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UnrealEngine/Engine/Source/Editor/DetailCustomizations/Private/ComponentTransformDetails.h
2025-05-18 13:04:45 +08:00

360 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AssetSelection.h"
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Delegates/Delegate.h"
#include "Framework/Commands/UIAction.h"
#include "HAL/PlatformCrt.h"
#include "IDetailCustomNodeBuilder.h"
#include "Internationalization/Text.h"
#include "Math/Axis.h"
#include "Math/Rotator.h"
#include "Math/UnrealMathSSE.h"
#include "Math/Vector.h"
#include "Misc/Optional.h"
#include "Styling/SlateTypes.h"
#include "Templates/SharedPointer.h"
#include "Types/SlateEnums.h"
#include "UObject/NameTypes.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "Widgets/Input/NumericTypeInterface.h"
class FDetailWidgetRow;
class FMenuBuilder;
class FNotifyHook;
class IDetailChildrenBuilder;
class IDetailLayoutBuilder;
class IPropertyHandle;
class SWidget;
class UObject;
struct FSlateBrush;
namespace ETransformField
{
enum Type
{
Location,
Rotation,
Scale
};
}
/**
* Manages the Transform section of a details view
*/
class FComponentTransformDetails : public TSharedFromThis<FComponentTransformDetails>, public IDetailCustomNodeBuilder, public TNumericUnitTypeInterface<FVector::FReal>
{
public:
FComponentTransformDetails( const TArray< TWeakObjectPtr<UObject> >& InSelectedObjects, const FSelectedActorInfo& InSelectedActorInfo, IDetailLayoutBuilder& DetailBuilder );
~FComponentTransformDetails();
virtual void GenerateHeaderRowContent( FDetailWidgetRow& NodeRow ) override {}
virtual void GenerateChildContent( IDetailChildrenBuilder& ChildrenBuilder ) override;
virtual bool RequiresTick() const override { return true; }
virtual FName GetName() const override { return "Transform"; }
virtual bool InitiallyCollapsed() const override { return false; }
virtual void Tick( float DeltaTime ) override;
virtual void SetOnRebuildChildren( FSimpleDelegate OnRebuildChildren ) override{}
void HideTransformField(const ETransformField::Type InTransformField)
{
HiddenFieldMask |= (1 << InTransformField);
}
private:
/** Caches some information of the actor (transform, locked location) for the user input boxes */
void CacheDetails();
/** @return Whether the transform details panel should be enabled (editable) or not (read-only / greyed out) */
bool GetIsEnabled() const;
bool GetIsLocationEnabled() const;
bool GetIsRotationEnabled() const;
bool GetIsScaleEnabled() const;
bool GetIsTransformComponentEnabled(FName ComponentName) const;
/** Sets a vector based on two source vectors and an axis list */
FVector GetAxisFilteredVector(EAxisList::Type Axis, const FVector& NewValue, const FVector& OldValue);
/**
* Sets the selected object(s) axis to passed in value
*
* @param TransformField The field (location/rotation/scale) to modify
* @param Axis Bitfield of which axis to set, can be multiple
* @param NewValue The new vector values, it only uses the ones with specified axis
* @param bMirror If true, set the value to it's inverse instead of using NewValue
* @param bCommittted True if the value was committed, false is the value comes from the slider
*/
void OnSetTransform(ETransformField::Type TransformField, EAxisList::Type Axis, FVector NewValue, bool bMirror, bool bCommitted);
/**
* Sets a single axis value, called from UI
*
* @param TransformField The field (location/rotation/scale) to modify
* @param NewValue The new translation value
* @param CommitInfo Whether or not this was committed from pressing enter or losing focus
* @param Axis Bitfield of which axis to set, can be multiple
* @param bCommittted true if the value was committed, false is the value comes from the slider
*/
void OnSetTransformAxis(FVector::FReal NewValue, ETextCommit::Type CommitInfo, ETransformField::Type TransformField, EAxisList::Type Axis, bool bCommitted);
/**
* Helper to begin a new transaction for a slider interaction.
* @param ActorTransaction The name to give the transaction when changing an actor transform.
* @param ComponentTransaction The name to give the transaction when directly editing a component transform.
