This commit is contained in:
2025-04-18 18:17:02 +08:00
parent 80fdce96b2
commit e15eafe5d4
18 changed files with 259 additions and 493 deletions

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@@ -19,6 +19,11 @@
"Name": "FLESH",
"Type": "Runtime",
"LoadingPhase": "Default"
},
{
"Name": "FLESHEditor",
"Type": "Editor",
"LoadingPhase": "Default"
}
],
"Plugins": [
@@ -32,7 +37,7 @@
},
{
"Name": "GeometryScripting",
"Enabled": false
"Enabled": true
},
{
"Name": "ChaosCloth",
@@ -54,5 +59,11 @@
"Name": "ProceduralMeshComponent",
"Enabled": true
}
],
"Dependencies": [
{
"Name": "GeometryScripting",
"Enabled": true
}
]
}

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@@ -1,3 +1,4 @@
### Real-time Dismemberment Editor Development Guide
#### 引擎版本UE5.5

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@@ -11,8 +11,8 @@ public class FLESH : ModuleRules
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
"$(EngineDir)/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public",
"$(EngineDir)/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingEditor/Public"
// "$(EngineDir)/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingCore/Public",
// "$(EngineDir)/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingEditor/Public"
}
);

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@@ -1,258 +0,0 @@
#include "BooleanCutTool.h"
#include "Engine/StaticMesh.h"
#include "Engine/SkeletalMesh.h"
#include "ProceduralMeshComponent.h"
#include "Materials/MaterialInterface.h"
// Temporarily commented out GeometryScripting related headers
// Will restore them after we resolve the basic module compilation issues
//#include "GeometryScriptingCore.h"
//#include "GeometryScript/MeshBooleanFunctions.h"
//#include "GeometryScript/MeshPrimitiveFunctions.h"
//#include "DynamicMesh/DynamicMesh3.h"
//#include "GeometryScript/MeshTransformFunctions.h"
// Constructor
UBooleanCutTool::UBooleanCutTool()
{
}
// Perform boolean cut on static mesh
TArray<UStaticMesh*> UBooleanCutTool::CutStaticMesh(UStaticMesh* TargetMesh, const FCutPlane& CutPlane, bool bCreateCap)
{
TArray<UStaticMesh*> Result;
// Check if target mesh is valid
if (!TargetMesh)
{
return Result;
}
// Create cut plane mesh
UStaticMesh* CutPlaneMesh = CreateCutPlaneMesh(CutPlane);
if (!CutPlaneMesh)
{
return Result;
}
// Use GeometryScript to perform boolean cut
// Note: This is just a framework, actual implementation requires GeometryScript API
// Create positive part mesh
UStaticMesh* PositiveMesh = NewObject<UStaticMesh>();
// TODO: Use GeometryScript to perform boolean difference operation for positive part
// Create negative part mesh
UStaticMesh* NegativeMesh = NewObject<UStaticMesh>();
// TODO: Use GeometryScript to perform boolean difference operation for negative part
// If cap creation is needed
if (bCreateCap)
{
// TODO: Create cap for positive and negative parts
}
// Add to result array
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
return Result;
}
// Perform boolean cut on skeletal mesh
TArray<USkeletalMesh*> UBooleanCutTool::CutSkeletalMesh(USkeletalMesh* TargetMesh, const FCutPlane& CutPlane, FName BoneName, bool bCreateCap)
{
TArray<USkeletalMesh*> Result;
// Check if target mesh is valid
if (!TargetMesh)
{
return Result;
}
// Create cut plane mesh
UStaticMesh* CutPlaneMesh = CreateCutPlaneMesh(CutPlane);
if (!CutPlaneMesh)
{
return Result;
}
// Use GeometryScript to perform boolean cut
// Note: This is just a framework, actual implementation requires GeometryScript API
// If bone name is specified, only cut the part influenced by the bone
if (BoneName != NAME_None)
{
// TODO: Get vertices influenced by the bone, only cut these vertices
}
// Create positive part skeletal mesh
USkeletalMesh* PositiveMesh = NewObject<USkeletalMesh>();
// TODO: Use GeometryScript to perform boolean difference operation for positive part
// Create negative part skeletal mesh
USkeletalMesh* NegativeMesh = NewObject<USkeletalMesh>();
// TODO: Use GeometryScript to perform boolean difference operation for negative part
// If cap creation is needed
if (bCreateCap)
{
// TODO: Create cap for positive and negative parts
}
// Add to result array
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
return Result;
}
// Perform boolean cut on procedural mesh
