389 lines
12 KiB
C++
389 lines
12 KiB
C++
#include "FLESHViewportClient.h"
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#include "FLESHEditor.h"
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#include "CanvasItem.h"
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#include "CanvasTypes.h"
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#include "Engine/SkeletalMesh.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Components/DirectionalLightComponent.h"
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#include "Components/SkyLightComponent.h"
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#include "Slate/SceneViewport.h"
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#include "PreviewScene.h"
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#include "EditorViewportClient.h"
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#include "EngineGlobals.h"
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#include "Engine/Engine.h"
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#include "Engine.h"
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#include "CanvasTypes.h"
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#include "SceneView.h"
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#include "InputCoreTypes.h"
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#include "Components/SplineComponent.h"
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#include "EditorModeManager.h"
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#include "UnrealWidget.h"
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FFLESHViewportClient::FFLESHViewportClient(FFLESHEditor* InEditor)
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: FEditorViewportClient(nullptr)
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, Viewport(nullptr)
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, Editor(InEditor)
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, bShowWireframe(false)
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, bShowBones(false)
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{
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// Create a valid preview scene
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PreviewScene = MakeShareable(new FPreviewScene(FPreviewScene::ConstructionValues()));
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// Set the scene for FEditorViewportClient - use constructor instead of SetPreviewScene
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FEditorViewportClient::PreviewScene = PreviewScene.Get();
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// Set viewport type
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SetViewportType(LVT_Perspective);
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// Enable real-time rendering
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SetRealtime(true);
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// Set initial view position and rotation
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SetInitialViewTransform(
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LVT_Perspective,
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FVector(0.0f, 100.0f, 0.0f), // Camera position
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FRotator(0.0f, -90.0f, 0.0f), // Camera rotation
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200.0f // Camera distance
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);
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// Enable camera controls
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EngineShowFlags.SetPostProcessing(true);
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EngineShowFlags.SetLighting(true);
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EngineShowFlags.SetIndirectLightingCache(true);
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EngineShowFlags.SetTemporalAA(true);
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// Set default render mode
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SetViewMode(VMI_Lit);
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// Set camera control options similar to asset editor
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SetRealtime(true);
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bSetListenerPosition = false;
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// Enable standard editor camera controls
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if (Widget)
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{
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Widget->SetSnapEnabled(true);
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}
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// Load and display objects from NodeTree
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LoadNodesFromNodeTree();
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}
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FFLESHViewportClient::~FFLESHViewportClient()
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{
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// Clean up resources
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}
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void FFLESHViewportClient::Draw(const FSceneView* View, FPrimitiveDrawInterface* PDI)
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{
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FEditorViewportClient::Draw(View, PDI);
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// Draw navigation widget (coordinate axes)
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if (PDI)
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{
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// Draw coordinate system axes
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const float AxisLength = 50.0f;
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const float AxisThickness = 1.0f;
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// Draw X axis (red)
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PDI->DrawLine(FVector::ZeroVector, FVector(AxisLength, 0.0f, 0.0f), FLinearColor::Red, SDPG_Foreground, AxisThickness);
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// Draw Y axis (green)
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PDI->DrawLine(FVector::ZeroVector, FVector(0.0f, AxisLength, 0.0f), FLinearColor::Green, SDPG_Foreground, AxisThickness);
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// Draw Z axis (blue)
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PDI->DrawLine(FVector::ZeroVector, FVector(0.0f, 0.0f, AxisLength), FLinearColor::Blue, SDPG_Foreground, AxisThickness);
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}
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// Draw custom UI elements
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if (Viewport)
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{
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FCanvas* Canvas = Viewport->GetDebugCanvas();
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if (Canvas)
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{
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// Draw mode information
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FString ModeText;
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if (bShowWireframe)
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{
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ModeText += TEXT("Wireframe Mode | ");
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}
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if (bShowBones)
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{
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ModeText += TEXT("Show Bones | ");
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}
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if (!ModeText.IsEmpty())
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{
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// Remove last separator
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ModeText.RemoveAt(ModeText.Len() - 3, 3);
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// Draw text
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FCanvasTextItem TextItem(FVector2D(10, 10), FText::FromString(ModeText), GEngine->GetSmallFont(), FLinearColor::White);
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Canvas->DrawItem(TextItem);
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}
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}
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}
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}
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bool FFLESHViewportClient::InputKey(const FInputKeyEventArgs& EventArgs)
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{
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// Handle keyboard and mouse input
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bool bHandled = false;
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// Add custom shortcuts
