricLightmap(true);
|
||||
ViewportClient->EngineShowFlags.SetVisualizeOutOfBoundsPixels(false);
|
||||
ViewportClient->EngineShowFlags.SetHighResScreenshotMask(false);
|
||||
ViewportClient->EngineShowFlags.SetHMDDistortion(false);
|
||||
ViewportClient->EngineShowFlags.SetStereoRendering(false);
|
||||
ViewportClient->EngineShowFlags.SetTonemapper(true);
|
||||
ViewportClient->EngineShowFlags.SetLumenReflections(true);
|
||||
ViewportClient->EngineShowFlags.SetLumenGlobalIllumination(true);
|
||||
ViewportClient->EngineShowFlags.SetVirtualShadowMaps(true);
|
||||
ViewportClient->EngineShowFlags.SetNanite(true);
|
||||
|
||||
return ViewportClient.ToSharedRef();
|
||||
}
|
||||
|
||||
void SDismembermentPreviewViewport::OnFocusViewportToSelection()
|
||||
{
|
||||
// Focus the viewport on the preview actor
|
||||
if (ViewportClient.IsValid() && PreviewActor)
|
||||
{
|
||||
ViewportClient->FocusViewportOnBox(PreviewActor->GetComponentsBoundingBox());
|
||||
}
|
||||
}
|
||||
|
||||
bool SDismembermentPreviewViewport::IsVisible() const
|
||||
{
|
||||
return SEditorViewport::IsVisible();
|
||||
}
|
||||
|
||||
void SDismembermentPreviewViewport::CreatePreviewActor()
|
||||
{
|
||||
// Clean up any existing preview actor
|
||||
if (PreviewActor)
|
||||
{
|
||||
if (PreviewActor->GetWorld())
|
||||
{
|
||||
PreviewActor->Destroy();
|
||||
}
|
||||
PreviewActor = nullptr;
|
||||
}
|
||||
|
||||
// Create a new preview actor
|
||||
if (PreviewScene.IsValid())
|
||||
{
|
||||
UWorld* World = PreviewScene->GetWorld();
|
||||
if (World)
|
||||
{
|
||||
PreviewActor = World->SpawnActor<ADismembermentPreviewActor>();
|
||||
if (PreviewActor)
|
||||
{
|
||||
// Add the actor to the preview scene
|
||||
PreviewScene->AddComponent(PreviewActor->GetRootComponent(), FTransform::Identity);
|
||||
|
||||
// Update the preview manager
|
||||
if (PreviewManager)
|
||||
{
|
||||
PreviewManager->SetTargetActor(PreviewActor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SDismembermentPreviewViewport::UpdatePreviewActor()
|
||||
{
|
||||
// Update the preview manager
|
||||
if (PreviewManager && PreviewActor)
|
||||
{
|
||||
PreviewManager->SetTargetActor(PreviewActor);
|
||||
}
|
||||
|
||||
// Refresh the viewport
|
||||
RefreshViewport();
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// SDismembermentPreviewViewportClient
|
||||
|
||||
SDismembermentPreviewViewportClient::SDismembermentPreviewViewportClient(FPreviewScene* InPreviewScene, const TWeakPtr<SDismembermentPreviewViewport>& InViewportWidget)
|
||||
: FEditorViewportClient(nullptr, InPreviewScene, InViewportWidget)
|
||||
, ViewportWidget(InViewportWidget)
|
||||
, PreviewManager(nullptr)
|
||||
{
|
||||
// Set up the viewport client
|
||||
SetRealtime(true);
|
||||
bSetListenerPosition = false;
|
||||
bShouldCheckHitProxy = true;
|
||||
bShowGrid = false;
|
||||
bDisableInput = false;
|
||||
bAllowMatineePreview = false;
|
||||
bUsingOrbitCamera = true;
|
||||
bForceInitialFocus = true;
|
||||
bShowBounds = false;
|
||||
bShowBoundsActors = false;
|
||||
bShowFloor = true;
|
||||
bShowBoxes = false;
|
||||
bShowWireframe = false;
|
||||
bShowCollision = false;
|
||||
bShowSockets = true;
|
||||
bDrawAxes = false;
|
||||
bShowNormals = false;
|
||||
bShowTangents = false;
|
||||
bShowBinormals = false;
|
||||
bShowConstraints = false;
|
||||
bShowCameras = false;
|
||||
bShowLightRadius = false;
|
||||
bShowLightVolumes = false;
|
||||
bShowLightInfluences = false;
|
||||
bShowLightFrustums = false;
|
||||
bShowShadowFrustums = false;
|
||||
bShowLightingOnlyOverlap = false;
|
||||
bShowLightingVisualization = false;
|
||||
bShowLightingStats = false;
|
||||
bShowShadowDensity = false;
|
||||
bShowPhysicalMaterialMasks = false;
|
||||
bShowSpriteSockets = false;
|
||||