TArray<UProceduralMeshComponent*> UBooleanCutTool::CutProceduralMesh(UProceduralMeshComponent* TargetMesh, const FCutPlane& CutPlane, bool bCreateCap)
{
TArray<UProceduralMeshComponent*> Result;
// Check if target mesh is valid
if (!TargetMesh)
{
return Result;
}
// Get mesh data
TArray<FVector> Vertices;
TArray<int32> Triangles;
TArray<FVector> Normals;
TArray<FVector2D> UVs;
TArray<FColor> VertexColors;
TArray<FProcMeshTangent> Tangents;
// In UE5.5.4, GetSectionMeshData method has been removed, replaced with GetProcMeshSection
FProcMeshSection* MeshSection = TargetMesh->GetProcMeshSection(0);
if (MeshSection)
{
// Extract data from MeshSection
for (const FProcMeshVertex& Vertex : MeshSection->ProcVertexBuffer)
{
Vertices.Add(Vertex.Position);
Normals.Add(Vertex.Normal);
UVs.Add(Vertex.UV0);
VertexColors.Add(Vertex.Color);
Tangents.Add(Vertex.Tangent);
}
// Convert indices
for (uint32 Index : MeshSection->ProcIndexBuffer)
{
Triangles.Add(static_cast<int32>(Index));
}
}
// Calculate intersection points between cut plane and mesh
TArray<FVector> IntersectionPoints = CalculateIntersectionPoints(Vertices, Triangles, CutPlane);
// Create positive part procedural mesh
UProceduralMeshComponent* PositiveMesh = NewObject<UProceduralMeshComponent>(TargetMesh->GetOwner());
PositiveMesh->RegisterComponent();
// Create negative part procedural mesh
UProceduralMeshComponent* NegativeMesh = NewObject<UProceduralMeshComponent>(TargetMesh->GetOwner());
NegativeMesh->RegisterComponent();
// Split mesh
TArray<FVector> PositiveVertices;
TArray<int32> PositiveTriangles;
TArray<FVector> PositiveNormals;
TArray<FVector2D> PositiveUVs;
TArray<FColor> PositiveVertexColors;
TArray<FProcMeshTangent> PositiveTangents;
TArray<FVector> NegativeVertices;
TArray<int32> NegativeTriangles;
TArray<FVector> NegativeNormals;
TArray<FVector2D> NegativeUVs;
TArray<FColor> NegativeVertexColors;
TArray<FProcMeshTangent> NegativeTangents;
// TODO: Split mesh data based on cut plane
// Create positive part mesh
PositiveMesh->CreateMeshSection(0, PositiveVertices, PositiveTriangles, PositiveNormals, PositiveUVs, PositiveVertexColors, PositiveTangents, true);
// Create negative part mesh
NegativeMesh->CreateMeshSection(0, NegativeVertices, NegativeTriangles, NegativeNormals, NegativeUVs, NegativeVertexColors, NegativeTangents, true);
// If cap creation is needed
if (bCreateCap)
{
CreateCapMesh(IntersectionPoints, CutPlane, PositiveMesh);
CreateCapMesh(IntersectionPoints, CutPlane, NegativeMesh);
}
// Set material
if (CutMaterial)
{
PositiveMesh->SetMaterial(0, TargetMesh->GetMaterial(0));
PositiveMesh->SetMaterial(1, CutMaterial);
NegativeMesh->SetMaterial(0, TargetMesh->GetMaterial(0));
NegativeMesh->SetMaterial(1, CutMaterial);
}
// Add to result array
Result.Add(PositiveMesh);
Result.Add(NegativeMesh);
return Result;
}
// Create cut plane mesh
UStaticMesh* UBooleanCutTool::CreateCutPlaneMesh(const FCutPlane& CutPlane)
{
// Create a plane mesh
UStaticMesh* PlaneMesh = NewObject<UStaticMesh>();
// TODO: Use GeometryScript to create plane mesh
// Note: This is just a framework, actual implementation requires GeometryScript API
return PlaneMesh;
}
// Set cut material
void UBooleanCutTool::SetCutMaterial(UMaterialInterface* Material)
{
CutMaterial = Material;
}
// Get cut material
UMaterialInterface* UBooleanCutTool::GetCutMaterial() const
{
return CutMaterial;
}
// Calculate intersection points between cut plane and mesh
TArray<FVector> UBooleanCutTool::CalculateIntersectionPoints(const TArray<FVector>& Vertices, const TArray<int32>& Indices, const FCutPlane& CutPlane)
{
// Simplify the implementation of this method to resolve compilation issues
TArray<FVector> IntersectionPoints;
// TODO: Restore the complete implementation after resolving GeometryScripting issues
return IntersectionPoints;
}
// Create cap mesh
void UBooleanCutTool::CreateCapMesh(const TArray<FVector>& IntersectionPoints, const FCutPlane& CutPlane, UProceduralMeshComponent* TargetMesh)
{
// Check if there are enough intersection points
if (IntersectionPoints.Num() < 3)
{
return;
}
// TODO: Create cap mesh using intersection points
// Note: This is just a framework, actual implementation requires more complex algorithm
// 1. Project intersection points onto cut plane
// 2. Triangulate projected points
// 3. Create cap mesh
// 4. Add to target mesh
}