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if (EventArgs.Event == IE_Pressed)
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{
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if (EventArgs.Key == EKeys::W)
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{
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// W key toggles wireframe mode
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ToggleWireframe();
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bHandled = true;
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}
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else if (EventArgs.Key == EKeys::B)
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{
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// B key toggles bone display
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ToggleBones();
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bHandled = true;
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}
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else if (EventArgs.Key == EKeys::R)
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{
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// R key resets camera
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ResetCamera();
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bHandled = true;
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}
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else if (EventArgs.Key == EKeys::F)
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{
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// F key focuses on selected object
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FocusOnSelectedNode();
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bHandled = true;
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}
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}
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// If not handled, pass to base class
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if (!bHandled)
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{
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bHandled = FEditorViewportClient::InputKey(EventArgs);
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}
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return bHandled;
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}
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bool FFLESHViewportClient::InputKey(FViewport* InViewport, int32 ControllerId, FKey Key, EInputEvent Event, float AmountDepressed, bool bGamepad)
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{
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// Create new parameter structure and call the new version of InputKey
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FInputKeyEventArgs Args(InViewport, ControllerId, Key, Event, AmountDepressed, false);
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// Forward to the new API version
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return InputKey(Args);
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}
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// This version of InputAxis is deprecated, but kept for compatibility
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bool FFLESHViewportClient::InputAxis(FViewport* InViewport, int32 ControllerId, FKey Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad)
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{
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// Create InputKeyEventArgs for the new API
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FInputKeyEventArgs Args(InViewport, ControllerId, Key, IE_Axis);
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Args.AmountDepressed = Delta;
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return InputKey(Args);
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}
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void FFLESHViewportClient::ResetCamera()
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{
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// Reset camera position and rotation
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SetViewLocation(FVector(0.0f, 100.0f, 0.0f));
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SetViewRotation(FRotator(0.0f, -90.0f, 0.0f));
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// Invalidate view
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Invalidate();
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}
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void FFLESHViewportClient::ToggleWireframe()
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{
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// Toggle wireframe mode
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bShowWireframe = !bShowWireframe;
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if (bShowWireframe)
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{
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SetViewMode(VMI_Wireframe);
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}
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else
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{
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SetViewMode(VMI_Lit);
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}
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// Invalidate view
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Invalidate();
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}
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void FFLESHViewportClient::ToggleBones()
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{
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// Toggle bone display
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bShowBones = !bShowBones;
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// Update engine flags
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EngineShowFlags.SetBones(bShowBones);
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// Invalidate view
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Invalidate();
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}
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void FFLESHViewportClient::LoadNodesFromNodeTree()
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{
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if (!PreviewScene.IsValid() || !Editor)
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{
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return;
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}
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// Clear current preview scene components by creating a new one
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PreviewScene = MakeShareable(new FPreviewScene(FPreviewScene::ConstructionValues()));
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FEditorViewportClient::PreviewScene = PreviewScene.Get();
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// Add a default light
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UDirectionalLightComponent* DirectionalLight = NewObject<UDirectionalLightComponent>();
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DirectionalLight->SetMobility(EComponentMobility::Movable);
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DirectionalLight->SetIntensity(1.0f);
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PreviewScene->AddComponent(DirectionalLight, FTransform(FRotator(-45.0f, 45.0f, 0.0f)));
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// Add a skylight for ambient lighting
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USkyLightComponent* SkyLight = NewObject<USkyLightComponent>();
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SkyLight->SetMobility(EComponentMobility::Movable);
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SkyLight->SourceType = ESkyLightSourceType::SLS_CapturedScene;
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PreviewScene->AddComponent(SkyLight, FTransform::Identity);
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// Add a second directional light from another angle
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UDirectionalLightComponent* BackLight = NewObject<UDirectionalLightComponent>();
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BackLight->SetMobility(EComponentMobility::Movable);
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BackLight->SetIntensity(0.6f);
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BackLight->SetLightColor(FLinearColor(0.8f, 0.8f, 1.0f)); // Slightly blue backlight
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PreviewScene->AddComponent(BackLight, FTransform(FRotator(45.0f, -135.0f, 0.0f)));
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// Get all nodes from NodeTree
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const TArray<TSharedPtr<FVisceraNodeItem>>& NodeRoots = Editor->GetNodeTreeRoots();
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// Recursively load all nodes