bShowParticleSystemComponents = true;
|
||||
bShowParticleSystems = true;
|
||||
bShowLOD = false;
|
||||
bShowHUD = false;
|
||||
bShowDebugInfo = false;
|
||||
bDrawPreviewShadowsInGame = false;
|
||||
bEnableDirectLightMap = true;
|
||||
bEnableIndirectLightMap = true;
|
||||
bEnableColorizeDistancefieldLightingMask = false;
|
||||
bEnableColorizeDistanceFieldLightingMaskGrayscale = false;
|
||||
bEnableColorizeDistanceFieldLightingMaskColor = false;
|
||||
bEnableColorizeDistanceFieldOcclusion = false;
|
||||
bEnableColorizeDistanceFieldOcclusionGrayscale = false;
|
||||
bEnableColorizeDistanceFieldOcclusionColor = false;
|
||||
bEnableColorizeDistanceFieldLightingMaskGrayscale = false;
|
||||
bEnableColorizeDistanceFieldLightingMaskColor = false;
|
||||
bEnableColorizeDistanceFieldOcclusionGrayscale = false;
|
||||
bEnableColorizeDistanceFieldOcclusionColor = false;
|
||||
bEnableColorizeDistanceFieldLightingMask = false;
|
||||
bEnableColorizeDistanceFieldOcclusion = false;
|
||||
bEnableColorizeDistanceFieldGradient = false;
|
||||
bEnableColorizeDistanceFieldGradientGrayscale = false;
|
||||
bEnableColorizeDistanceFieldGradientColor = false;
|
||||
bEnableColorizeDistanceFieldGradientGrayscale = false;
|
||||
bEnableColorizeDistanceFieldGradientColor = false;
|
||||
bEnableColorizeDistanceFieldGradient = false;
|
||||
bEnableColorizeDistanceField = false;
|
||||
bEnableColorizeDistanceFieldGrayscale = false;
|
||||
bEnableColorizeDistanceFieldColor = false;
|
||||
bEnableColorizeDistanceFieldGrayscale = false;
|
||||
bEnableColorizeDistanceFieldColor = false;
|
||||
bEnableColorizeDistanceField = false;
|
||||
bEnableColorizeDistanceFieldMeshSDF = false;
|
||||
bEnableColorizeDistanceFieldMeshSDFGrayscale = false;
|
||||
bEnableColorizeDistanceFieldMeshSDFColor = false;
|
||||
bEnableColorizeDistanceFieldMeshSDFGrayscale = false;
|
||||
bEnableColorizeDistanceFieldMeshSDFColor = false;
|
||||
bEnableColorizeDistanceFieldMeshSDF = false;
|
||||
bEnableColorizeVolumetricLightmap = false;
|
||||
bEnableColorizeVolumetricLightmapDensity = false;
|
||||
bEnableColorizeVolumetricLightmapSamples = false;
|
||||
bEnableColorizeGlobalDistanceField = false;
|
||||
bEnableColorizeGlobalDistanceFieldGrayscale = false;
|
||||
bEnableColorizeGlobalDistanceFieldColor = false;
|
||||
bEnableColorizeGlobalDistanceFieldGrayscale = false;
|
||||
bEnableColorizeGlobalDistanceFieldColor = false;
|
||||
bEnableColorizeGlobalDistanceField = false;
|
||||
bEnableColorizeGlobalDistanceFieldMeshSDF = false;
|
||||
bEnableColorizeGlobalDistanceFieldMeshSDFGrayscale = false;
|
||||
bEnableColorizeGlobalDistanceFieldMeshSDFColor = false;
|
||||
bEnableColorizeGlobalDistanceFieldMeshSDFGrayscale = false;
|
||||
bEnableColorizeGlobalDistanceFieldMeshSDFColor = false;
|
||||
bEnableColorizeGlobalDistanceFieldMeshSDF = false;
|
||||
bEnableColorizeVolumetricLightmapDirectionalOcclusion = false;
|
||||
bEnableColorizeVolumetricLightmapDirectionalOcclusionGrayscale = false;
|
||||
bEnableColorizeVolumetricLightmapDirectionalOcclusionColor = false;
|
||||
bEnableColorizeVolumetricLightmapDirectionalOcclusionGrayscale = false;
|
||||
bEnableColorizeVolumetricLightmapDirectionalOcclusionColor = false;
|
||||
bEnableColorizeVolumetricLightmapDirectionalOcclusion = false;
|
||||
bEnableColorizeVolumetricLightmapDirectionalIndirectIntensity = false;
|
||||
bEnableColorizeVolumetricLightmapDirectionalIndirectIntensityGrayscale = false;
|
||||
bEnableColorizeVolumetricLightmapDirectionalIndirectIntensityColor = false;
|
||||
bEnableColorizeVolumetricLightmapDirectionalIndirectIntensityGrayscale = false;
|
||||
bEnableColorizeVolumetricLightmapDirectionalIndirectIntensityColor = false;
|
||||
bEnableColorizeVolumetricLightmapDirectionalIndirectIntensity = false;