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@@ -3,8 +3,8 @@
#include "Engine/SkeletalMesh.h"
#include "ProceduralMeshComponent.h"
#include "Materials/MaterialInterface.h"
// 暂时注释掉 GeometryScripting 相关头文件
// 当我们解决了基础模块的编译问题后再恢复
// Temporarily commented out GeometryScripting related headers
// Will restore them after we resolve the basic module compilation issues
//#include "GeometryScriptingCore.h"
//#include "GeometryScript/MeshBooleanFunctions.h"
//#include "GeometryScript/MeshPrimitiveFunctions.h"
@@ -125,11 +125,11 @@ TArray<UProceduralMeshComponent*> UBooleanCutTool::CutProceduralMesh(UProcedural
TArray<FColor> VertexColors;
TArray<FProcMeshTangent> Tangents;
// UE5.5.4 中,GetSectionMeshData 方法已不存在,改为使用 GetProcMeshSection 方法
// In UE5.5.4, GetSectionMeshData method has been removed, replaced with GetProcMeshSection
FProcMeshSection* MeshSection = TargetMesh->GetProcMeshSection(0);
if (MeshSection)
{
// MeshSection 中提取数据
// Extract data from MeshSection
for (const FProcMeshVertex& Vertex : MeshSection->ProcVertexBuffer)
{
Vertices.Add(Vertex.Position);
@@ -139,7 +139,7 @@ TArray<UProceduralMeshComponent*> UBooleanCutTool::CutProceduralMesh(UProcedural
Tangents.Add(Vertex.Tangent);
}
// 转换索引
// Convert indices
for (uint32 Index : MeshSection->ProcIndexBuffer)
{
Triangles.Add(static_cast<int32>(Index));
@@ -231,10 +231,10 @@ UMaterialInterface* UBooleanCutTool::GetCutMaterial() const
// Calculate intersection points between cut plane and mesh
TArray<FVector> UBooleanCutTool::CalculateIntersectionPoints(const TArray<FVector>& Vertices, const TArray<int32>& Indices, const FCutPlane& CutPlane)
{
// 暂时简化该方法的实现,以解决编译问题
// Simplify the implementation of this method to resolve compilation issues
TArray<FVector> IntersectionPoints;
// TODO: 当我们解决了 GeometryScripting 相关的问题后再恢复完整实现
// TODO: Restore the complete implementation after resolving GeometryScripting issues
return IntersectionPoints;
}

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@@ -1,92 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BloodPool.generated.h"
// Forward declarations
class UBoxComponent;
class UDecalComponent;
class UMaterialInterface;
/**
* Blood pool actor class, used to create blood pools on surfaces
*/
UCLASS()
class FLESH_API ABloodPool : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ABloodPool();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
/**
* Set the blood pool size
* @param NewSize - New size for the blood pool
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Blood")
void SetPoolSize(float NewSize);
/**
* Set the blood pool color
* @param NewColor - New color for the blood pool
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Blood")
void SetPoolColor(const FLinearColor& NewColor);
/**
* Start blood pool expansion
* @param InExpansionRate - Rate of expansion
* @param MaxSize - Maximum size
*/
UFUNCTION(BlueprintCallable, Category = "FLESH|Blood")
void StartExpansion(float InExpansionRate = 1.0f, float MaxSize = 3.0f);
private:
// Collision component for surface detection
UPROPERTY(VisibleAnywhere, Category = "Components")
TObjectPtr<UBoxComponent> Collision;
// Decal component for rendering the blood pool
UPROPERTY(VisibleAnywhere, Category = "Components")
TObjectPtr<UDecalComponent> Decal;
// Blood pool decal material
UPROPERTY(EditAnywhere, Category = "Appearance")
TObjectPtr<UMaterialInterface> DecalMaterial;
// Current blood pool size
UPROPERTY(EditAnywhere, Category = "Appearance")
float PoolSize = 1.0f;
// Blood pool color
UPROPERTY(EditAnywhere, Category = "Appearance")
FLinearColor PoolColor = FLinearColor::Red;
// Expansion rate
UPROPERTY(EditAnywhere, Category = "Expansion")
float ExpansionRate = 0.5f;
// Maximum blood pool size
UPROPERTY(EditAnywhere, Category = "Expansion")
float MaxPoolSize = 2.0f;
// Whether the pool is expanding
UPROPERTY()
bool bIsExpanding = false;
// Blood pool expansion timer handle
FTimerHandle ExpansionTimerHandle;
// Internal function to update the blood pool size
void UpdatePoolSize();
// Internal function to expand the blood pool
void ExpandPool();
};

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@@ -6,6 +6,8 @@
// Forward declaration
class UDismembermentGraphBase;
#include "DismembermentGraph/DismembermentGraphBase.h"
#include "DismembermentGraphAsset.generated.h"
/**
@@ -22,7 +24,7 @@ public:
// The graph owned by this asset
UPROPERTY()
class UDismembermentGraphBase* Graph;
TObjectPtr<class UDismembermentGraphBase> Graph;
// Compile the graph into executable logic
UFUNCTION(BlueprintCallable, Category = "FLESH|Dismemberment")