*/
void BeginSliderTransaction(FText ActorTransaction, FText ComponentTransaction) const;
/** Called when the one of the axis sliders for object rotation begins to change for the first time */
void OnBeginRotationSlider();
/** Called when the one of the axis sliders for object rotation is released */
void OnEndRotationSlider(FRotator::FReal NewValue);
/** Called when one of the axis sliders for object location begins to change */
void OnBeginLocationSlider();
/** Called when one of the axis sliders for object location is released */
void OnEndLocationSlider(FVector::FReal NewValue);
/** Called when one of the axis sliders for object scale begins to change */
void OnBeginScaleSlider();
/** Called when one of the axis sliders for object scale is released */
void OnEndScaleSlider(FVector::FReal NewValue);
/** @return Icon to use in the preserve scale ratio check box */
const FSlateBrush* GetPreserveScaleRatioImage() const;
/** @return The state of the preserve scale ratio checkbox */
ECheckBoxState IsPreserveScaleRatioChecked() const;
/**
* Called when the preserve scale ratio checkbox is toggled
*/
void OnPreserveScaleRatioToggled( ECheckBoxState NewState );
/**
* Builds a transform field label
*
* @param TransformField The field to build the label for
* @return The label widget
*/
TSharedRef<SWidget> BuildTransformFieldLabel( ETransformField::Type TransformField );
/**
* Gets display text for a transform field
*
* @param TransformField The field to get the text for
* @return The text label for TransformField
*/
FText GetTransformFieldText( ETransformField::Type TransformField ) const;
/**
* @return the text to display for translation
*/
FText GetLocationText() const;
/**
* @return the text to display for rotation
*/
FText GetRotationText() const;
/**
* @return the text to display for scale
*/
FText GetScaleText() const;
/**
* Sets relative transform on the specified field
*
* @param The field that should be set to relative
*/
void OnSetAbsoluteTransform( ETransformField::Type TransformField, bool bAbsoluteEnabled);
/** @return true if Absolute flag of transform type matches passed in bCheckAbsolute*/
bool IsAbsoluteTransformChecked( ETransformField::Type TransformField, bool bAbsoluteEnabled=true) const;
/** @return true if Absolute flag of transform can be changed */
bool CanChangeAbsoluteFlag(ETransformField::Type TransformField) const;
/** @return true of copy is enabled for the specified field */
bool OnCanCopy( ETransformField::Type TransformField ) const;
/**
* Copies the specified transform field to the clipboard
*/
void OnCopy( ETransformField::Type TransformField );
/**
* Pastes the specified transform field from the clipboard
*/
void OnPaste( ETransformField::Type TransformField );
void OnPasteFromText(const FString& InTag, const FString& InText, const TOptional<FGuid>& InOperationId, ETransformField::Type InTransformField);
void PasteFromText(const FString& InTag, const FString& InText, ETransformField::Type InTransformField);
/**
* Creates a UI action for copying a specified transform field
*/
FUIAction CreateCopyAction( ETransformField::Type TransformField ) const;
/**
* Creates a UI action for pasting a specified transform field
*/
FUIAction CreatePasteAction( ETransformField::Type TransformField ) const;
/** Called when the "Reset to Default" button for the location has been clicked */
void OnLocationResetClicked();
/** Called when the "Reset to Default" button for the rotation has been clicked */
void OnRotationResetClicked();
/** Called when the "Reset to Default" button for the scale has been clicked */
void OnScaleResetClicked();
/** Extend the context menu for the X component */
void ExtendXScaleContextMenu( FMenuBuilder& MenuBuilder );
/** Extend the context menu for the Y component */
void ExtendYScaleContextMenu( FMenuBuilder& MenuBuilder );
/** Extend the context menu for the Z component */
void ExtendZScaleContextMenu( FMenuBuilder& MenuBuilder );
/** Called when the X axis scale is mirrored */
void OnXScaleMirrored();
/** Called when the Y axis scale is mirrored */
void OnYScaleMirrored();
/** Called when the Z axis scale is mirrored */
void OnZScaleMirrored();
/** @return The X component of location */
TOptional<FVector::FReal> GetLocationX() const;
/** @return The Y component of location */
TOptional<FVector::FReal> GetLocationY() const;
/** @return The Z component of location */
TOptional<FVector::FReal> GetLocationZ() const;
/** @return The visibility of the "Reset to Default" button for the location component */
