Files
UnrealEngine/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Private/TransformMeshesTool.cpp
2025-05-18 13:04:45 +08:00

541 lines
18 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "TransformMeshesTool.h"
#include "InteractiveToolManager.h"
#include "InteractiveGizmoManager.h"
#include "Mechanics/DragAlignmentMechanic.h"
#include "ToolBuilderUtil.h"
#include "ToolSetupUtil.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "BaseBehaviors/ClickDragBehavior.h"
#include "ToolSceneQueriesUtil.h"
#include "ModelingToolTargetUtil.h"
#include "BaseGizmos/GizmoComponents.h"
#include "BaseGizmos/TransformGizmoUtil.h"
#include "Components/PrimitiveComponent.h"
#include "Components/InstancedStaticMeshComponent.h"
#include "Engine/World.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(TransformMeshesTool)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UTransformMeshesTool"
/*
* ToolBuilder
*/
const FToolTargetTypeRequirements& UTransformMeshesToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements(
UPrimitiveComponentBackedTarget::StaticClass()
);
return TypeRequirements;
}
UMultiSelectionMeshEditingTool* UTransformMeshesToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<UTransformMeshesTool>(SceneState.ToolManager);
}
/*
* Tool
*/
UTransformMeshesTool::UTransformMeshesTool()
{
}
void UTransformMeshesTool::Setup()
{
UInteractiveTool::Setup();
// Must be done before creating gizmos, so that we can bind the mechanic to them.
DragAlignmentMechanic = NewObject<UDragAlignmentMechanic>(this);
DragAlignmentMechanic->Setup(this);
UClickDragInputBehavior* ClickDragBehavior = NewObject<UClickDragInputBehavior>(this);
ClickDragBehavior->Initialize(this);
AddInputBehavior(ClickDragBehavior);
TransformProps = NewObject<UTransformMeshesToolProperties>();
AddToolPropertySource(TransformProps);
TransformProps->RestoreProperties(this);
TransformProps->WatchProperty(TransformProps->TransformMode, [this](ETransformMeshesTransformMode NewMode) { UpdateTransformMode(NewMode); });
TransformProps->WatchProperty(TransformProps->bApplyToInstances, [this](bool bNewValue) { UpdateTransformMode(TransformProps->TransformMode); });
TransformProps->WatchProperty(TransformProps->bSetPivotMode, [this](bool bNewValue) { UpdateSetPivotModes(bNewValue); });
// determine if we have any ISMCs
TransformProps->bHaveInstances = false;
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
if (Cast<UInstancedStaticMeshComponent>(UE::ToolTarget::GetTargetComponent(Targets[ComponentIdx])) != nullptr)
{
TransformProps->bHaveInstances = true;
}
}
UpdateTransformMode(TransformProps->TransformMode);
SetToolDisplayName(LOCTEXT("ToolName", "Transform"));
GetToolManager()->DisplayMessage(
LOCTEXT("OnStartTransformMeshesTool", "Transform the selected objects. Middle-mouse-drag on gizmo to reposition it. Hold Ctrl while dragging to snap/align. [A] cycles through Transform modes. [S] toggles Set Pivot Mode. [D] Toggles Snap Drag Mode. [W] and [E] cycle through Snap Drag Source and Rotation types."),
EToolMessageLevel::UserNotification);
}
void UTransformMeshesTool::OnShutdown(EToolShutdownType ShutdownType)
{
TransformProps->SaveProperties(this);
DragAlignmentMechanic->Shutdown();
GetToolManager()->GetPairedGizmoManager()->DestroyAllGizmosByOwner(this);
}
void UTransformMeshesTool::Render(IToolsContextRenderAPI* RenderAPI)
{
DragAlignmentMechanic->Render(RenderAPI);
}
void UTransformMeshesTool::UpdateSetPivotModes(bool bEnableSetPivot)
{
for (FTransformMeshesTarget& Target : ActiveGizmos)
{
Target.TransformProxy->bSetPivotMode = bEnableSetPivot;
}
}
void UTransformMeshesTool::RegisterActions(FInteractiveToolActionSet& ActionSet)
{
// Note: The CheckAndUpdateWatched() calls below were added to fix some invalid states
// that we got into if we used hotkeys while snap dragging (where the handler might be called
// before next tick). This should no longer be possible since we check that we're not snap dragging,
// but we'll keep them here for safety.