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@@ -5,10 +5,10 @@
#include "DismembermentGraphBase.generated.h"
/**
* Dismemberment graph base class
* Used for visual programming of dismemberment logic
* Dismemberment graph base class (Rewritten)
* Provides extensible, multi-layer, and serializable node graph for procedural dismemberment logic
*/
UCLASS()
UCLASS(BlueprintType)
class FLESH_API UDismembermentGraphBase : public UObject
{
GENERATED_BODY()
@@ -16,23 +16,35 @@ class FLESH_API UDismembermentGraphBase : public UObject
public:
UDismembermentGraphBase();
// Graph nodes
UPROPERTY()
TArray<class UEdGraphNode*> Nodes;
// All nodes in the graph (supports multiple node types)
UPROPERTY(VisibleAnywhere, Instanced, Category = "Graph")
TArray<TObjectPtr<class UEdGraphNode>> Nodes;
// Compilation status
UPROPERTY()
UPROPERTY(VisibleAnywhere, Category = "Graph")
bool bCompiled;
// Clear graph
// Multi-layer support: each layer can represent bone, organ, skin, etc.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Graph|Layers")
TArray<FName> Layers;
// Patch data for each layer (future extensibility)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Graph|Patch")
TMap<FName, FString> LayerPatchData;
// Clear all nodes and reset graph
UFUNCTION(BlueprintCallable, Category = "Graph")
void ClearGraph();
// Add node
// Add a node to the graph
UFUNCTION(BlueprintCallable, Category = "Graph")
class UEdGraphNode* AddNode(TSubclassOf<class UEdGraphNode> NodeClass, const FVector2D& Position);
// Remove node
// Remove a node from the graph
UFUNCTION(BlueprintCallable, Category = "Graph")
void RemoveNode(class UEdGraphNode* Node);
// Create connection
void CreateConnection(class UEdGraphPin* A, class UEdGraphPin* B);
// Serialize graph to string (for asset versioning, debugging, etc.)
UFUNCTION(BlueprintCallable, Category = "Graph")
FString SerializeGraph() const;
};

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@@ -0,0 +1,84 @@
// @ 2025, Copyright Virtuos Games. All rights reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "NiagaraComponent.h"
#include "NiagaraSystem.h"
#include "BloodPool.generated.h"
class UNiagaraSystem;
class UNiagaraComponent;
/**
* Blood pool actor that creates a decal and blood burst effect
* Used to simulate blood pooling under dismembered body parts
*/
UCLASS(Blueprintable)
class FLESH_API ABloodPool : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ABloodPool();
virtual void BeginPlay() override;
/**
* Create blood pool
* @param World - World object
* @param Location - Blood pool location
* @param Scale - Blood pool size
* @param BloodPoolTemplate - Blood pool template class
* @return Created blood pool Actor
*/
UFUNCTION(BlueprintCallable, Category = "Dismemberment|Gore", meta = (WorldContext = "World"))
static ABloodPool* CreateBloodPool(UWorld* World, const FVector& Location, float Scale = 1.0f, TSubclassOf<ABloodPool> BloodPoolTemplate = nullptr);
// Components
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
TObjectPtr<class UBoxComponent> Collision;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
TObjectPtr<class UDecalComponent> Decal;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
TObjectPtr<UNiagaraComponent> BloodBurstEffect;
protected:
FVector RemapSizeForDecal(const FVector In) const;
public:
// Visual Effects
/** The blood decal material to use */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Dismemberment|Visual Effects", meta=(DisplayPriority=1))
TObjectPtr<UMaterialInterface> DecalMaterial = nullptr;
/** The blood burst Niagara system to use */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Dismemberment|Visual Effects", meta=(DisplayPriority=2))
TObjectPtr<UNiagaraSystem> BloodBurstSystem;
// Timing Parameters
/** Adds a delay before the blood decal appears */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Dismemberment|Timing", meta=(ExposeOnSpawn="true", ClampMin="0.0", UIMin="0.0", DisplayPriority=1))
float StartDelay = 0.f;
/** The lifetime of the blood before it dries up and fades away */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Dismemberment|Timing", meta=(ExposeOnSpawn="true", ClampMin="1.0", UIMin="1.0", DisplayPriority=2))
float MaxLifetime = 60.f;
/** Time it takes to interpolate to the new size and location */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Dismemberment|Timing", meta=(ExposeOnSpawn="true", ClampMin="0.0", UIMin="0.0", DisplayPriority=3))
float InterpTime = 0.3f;
// Appearance Parameters
/** Size of the blood decal */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Dismemberment|Appearance", meta=(ExposeOnSpawn="true", DisplayPriority=1))
FVector DecalSize = FVector(100);
/** Relative rotation of the decal */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Dismemberment|Appearance", meta=(ExposeOnSpawn="true", DisplayPriority=2))
FRotator DecalRotation = FRotator(0);
};