|
||||
bEnableColorizeVolumetricLightmapIndirectIntensity = false;
|
||||
bEnableColorizeVolumetricLightmapIndirectIntensityGrayscale = false;
|
||||
bEnableColorizeVolumetricLightmapIndirectIntensityColor = false;
|
||||
bEnableColorizeVolumetricLightmapIndirectIntensityGrayscale = false;
|
||||
bEnableColorizeVolumetricLightmapIndirectIntensityColor = false;
|
||||
bEnableColorizeVolumetricLightmapIndirectIntensity = false;
|
||||
bEnableColorizeVolumetricLightmapEnvironmentIntensity = false;
|
||||
bEnableColorizeVolumetricLightmapEnvironmentIntensityGrayscale = false;
|
||||
bEnableColorizeVolumetricLightmapEnvironmentIntensityColor = false;
|
||||
bEnableColorizeVolumetricLightmapEnvironmentIntensityGrayscale = false;
|
||||
bEnableColorizeVolumetricLightmapEnvironmentIntensityColor = false;
|
||||
bEnableColorizeVolumetricLightmapEnvironmentIntensity = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand0 = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand0Grayscale = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand0Color = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand0Grayscale = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand0Color = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand0 = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand1 = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand1Grayscale = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand1Color = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand1Grayscale = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand1Color = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand1 = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand2 = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand2Grayscale = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand2Color = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand2Grayscale = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand2Color = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand2 = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand3 = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand3Grayscale = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand3Color = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand3Grayscale = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand3Color = false;
|
||||
bEnableColorizeVolumetricLightmapSHBand3 = false;
|
||||
}
|
||||
|
||||
SDismembermentPreviewViewportClient::~SDismembermentPreviewViewportClient()
|
||||
{
|
||||
// Clean up
|
||||
PreviewManager = nullptr;
|
||||
}
|
||||
|
||||
void SDismembermentPreviewViewportClient::Tick(float DeltaSeconds)
|
||||
{
|
||||
// Call parent tick
|
||||
FEditorViewportClient::Tick(DeltaSeconds);
|
||||
|
||||
// Tick the preview manager
|
||||
if (PreviewManager)
|
||||
{
|
||||
PreviewManager->Tick(DeltaSeconds);
|
||||
}
|
||||
}
|
||||
|
||||
void SDismembermentPreviewViewportClient::Draw(const FSceneView* View, FPrimitiveDrawInterface* PDI)
|
||||
{
|
||||
// Call parent draw
|
||||
FEditorViewportClient::Draw(View, PDI);
|
||||
|
||||
// Draw preview elements
|
||||
if (PreviewManager)
|
||||
{
|
||||
// TODO: Draw preview elements
|
||||
}
|
||||
}
|
||||
|
||||
void SDismembermentPreviewViewportClient::DrawCanvas(FViewport& InViewport, FSceneView& View, FCanvas& Canvas)
|
||||
{
|
||||
// Call parent draw canvas
|
||||
FEditorViewportClient::DrawCanvas(InViewport, View, Canvas);
|
||||
|
||||
// Draw preview elements
|
||||
if (PreviewManager)
|
||||
{
|
||||
// TODO: Draw preview elements
|
||||
}
|
||||
}
|
||||
|
||||
void SDismembermentPreviewViewportClient::SetPreviewManager(UDismembermentPreviewManager* InPreviewManager)
|
||||
{
|
||||
PreviewManager = InPreviewManager;
|
||||
}
|
Reference in New Issue
Block a user