// The hotkeys are still usable while dragging the gizmos, but that doesn't cause
// the kinds of UI issues that it does for snap dragging, and changing it for consistency
// is tedious since we build and rebuild potentially multiple transform proxies.
ActionSet.RegisterAction(this, (int32)EStandardToolActions::BaseClientDefinedActionID + 1,
TEXT("ToggleSetPivot"),
LOCTEXT("TransformToggleSetPivot", "Toggle Set Pivot"),
LOCTEXT("TransformToggleSetPivotTooltip", "Toggle Set Pivot on and off"),
EModifierKey::None, EKeys::S,
[this]() {
if (bCurrentlyDragging)
{
return;
}
TransformProps->bSetPivotMode = !TransformProps->bSetPivotMode;
TransformProps->CheckAndUpdateWatched();
NotifyOfPropertyChangeByTool(TransformProps);
});
ActionSet.RegisterAction(this, (int32)EStandardToolActions::BaseClientDefinedActionID + 2,
TEXT("ToggleSnapDrag"),
LOCTEXT("TransformToggleSnapDrag", "Toggle SnapDrag"),
LOCTEXT("TransformToggleSnapDragTooltip", "Toggle SnapDrag on and off"),
EModifierKey::None, EKeys::D,
[this]() {
if (bCurrentlyDragging)
{
return;
}
TransformProps->bEnableSnapDragging = !TransformProps->bEnableSnapDragging;
TransformProps->CheckAndUpdateWatched();
NotifyOfPropertyChangeByTool(TransformProps);
});
ActionSet.RegisterAction(this, (int32)EStandardToolActions::BaseClientDefinedActionID + 3,
TEXT("CycleTransformMode"),
LOCTEXT("TransformCycleTransformMode", "Next Transform Mode"),
LOCTEXT("TransformCycleTransformModeTooltip", "Cycle through available Transform Modes"),
EModifierKey::None, EKeys::A,
[this]() {
if (bCurrentlyDragging)
{
return;
}
TransformProps->TransformMode = (ETransformMeshesTransformMode)(((uint8)TransformProps->TransformMode+1) % (uint8)ETransformMeshesTransformMode::LastValue);
TransformProps->CheckAndUpdateWatched();
NotifyOfPropertyChangeByTool(TransformProps);
});
ActionSet.RegisterAction(this, (int32)EStandardToolActions::BaseClientDefinedActionID + 4,
TEXT("CycleSourceMode"),
LOCTEXT("TransformCycleSourceMode", "Next SnapDrag Source Mode"),
LOCTEXT("TransformCycleSourceModeTooltip", "Cycle through available SnapDrag Source Modes"),
EModifierKey::None, EKeys::W,
[this]() {
if (bCurrentlyDragging)
{
return;
}
TransformProps->SnapDragSource = (ETransformMeshesSnapDragSource)(((uint8)TransformProps->SnapDragSource + 1) % (uint8)ETransformMeshesSnapDragSource::LastValue);
TransformProps->CheckAndUpdateWatched();
NotifyOfPropertyChangeByTool(TransformProps);
});
ActionSet.RegisterAction(this, (int32)EStandardToolActions::BaseClientDefinedActionID + 5,
TEXT("CycleRotationMode"),
LOCTEXT("TransformCycleRotationMode", "Next SnapDrag Rotation Mode"),
LOCTEXT("TransformCycleRotationModeTooltip", "Cycle through available SnapDrag Rotation Modes"),
EModifierKey::None, EKeys::E,
[this]() {
if (bCurrentlyDragging)
{
return;
}
TransformProps->RotationMode = (ETransformMeshesSnapDragRotationMode)(((uint8)TransformProps->RotationMode + 1) % (uint8)ETransformMeshesSnapDragRotationMode::LastValue);
TransformProps->CheckAndUpdateWatched();
NotifyOfPropertyChangeByTool(TransformProps);
});
}
void UTransformMeshesTool::UpdateTransformMode(ETransformMeshesTransformMode NewMode)
{
ResetActiveGizmos();
switch (NewMode)
{
default:
case ETransformMeshesTransformMode::SharedGizmo:
SetActiveGizmos_Single(false);
break;
case ETransformMeshesTransformMode::SharedGizmoLocal:
SetActiveGizmos_Single(true);
break;
case ETransformMeshesTransformMode::PerObjectGizmo:
SetActiveGizmos_PerObject();
break;
}
CurTransformMode = NewMode;
}
namespace UE {
namespace Local {
static void AddInstancedComponentInstance(UInstancedStaticMeshComponent* ISMC, int32 Index, UTransformProxy* TransformProxy, bool bModifyOnTransform)
{
TransformProxy->AddComponentCustom(ISMC,
[ISMC, Index]() {
FTransform Tmp;
ISMC->GetInstanceTransform(Index, Tmp, true);
return Tmp;
},
[ISMC, Index](const FTransform& NewTransform) {
ISMC->UpdateInstanceTransform(Index, NewTransform, true, true, true);
},
Index, bModifyOnTransform
);
}
}
}
void UTransformMeshesTool::SetActiveGizmos_Single(bool bLocalRotations)
{
check(ActiveGizmos.Num() == 0);
FTransformMeshesTarget Transformable;
Transformable.TransformProxy = NewObject<UTransformProxy>(this);
Transformable.TransformProxy->bSetPivotMode = TransformProps ? TransformProps->bSetPivotMode : false;
Transformable.TransformProxy->bRotatePerObject = bLocalRotations;
TArray<const UPrimitiveComponent*> ComponentsToIgnoreInAlignment;
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
UPrimitiveComponent* Component = UE::ToolTarget::GetTargetComponent(Targets[ComponentIdx]);
UInstancedStaticMeshComponent* InstancedComponent = Cast<UInstancedStaticMeshComponent>(Component);
if (InstancedComponent != nullptr && TransformProps->bApplyToInstances)
{
int32 NumInstances = InstancedComponent->GetInstanceCount();
for (int32 k = 0; k < NumInstances; ++k)
{
if (InstancedComponent->IsValidInstance(k) == false) return;
UE::Local::AddInstancedComponentInstance(InstancedComponent, k, Transformable.TransformProxy, true);
}
}
else
{
Transformable.TransformProxy->AddComponent(Component);
}
ComponentsToIgnoreInAlignment.Add(Component);
}
// leave out nonuniform scale if we have multiple objects in non-local mode
bool bCanNonUniformScale = Targets.Num() == 1 || bLocalRotations;
ETransformGizmoSubElements GizmoElements = (bCanNonUniformScale) ?
ETransformGizmoSubElements::FullTranslateRotateScale : ETransformGizmoSubElements::TranslateRotateUniformScale;
Transformable.TransformGizmo = UE::TransformGizmoUtil::CreateCustomRepositionableTransformGizmo(GetToolManager(), GizmoElements, this);
Transformable.TransformGizmo->SetActiveTarget(Transformable.TransformProxy);
DragAlignmentMechanic->AddToGizmo(Transformable.TransformGizmo, &ComponentsToIgnoreInAlignment);
ActiveGizmos.Add(Transformable);
}
void UTransformMeshesTool::SetActiveGizmos_PerObject()
{
check(ActiveGizmos.Num() == 0);
TArray<const UPrimitiveComponent*> ComponentsToIgnoreInAlignment;
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
UPrimitiveComponent* Component = UE::ToolTarget::GetTargetComponent(Targets[ComponentIdx]);
UInstancedStaticMeshComponent* InstancedComponent = Cast<UInstancedStaticMeshComponent>(Component);
if (InstancedComponent != nullptr && TransformProps->bApplyToInstances)
{
int32 NumInstances = InstancedComponent->GetInstanceCount();
for (int32 k = 0; k < NumInstances; ++k)
{
if (InstancedComponent->IsValidInstance(k) == false) return;
FTransformMeshesTarget Transformable;
Transformable.TransformProxy = NewObject<UTransformProxy>(this);
Transformable.TransformProxy->bSetPivotMode = TransformProps ? TransformProps->bSetPivotMode : false;
UE::Local::AddInstancedComponentInstance(InstancedComponent, k, Transformable.TransformProxy, true);
ETransformGizmoSubElements GizmoElements = ETransformGizmoSubElements::FullTranslateRotateScale;