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@@ -11,20 +11,51 @@
#include "Modules/ModuleManager.h"
#include "GraphEditorActions.h"
#include "AssetTypeActions_Base.h"
#include "DismembermentGraph/DismembermentGraphSchema.h"
#include "DismembermentGraph/SDismembermentGraphNode.h"
#include "DismembermentGraph/DismembermentGraphEditorFactory.h"
#include "DismembermentGraph/DismembermentGraphPalette.h"
#include "DismembermentGraph/DismembermentGraphNodeFactory.h"
#include "Styling/AppStyle.h"
#include "GraphEditorSettings.h"
#include "EdGraph/EdGraphSchema.h"
#define LOCTEXT_NAMESPACE "DismembermentGraphEditor"
/**
* Dismemberment graph schema actions factory
* Dismemberment graph asset type actions
*/
class FDismembermentGraphSchemaActionMenuBuilder : public FGraphSchemaActionMenuBuilder
class FDismembermentGraphAssetTypeActions : public FAssetTypeActions_Base
{
public:
// Constructor
FDismembermentGraphSchemaActionMenuBuilder(const UEdGraphSchema* InSchema)
: FGraphSchemaActionMenuBuilder(InSchema)
FDismembermentGraphAssetTypeActions(EAssetTypeCategories::Type InAssetCategory)
: AssetCategory(InAssetCategory)
{
}
// FAssetTypeActions_Base interface
virtual FText GetName() const override { return LOCTEXT("DismembermentGraphAssetName", "Dismemberment Graph"); }
virtual FColor GetTypeColor() const override { return FColor(255, 64, 64); }
virtual UClass* GetSupportedClass() const override { return UDismembermentGraphAsset::StaticClass(); }
virtual uint32 GetCategories() override { return AssetCategory; }
virtual bool HasActions(const TArray<UObject*>& InObjects) const override { return false; }
virtual void OpenAssetEditor(const TArray<UObject*>& InObjects, TSharedPtr<IToolkitHost> EditWithinLevelEditor) override
{
for (UObject* Object : InObjects)
{
if (UDismembermentGraphAsset* GraphAsset = Cast<UDismembermentGraphAsset>(Object))
{
TSharedRef<FDismembermentGraphEditor> NewEditor = MakeShareable(new FDismembermentGraphEditor());
NewEditor->InitDismembermentGraphEditor(EToolkitMode::Standalone, EditWithinLevelEditor, GraphAsset);
}
}
}
// End of FAssetTypeActions_Base interface
private:
// Asset category
EAssetTypeCategories::Type AssetCategory;
};
/**
@@ -43,7 +74,7 @@ public:
DismembermentGraphAssetCategoryBit = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Dismemberment")), LOCTEXT("DismembermentGraphAssetCategory", "Dismemberment"));
// Register asset type actions
TSharedPtr<IAssetTypeActions> Action = MakeShareable(new FDismembermentGraphAssetTypeActions(DismembermentGraphAssetCategoryBit));
TSharedRef<IAssetTypeActions> Action = MakeShareable(new FDismembermentGraphAssetTypeActions(DismembermentGraphAssetCategoryBit));
AssetTools.RegisterAssetTypeActions(Action);
RegisteredAssetTypeActions.Add(Action);
@@ -100,84 +131,7 @@ private:
}
};
/**
* Dismemberment graph asset type actions
*/
class FDismembermentGraphAssetTypeActions : public FAssetTypeActions_Base
{
public:
// Constructor
FDismembermentGraphAssetTypeActions(EAssetTypeCategories::Type InAssetCategory)
: AssetCategory(InAssetCategory)
{
}
// FAssetTypeActions_Base interface
virtual FText GetName() const override { return LOCTEXT("DismembermentGraphAssetName", "Dismemberment Graph"); }
virtual FColor GetTypeColor() const override { return FColor(255, 64, 64); }
virtual UClass* GetSupportedClass() const override { return UDismembermentGraphAsset::StaticClass(); }
virtual uint32 GetCategories() override { return AssetCategory; }
virtual bool HasActions(const TArray<UObject*>& InObjects) const override { return false; }
virtual void OpenAssetEditor(const TArray<UObject*>& InObjects, TSharedPtr<IToolkitHost> EditWithinLevelEditor) override
{
for (UObject* Object : InObjects)
{
if (UDismembermentGraphAsset* GraphAsset = Cast<UDismembermentGraphAsset>(Object))
{
TSharedRef<FDismembermentGraphEditor> NewEditor = MakeShareable(new FDismembermentGraphEditor());
NewEditor->InitDismembermentGraphEditor(EToolkitMode::Standalone, EditWithinLevelEditor, GraphAsset);
}
}
}
// End of FAssetTypeActions_Base interface
private:
// Asset category
EAssetTypeCategories::Type AssetCategory;
};
/**
* Dismemberment graph node factory
*/
class FDismembermentGraphNodeFactory : public FGraphPanelNodeFactory
{
public:
// Constructor
FDismembermentGraphNodeFactory()
: NodeClass(nullptr)
{
}
FDismembermentGraphNodeFactory(UClass* InNodeClass, const FText& InDisplayName, const FText& InTooltip)
: NodeClass(InNodeClass)
, DisplayName(InDisplayName)
, Tooltip(InTooltip)
{
}
// FGraphPanelNodeFactory interface
virtual TSharedPtr<SGraphNode> CreateNode(UEdGraphNode* Node) const override
{
if (NodeClass && Node->IsA(NodeClass))
{
return SNew(SDismembermentGraphNode, Node);
}
return nullptr;
}
// End of FGraphPanelNodeFactory interface
private:
// Node class
UClass* NodeClass;
// Display name
FText DisplayName;
// Tooltip
FText Tooltip;
};
IMPLEMENT_MODULE(FDismembermentGraphEditorModule, FLESHEditor)
// Comment out this line to avoid module redefinition
// IMPLEMENT_MODULE(FDismembermentGraphEditorModule, FLESHEditor)
#undef LOCTEXT_NAMESPACE