bool GetLocationResetVisibility() const;
/** @return The X component of rotation */
TOptional<FRotator::FReal> GetRotationX() const;
/** @return The Y component of rotation */
TOptional<FRotator::FReal> GetRotationY() const;
/** @return The Z component of rotation */
TOptional<FRotator::FReal> GetRotationZ() const;
/** @return The visibility of the "Reset to Default" button for the rotation component */
bool GetRotationResetVisibility() const;
/** @return The X component of scale */
TOptional<FVector::FReal> GetScaleX() const;
/** @return The Y component of scale */
TOptional<FVector::FReal> GetScaleY() const;
/** @return The Z component of scale */
TOptional<FVector::FReal> GetScaleZ() const;
/** @return The visibility of the "Reset to Default" button for the scale component */
bool GetScaleResetVisibility() const;
/** Cache a single unit to display all location components in */
void CacheCommonLocationUnits();
/** Get a property handle from a property name. */
TSharedPtr<IPropertyHandle> FindOrCreatePropertyHandle(FName PropertyName, IDetailChildrenBuilder& ChildrenBuilder);
/** Update the outer objects of the property handles generated from this transform. */
void UpdatePropertyHandlesObjects(const TArray<UObject*> NewSceneComponents);
/** Delegate called when the OnObjectsReplaced is broadcast by the engine. */
void OnObjectsReplaced(const TMap<UObject*, UObject*>& ReplacementMap);
// Gets Euler angles from Unreal's Rotator space and converts to the display/edit space
// If display space is the Rotator space, then just Euler()
// Otherwise performs handedness and rotation order calculations
FVector ConvertFromUnrealSpace_EulerDeg(const FRotator& Rotator) const;
// Converts back to Unreal's Rotator if display space is different than Rotator's space
// Assumes that the Rotation provided is in degrees
FRotator ConvertToUnrealSpace_EulerDeg(const FVector& Rotation) const;
private:
/** A vector where it may optionally be unset */
template <typename NumericType>
struct FOptionalVector
{
/**
* Sets the value from an FVector
*/
void Set( const FVector& InVec )
{
X = InVec.X;
Y = InVec.Y;
Z = InVec.Z;
}
/**
* Sets the value from an FRotator
*/
void Set(const FRotator& InRot)
{
X = InRot.Roll;
Y = InRot.Pitch;
Z = InRot.Yaw;
}
/** @return Whether or not the value is set */
bool IsSet() const
{
// The vector is set if all values are set
return X.IsSet() && Y.IsSet() && Z.IsSet();
}
FVector ToVector() const
{
check(IsSet());
return FVector(X.GetValue(), Y.GetValue(), Z.GetValue());
}
TOptional<NumericType> X;
TOptional<NumericType> Y;
TOptional<NumericType> Z;
};
FSelectedActorInfo SelectedActorInfo;
/** Copy of selected actor references in the details view */
TArray< TWeakObjectPtr<UObject> > SelectedObjects;
/** Cache translation value of the selected set */
FOptionalVector<FVector::FReal> CachedLocation;
/** Cache rotation value of the selected set */
FOptionalVector<FRotator::FReal> CachedRotation;
/** Cache scale value of the selected set */
FOptionalVector<FVector::FReal> CachedScale;
/** Notify hook to use */
FNotifyHook* NotifyHook;
/** Mapping from object to relative rotation values which are not affected by Quat->Rotator conversions during transform calculations */
TMap< UObject*, FRotator > ObjectToRelativeRotationMap;
/** Whether or not we are in absolute translation mode */
bool bAbsoluteLocation;
/** Whether or not we are in absolute rotation mode */
bool bAbsoluteRotation;
/** Whether or not we are in absolute scale mode */
bool bAbsoluteScale;
/** Whether or not to preserve scale ratios */
bool bPreserveScaleRatio;
/** Scale ratio to use when we are using the sliders with bPreserveScaleRatio set. */
FVector SliderScaleRatio;
/** Flag to indicate we are currently editing the rotation in the UI, so we should rely on the cached value in objectToRelativeRotationMap, not the value from the object */
bool bEditingRotationInUI;
/** Flag to indicate we are currently performing a slider transaction */
bool bIsSliderTransaction;
/** Bitmask to indicate which fields should be hidden (if any) */
uint8 HiddenFieldMask;
/** Holds this transform's property handles. */
TMap<FName, TSharedPtr< IPropertyHandle> > PropertyHandles;
/** Holds the property handles' outer objects. Used to update the handles' objects when the actor construction script runs. */
TArray< TWeakObjectPtr<UObject> > CachedHandlesObjects;
/** Cached enabled value of the selected set */
bool bIsEnabledCache;
/** Whether or not the axis display coordinate system is LeftUpForward */
bool bIsAxisDisplayLeftUpForward;
};