Transformable.TransformGizmo = UE::TransformGizmoUtil::CreateCustomRepositionableTransformGizmo(GetToolManager(), GizmoElements, this);
Transformable.TransformGizmo->SetActiveTarget(Transformable.TransformProxy);
ComponentsToIgnoreInAlignment.Reset();
ComponentsToIgnoreInAlignment.Add(Component);
DragAlignmentMechanic->AddToGizmo(Transformable.TransformGizmo, &ComponentsToIgnoreInAlignment);
ActiveGizmos.Add(Transformable);
}
}
else
{
FTransformMeshesTarget Transformable;
Transformable.TransformProxy = NewObject<UTransformProxy>(this);
Transformable.TransformProxy->bSetPivotMode = TransformProps ? TransformProps->bSetPivotMode : false;
Transformable.TransformProxy->AddComponent(Component);
ETransformGizmoSubElements GizmoElements = ETransformGizmoSubElements::FullTranslateRotateScale;
Transformable.TransformGizmo = UE::TransformGizmoUtil::CreateCustomRepositionableTransformGizmo(GetToolManager(), GizmoElements, this);
Transformable.TransformGizmo->SetActiveTarget(Transformable.TransformProxy);
ComponentsToIgnoreInAlignment.Reset();
ComponentsToIgnoreInAlignment.Add(Component);
DragAlignmentMechanic->AddToGizmo(Transformable.TransformGizmo, &ComponentsToIgnoreInAlignment);
ActiveGizmos.Add(Transformable);
}
}
}
void UTransformMeshesTool::ResetActiveGizmos()
{
GetToolManager()->GetPairedGizmoManager()->DestroyAllGizmosByOwner(this);
ActiveGizmos.Reset();
}
// does not make sense that CanBeginClickDragSequence() returns a RayHit? Needs to be an out-argument...
FInputRayHit UTransformMeshesTool::CanBeginClickDragSequence(const FInputDeviceRay& PressPos)
{
if (TransformProps->bEnableSnapDragging == false || ActiveGizmos.Num() == 0)
{
return FInputRayHit();
}
ActiveSnapDragIndex = -1;
float MinHitDistance = TNumericLimits<float>::Max();
FVector HitNormal;
for ( int k = 0; k < Targets.Num(); ++k )
{
const IPrimitiveComponentBackedTarget* Target = Cast<IPrimitiveComponentBackedTarget>(Targets[k]);
FHitResult WorldHit;
if (Target->HitTestComponent(PressPos.WorldRay, WorldHit))
{
MinHitDistance = FMath::Min(MinHitDistance, WorldHit.Distance);
HitNormal = WorldHit.Normal;
ActiveSnapDragIndex = k;
}
}
return (MinHitDistance < TNumericLimits<float>::Max()) ? FInputRayHit(MinHitDistance, HitNormal) : FInputRayHit();
}
void UTransformMeshesTool::OnClickPress(const FInputDeviceRay& PressPos)
{
FInputRayHit HitPos = CanBeginClickDragSequence(PressPos);
check(HitPos.bHit);
GetToolManager()->BeginUndoTransaction(LOCTEXT("TransformToolTransformTxnName", "SnapDrag"));
FTransformMeshesTarget& ActiveTarget =
(TransformProps->TransformMode == ETransformMeshesTransformMode::PerObjectGizmo) ?
ActiveGizmos[ActiveSnapDragIndex] : ActiveGizmos[0];
USceneComponent* GizmoComponent = ActiveTarget.TransformGizmo->GetGizmoActor()->GetRootComponent();
StartDragTransform = GizmoComponent->GetComponentToWorld();
if (TransformProps->SnapDragSource == ETransformMeshesSnapDragSource::ClickPoint)
{
StartDragFrameWorld = FFrame3d((FVector3d)PressPos.WorldRay.PointAt(HitPos.HitDepth), (FVector3d)HitPos.HitNormal);
}
else
{
StartDragFrameWorld = FFrame3d(StartDragTransform);
}
}
void UTransformMeshesTool::OnClickDrag(const FInputDeviceRay& DragPos)
{
bCurrentlyDragging = true;
bool bApplyToPivot = TransformProps->bSetPivotMode;
TArray<const UPrimitiveComponent*> IgnoreComponents;
if (bApplyToPivot == false)
{
int IgnoreIndex = (TransformProps->TransformMode == ETransformMeshesTransformMode::PerObjectGizmo) ?