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@@ -84,7 +84,7 @@ void UDismembermentGraphSchema::GetContextMenuActions(UToolMenu* Menu, UGraphNod
FUIAction(
FExecuteAction::CreateLambda([Context]()
{
if (UDismembermentGraphNode* Node = Cast<UDismembermentGraphNode>(Context->Node))
if (const UDismembermentGraphNode* Node = Cast<UDismembermentGraphNode>(Context->Node))
{
// TODO: Implement node preview
}
@@ -100,7 +100,7 @@ void UDismembermentGraphSchema::GetContextMenuActions(UToolMenu* Menu, UGraphNod
// Add general graph actions
{
FToolMenuSection& Section = Menu->AddSection("DismembermentGraphActions", LOCTEXT("GraphActionsMenuHeader", "Graph Actions"));
Section.AddMenuEntry(FGraphEditorCommands::Get().SelectAllNodes);
Section.AddMenuEntry(FGenericCommands::Get().SelectAll);
Section.AddMenuEntry(
"ArrangeNodes",
LOCTEXT("ArrangeNodes", "Arrange Nodes"),

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@@ -23,7 +23,7 @@ void SDismembermentGraphNode::UpdateGraphNode()
ContentScale.Bind(this, &SGraphNode::GetContentScale);
LeftNodeBox.Reset();
RightNodeBox.Reset();
OutputPinBox.Reset();
// OutputPinBox.Reset(); // Comment out this line because OutputPinBox is not defined
// Setup the node title
TSharedPtr<SNodeTitle> NodeTitle = SNew(SNodeTitle, GraphNode);
@@ -274,7 +274,7 @@ TSharedRef<SWidget> SDismembermentGraphNode::GetNodeBodyWidget()
return SNew(STextBlock)
.Text(DismembermentNode->GetTooltipText())
.TextStyle(FEditorStyle::Get(), "Graph.StateNode.Description")
.TextStyle(FAppStyle::Get(), "Graph.StateNode.Description")
.WrapTextAt(200.0f);
}
@@ -295,7 +295,7 @@ TSharedRef<SWidget> SDismembermentGraphNode::GetNodePreviewWidget()
[
SNew(STextBlock)
.Text(NSLOCTEXT("SDismembermentGraphNode", "Preview", "Preview"))
.TextStyle(FEditorStyle::Get(), "Graph.StateNode.Description")
.TextStyle(FAppStyle::Get(), "Graph.StateNode.Description")
]
];
}