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for (const TSharedPtr<FVisceraNodeItem>& RootNode : NodeRoots)
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{
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if (RootNode.IsValid())
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{
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LoadNodeRecursive(RootNode, nullptr);
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}
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}
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// Update viewport
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Invalidate();
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}
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void FFLESHViewportClient::LoadNodeRecursive(TSharedPtr<FVisceraNodeItem> Node, USceneComponent* ParentComponent)
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{
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if (!Node.IsValid() || !PreviewScene.IsValid())
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{
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return;
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}
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USceneComponent* NodeComponent = nullptr;
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// Simplified node loading logic, use static mesh for all node types
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UStaticMeshComponent* MeshComponent = NewObject<UStaticMeshComponent>();
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// Choose different mesh and color based on node type
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FString MeshPath;
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FLinearColor Color;
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if (Node->NodeType.Equals(TEXT("SoftBody")))
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{
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MeshPath = TEXT("/Engine/BasicShapes/Sphere.Sphere");
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Color = FLinearColor(1.0f, 0.5f, 0.5f, 0.7f); // Translucent red
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}
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else if (Node->NodeType.Equals(TEXT("LineChain")))
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{
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MeshPath = TEXT("/Engine/BasicShapes/Cylinder.Cylinder");
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Color = FLinearColor(0.5f, 0.5f, 1.0f, 0.7f); // Translucent blue
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}
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else if (Node->NodeType.Equals(TEXT("Plane")))
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{
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MeshPath = TEXT("/Engine/BasicShapes/Plane.Plane");
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Color = FLinearColor(0.5f, 0.5f, 1.0f, 0.5f); // Translucent blue
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}
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else if (Node->NodeType.Equals(TEXT("Matrix")))
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{
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MeshPath = TEXT("/Engine/BasicShapes/Cube.Cube");
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Color = FLinearColor(0.5f, 1.0f, 0.5f, 0.7f); // Translucent green
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MeshComponent->SetWorldScale3D(FVector(0.25f, 0.25f, 0.25f)); // Scale down cube
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}
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else // Default to sphere
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{
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MeshPath = TEXT("/Engine/BasicShapes/Sphere.Sphere");
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Color = FLinearColor(1.0f, 1.0f, 1.0f, 0.7f); // Translucent white
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}
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// Load static mesh
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UStaticMesh* StaticMesh = LoadObject<UStaticMesh>(nullptr, *MeshPath);
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if (StaticMesh)
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{
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MeshComponent->SetStaticMesh(StaticMesh);
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// Set translucent material
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UMaterial* Material = LoadObject<UMaterial>(nullptr, TEXT("/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial"));
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if (Material)
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{
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UMaterialInstanceDynamic* DynamicMaterial = UMaterialInstanceDynamic::Create(Material, MeshComponent);
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if (DynamicMaterial)
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{
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DynamicMaterial->SetVectorParameterValue(TEXT("Color"), Color);
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MeshComponent->SetMaterial(0, DynamicMaterial);
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}
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}
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}
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// Add to preview scene
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PreviewScene->AddComponent(MeshComponent, FTransform::Identity);
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NodeComponent = MeshComponent;
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// If parent component exists, set parent-child relationship
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if (NodeComponent && ParentComponent)
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{
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NodeComponent->AttachToComponent(ParentComponent, FAttachmentTransformRules::KeepRelativeTransform);
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}
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// Recursively load child nodes
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for (const TSharedPtr<FVisceraNodeItem>& ChildNode : Node->Children)
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{
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if (ChildNode.IsValid() && NodeComponent)
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{
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LoadNodeRecursive(ChildNode, NodeComponent);
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}
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}
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}
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void FFLESHViewportClient::UpdateVisibleNodes()
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{
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// Reload all nodes
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LoadNodesFromNodeTree();
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}
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void FFLESHViewportClient::FocusOnSelectedNode()
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{
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if (!Editor)
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{
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return;
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}
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// Get currently selected node
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TSharedPtr<FVisceraNodeItem> SelectedNode = Editor->GetSelectedNodeItem();
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if (!SelectedNode.IsValid())
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{
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return;
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}
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// Position camera at the selected node's location
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// Note: Here we use a default position since we don't have actual position information for the node
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// In a real implementation, we should find the component for this node and get its position
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FVector FocusLocation = FVector::ZeroVector;
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// Set camera position and rotation
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SetViewLocation(FocusLocation + FVector(0.0f, 100.0f, 0.0f));
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SetViewRotation(FRotator(0.0f, -90.0f, 0.0f));
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// Update view
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Invalidate();
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}
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