ActiveSnapDragIndex : -1;
for (int k = 0; k < Targets.Num(); ++k)
{
if (IgnoreIndex == -1 || k == IgnoreIndex)
{
IgnoreComponents.Add(UE::ToolTarget::GetTargetComponent(Targets[k]));
}
}
}
bool bRotate = (TransformProps->RotationMode != ETransformMeshesSnapDragRotationMode::Ignore);
float NormalSign = (TransformProps->RotationMode == ETransformMeshesSnapDragRotationMode::AlignFlipped) ? -1.0f : 1.0f;
FHitResult Result;
bool bWorldHit = ToolSceneQueriesUtil::FindNearestVisibleObjectHit(this, Result, DragPos.WorldRay, &IgnoreComponents);
if (bWorldHit == false)
{
return;
}
if (bApplyToPivot)
{
FVector HitPos = Result.ImpactPoint;
FVector TargetNormal = (-NormalSign) * Result.Normal;
FQuaterniond AlignRotation = (bRotate) ?
FQuaterniond(FVector3d::UnitZ(), (FVector3d)TargetNormal) : FQuaterniond::Identity();
FTransform NewTransform = StartDragTransform;
NewTransform.SetRotation((FQuat)AlignRotation);
NewTransform.SetTranslation(HitPos);
FTransformMeshesTarget& ActiveTarget =
(TransformProps->TransformMode == ETransformMeshesTransformMode::PerObjectGizmo) ?
ActiveGizmos[ActiveSnapDragIndex] : ActiveGizmos[0];
ActiveTarget.TransformGizmo->SetNewGizmoTransform(NewTransform);
}
else
{
FVector HitPos = Result.ImpactPoint;
FVector TargetNormal = NormalSign * Result.Normal;
FFrame3d FromFrameWorld = StartDragFrameWorld;
FFrame3d ToFrameWorld((FVector3d)HitPos, (FVector3d)TargetNormal);
FFrame3d ObjectFrameWorld(StartDragTransform);
FVector3d CenterShift = FromFrameWorld.Origin - ObjectFrameWorld.Origin;
FQuaterniond AlignRotation(FromFrameWorld.Z(), ToFrameWorld.Z());
if (bRotate == false)
{
AlignRotation = FQuaterniond::Identity();
}
FVector3d AlignTranslate = ToFrameWorld.Origin - FromFrameWorld.Origin;
FTransform NewTransform = StartDragTransform;
NewTransform.Accumulate( FTransform((FVector)CenterShift) );
NewTransform.Accumulate( FTransform((FQuat)AlignRotation) );
NewTransform.Accumulate( FTransform((FVector)AlignTranslate) );
CenterShift = AlignRotation * CenterShift;
NewTransform.Accumulate( FTransform((FVector)-CenterShift) );
FTransformMeshesTarget& ActiveTarget =
(TransformProps->TransformMode == ETransformMeshesTransformMode::PerObjectGizmo) ?
ActiveGizmos[ActiveSnapDragIndex] : ActiveGizmos[0];
ActiveTarget.TransformGizmo->SetNewGizmoTransform(NewTransform);
}
}
void UTransformMeshesTool::OnClickRelease(const FInputDeviceRay& ReleasePos)
{
OnTerminateDragSequence();
}
void UTransformMeshesTool::OnTerminateDragSequence()
{
bCurrentlyDragging = false;
FTransformMeshesTarget& ActiveTarget =
(TransformProps->TransformMode == ETransformMeshesTransformMode::PerObjectGizmo) ?
ActiveGizmos[ActiveSnapDragIndex] : ActiveGizmos[0];
USceneComponent* GizmoComponent = ActiveTarget.TransformGizmo->GetGizmoActor()->GetRootComponent();
FTransform EndDragtransform = GizmoComponent->GetComponentToWorld();
TUniquePtr<FComponentWorldTransformChange> Change = MakeUnique<FComponentWorldTransformChange>(StartDragTransform, EndDragtransform);
GetToolManager()->EmitObjectChange(GizmoComponent, MoveTemp(Change),
LOCTEXT("TransformToolTransformTxnName", "SnapDrag"));
GetToolManager()->EndUndoTransaction();
ActiveSnapDragIndex = -1;
}
#undef LOCTEXT_NAMESPACE