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@@ -9,7 +9,7 @@
#include "Widgets/Layout/SBorder.h"
#include "Widgets/Input/SButton.h"
#include "PropertyEditorModule.h"
#include "EditorStyleSet.h"
#include "Styling/AppStyle.h"
#include "LevelEditor.h"
#include "ToolMenus.h"
@@ -30,10 +30,10 @@ FFLESHEditor::~FFLESHEditor()
{
}
void FFLESHEditor::InitFLESHEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost)
void FFLESHEditor::InitFLESHEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, UObject* InObject)
{
// Create command list
CreateCommandList();
this->CreateCommandList();
// Create tab layout
const TSharedRef<FTabManager::FLayout> StandaloneDefaultLayout = FTabManager::NewLayout("FLESHEditorLayout_v1.0")
@@ -89,7 +89,7 @@ void FFLESHEditor::InitFLESHEditor(const EToolkitMode::Type Mode, const TSharedP
// Initialize toolkit
const bool bCreateDefaultStandaloneMenu = true;
const bool bCreateDefaultToolbar = true;
FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, FName("FLESHEditorApp"), StandaloneDefaultLayout, bCreateDefaultStandaloneMenu, bCreateDefaultToolbar);
this->InitAssetEditor(Mode, InitToolkitHost, FName("FLESHEditorApp"), StandaloneDefaultLayout, bCreateDefaultStandaloneMenu, bCreateDefaultToolbar, InObject, false);
}
void FFLESHEditor::RegisterTabSpawners(const TSharedRef<FTabManager>& InTabManager)
@@ -100,32 +100,32 @@ void FFLESHEditor::RegisterTabSpawners(const TSharedRef<FTabManager>& InTabManag
InTabManager->RegisterTabSpawner(ViewportTabId, FOnSpawnTab::CreateSP(this, &FFLESHEditor::SpawnTab_Viewport))
.SetDisplayName(LOCTEXT("ViewportTab", "Viewport"))
.SetGroup(WorkspaceMenuCategory.ToSharedRef())
.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Viewports"));
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Viewports"));
InTabManager->RegisterTabSpawner(DetailsTabId, FOnSpawnTab::CreateSP(this, &FFLESHEditor::SpawnTab_Details))
.SetDisplayName(LOCTEXT("DetailsTab", "Details"))
.SetGroup(WorkspaceMenuCategory.ToSharedRef())
.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Details"));
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Details"));
InTabManager->RegisterTabSpawner(AssetBrowserTabId, FOnSpawnTab::CreateSP(this, &FFLESHEditor::SpawnTab_AssetBrowser))
.SetDisplayName(LOCTEXT("AssetBrowserTab", "Asset Browser"))
.SetGroup(WorkspaceMenuCategory.ToSharedRef())
.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "ContentBrowser.TabIcon"));
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "ContentBrowser.TabIcon"));
InTabManager->RegisterTabSpawner(MatrixEditorTabId, FOnSpawnTab::CreateSP(this, &FFLESHEditor::SpawnTab_MatrixEditor))
.SetDisplayName(LOCTEXT("MatrixEditorTab", "Matrix Editor"))
.SetGroup(WorkspaceMenuCategory.ToSharedRef())
.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "PropertyEditor.Grid.TabIcon"));
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "PropertyEditor.Grid.TabIcon"));
InTabManager->RegisterTabSpawner(GraphEditorTabId, FOnSpawnTab::CreateSP(this, &FFLESHEditor::SpawnTab_GraphEditor))
.SetDisplayName(LOCTEXT("GraphEditorTab", "Graph Editor"))
.SetGroup(WorkspaceMenuCategory.ToSharedRef())
.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "GraphEditor.EventGraph_16x"));
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "GraphEditor.EventGraph_16x"));
InTabManager->RegisterTabSpawner(ToolbarTabId, FOnSpawnTab::CreateSP(this, &FFLESHEditor::SpawnTab_Toolbar))
.SetDisplayName(LOCTEXT("ToolbarTab", "Toolbar"))
.SetGroup(WorkspaceMenuCategory.ToSharedRef())
.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Toolbar"));
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Toolbar"));
}
void FFLESHEditor::UnregisterTabSpawners(const TSharedRef<FTabManager>& InTabManager)
@@ -165,7 +165,7 @@ void FFLESHEditor::OpenEditor()
{
// Create new editor instance
TSharedRef<FFLESHEditor> NewEditor = MakeShareable(new FFLESHEditor());
NewEditor->InitFLESHEditor(EToolkitMode::Standalone, nullptr);
NewEditor->InitFLESHEditor(EToolkitMode::Standalone, nullptr, nullptr);
}
TSharedRef<SDockTab> FFLESHEditor::SpawnTab_Viewport(const FSpawnTabArgs& Args)
@@ -226,7 +226,7 @@ TSharedRef<SWidget> FFLESHEditor::CreateViewportWidget()
{
// Create viewport widget
return SNew(SBorder)
.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
.Padding(4.0f)
[
SNew(SVerticalBox)
@@ -235,13 +235,13 @@ TSharedRef<SWidget> FFLESHEditor::CreateViewportWidget()
[
SNew(STextBlock)
.Text(LOCTEXT("ViewportHeader", "FLESH Viewport"))
.Font(FEditorStyle::GetFontStyle("HeadingFont"))
.Font(FAppStyle::GetFontStyle("HeadingFont"))
]
+ SVerticalBox::Slot()
.FillHeight(1.0f)
[
SNew(SBorder)
.BorderImage(FEditorStyle::GetBrush("ToolPanel.DarkGroupBorder"))
.BorderImage(FAppStyle::GetBrush("ToolPanel.DarkGroupBorder"))
.Padding(4.0f)
[
SNew(STextBlock)
@@ -270,7 +270,7 @@ TSharedRef<SWidget> FFLESHEditor::CreateDetailsWidget()
DetailsWidget = PropertyEditorModule.CreateDetailView(DetailsViewArgs);
return SNew(SBorder)
.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
.Padding(4.0f)
[
SNew(SVerticalBox)
@@ -279,7 +279,7 @@ TSharedRef<SWidget> FFLESHEditor::CreateDetailsWidget()
[
SNew(STextBlock)
.Text(LOCTEXT("DetailsHeader", "Property Editor"))
.Font(FEditorStyle::GetFontStyle("HeadingFont"))
.Font(FAppStyle::GetFontStyle("HeadingFont"))
]
+ SVerticalBox::Slot()
.FillHeight(1.0f)
@@ -293,7 +293,7 @@ TSharedRef<SWidget> FFLESHEditor::CreateAssetBrowserWidget()
{
// Create asset browser
return SNew(SBorder)
.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
.Padding(4.0f)
[
SNew(SVerticalBox)
@@ -302,7 +302,7 @@ TSharedRef<SWidget> FFLESHEditor::CreateAssetBrowserWidget()
[
SNew(STextBlock)
.Text(LOCTEXT("AssetBrowserHeader", "Asset Browser"))
.Font(FEditorStyle::GetFontStyle("HeadingFont"))
.Font(FAppStyle::GetFontStyle("HeadingFont"))
]
+ SVerticalBox::Slot()
.FillHeight(1.0f)
@@ -358,7 +358,7 @@ TSharedRef<SWidget> FFLESHEditor::CreateMatrixEditorWidget()
});
return SNew(SBorder)
.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
.Padding(4.0f)
[
SNew(SVerticalBox)
@@ -367,7 +367,7 @@ TSharedRef<SWidget> FFLESHEditor::CreateMatrixEditorWidget()
[
SNew(STextBlock)
.Text(LOCTEXT("MatrixEditorHeader", "Matrix Editor"))
.Font(FEditorStyle::GetFontStyle("HeadingFont"))
.Font(FAppStyle::GetFontStyle("HeadingFont"))
]
+ SVerticalBox::Slot()
.FillHeight(1.0f)
@@ -390,7 +390,7 @@ TSharedRef<SWidget> FFLESHEditor::CreateGraphEditorWidget()
{
// Create graph editor
return SNew(SBorder)
.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
.Padding(4.0f)
[
SNew(SVerticalBox)
@@ -399,13 +399,13 @@ TSharedRef<SWidget> FFLESHEditor::CreateGraphEditorWidget()
[
SNew(STextBlock)
.Text(LOCTEXT("GraphEditorHeader", "Graph Editor"))
.Font(FEditorStyle::GetFontStyle("HeadingFont"))
.Font(FAppStyle::GetFontStyle("HeadingFont"))
]
+ SVerticalBox::Slot()
.FillHeight(1.0f)
[
SNew(SBorder)
.BorderImage(FEditorStyle::GetBrush("ToolPanel.DarkGroupBorder"))
.BorderImage(FAppStyle::GetBrush("ToolPanel.DarkGroupBorder"))
.Padding(4.0f)
[
SNew(STextBlock)
@@ -419,7 +419,7 @@ TSharedRef<SWidget> FFLESHEditor::CreateToolbarWidget()
{
// Create toolbar
return SNew(SBorder)
.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
.Padding(4.0f)
[
SNew(SHorizontalBox)

View File

@@ -5,7 +5,7 @@
#include "Widgets/Input/SButton.h"
#include "Widgets/Layout/SBox.h"
#include "Widgets/Layout/SScrollBox.h"
#include "EditorStyleSet.h"
#include "Styling/AppStyle.h"
BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
@@ -214,7 +214,8 @@ void SMatrixInputWidget::UpdateUI()
int32 Index = Row * 4 + Col;
if (NumericEntryBoxes.IsValidIndex(Index) && NumericEntryBoxes[Index].IsValid())
{
NumericEntryBoxes[Index]->SetValue(Matrix.M[Row][Col]);
// Set value using TOptional<float> instead of SetText or SetValue
NumericEntryBoxes[Index]->SetValue(TOptional<float>(Matrix.M[Row][Col]));
}
}
}

View File

@@ -18,5 +18,5 @@ public:
// The asset that owns this graph
UPROPERTY()
class UDismembermentGraphAsset* OwningAsset;
TObjectPtr<class UDismembermentGraphAsset> OwningAsset;
};

View File

@@ -0,0 +1,51 @@
#pragma once
#include "CoreMinimal.h"
#include "EdGraphUtilities.h"
class UDismembermentGraphNode;
class SDismembermentGraphNode;
/**
* Dismemberment graph node factory
* Used to create visual representations of dismemberment graph nodes
*/
class FDismembermentGraphNodeFactory : public FGraphPanelNodeFactory
{
public:
// Constructor
FDismembermentGraphNodeFactory();
FDismembermentGraphNodeFactory(UClass* InNodeClass, const FText& InDisplayName, const FText& InTooltip);
// FGraphPanelNodeFactory interface
virtual TSharedPtr<SGraphNode> CreateNode(UEdGraphNode* Node) const override;
// End of interface
private:
// Node class
UClass* NodeClass;
// Display name
FText DisplayName;
// Tooltip
FText Tooltip;
};
/**
* Dismemberment schema action - New node
* Used to create new nodes in the context menu
*/
class FDismembermentSchemaAction_NewNode : public FEdGraphSchemaAction
{
public:
// Constructor
FDismembermentSchemaAction_NewNode(const FText& InNodeCategory, const FText& InMenuDesc, const FText& InToolTip, const int32 InGrouping);
// Perform action
virtual UEdGraphNode* PerformAction(UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode = true) override;
// Node class
TSubclassOf<UDismembermentGraphNode> NodeClass;
};

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@@ -21,7 +21,7 @@ public:
virtual ~FFLESHEditor();
// Initialize the editor
void InitFLESHEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost);
void InitFLESHEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, UObject* InObject);
// FAssetEditorToolkit interface
virtual void RegisterTabSpawners(const TSharedRef<FTabManager>& TabManager) override;

View File

@@ -7,6 +7,9 @@
#include "Widgets/Layout/SBox.h"
#include "Widgets/Layout/SGridPanel.h"
// Define matrix change delegate type
DECLARE_DELEGATE_OneParam(FOnMatrixChanged, const FMatrix&);
/**
* Matrix input widget for the FLESH editor
* Allows inputting transformation matrices for precise cutting operations
@@ -67,6 +70,3 @@ private:
/** Updates the UI from the matrix value */
void UpdateUI();
};
/** Delegate for matrix value changes */
DECLARE_DELEGATE_OneParam(FOnMatrixChanged, const FMatrix&);