Files
UnrealEngine/Engine/Source/Editor/PhysicsAssetEditor/Private/SkeletonTreePhysicsConstraintItem.cpp
2025-05-18 13:04:45 +08:00

80 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SkeletonTreePhysicsConstraintItem.h"
#include "Styling/AppStyle.h"
#include "PhysicsAssetRenderUtils.h"
#include "PhysicsEngine/PhysicsConstraintTemplate.h"
#define LOCTEXT_NAMESPACE "FSkeletonTreePhysicsConstraintItem"
FSkeletonTreePhysicsConstraintItem::FSkeletonTreePhysicsConstraintItem(UPhysicsConstraintTemplate* const InConstraint, const int32 InConstraintIndex, const FName& InBoneName, const bool bInIsConstraintOnParentBody, const bool bInIsCrossConstraint, class UPhysicsAsset* const InPhysicsAsset, const TSharedRef<class ISkeletonTree>& InSkeletonTree)
: FSkeletonTreePhysicsItem(InPhysicsAsset, InSkeletonTree)
, Constraint(InConstraint)
, ConstraintIndex(InConstraintIndex)
, bIsConstraintOnParentBody(bInIsConstraintOnParentBody)
, bIsCrossConstraint(bInIsCrossConstraint)
{
const FConstraintInstance& ConstraintInstance = Constraint->DefaultInstance;
FText Label = FText::Format(LOCTEXT("ConstraintNameFormat", "[ {0} -> {1} ] Constraint"), FText::FromName(ConstraintInstance.ConstraintBone2), FText::FromName(ConstraintInstance.ConstraintBone1));
DisplayName = *Label.ToString();
}
FSkeletonTreePhysicsConstraintItem::FSkeletonTreePhysicsConstraintItem(UPhysicsConstraintTemplate* InConstraint, int32 InConstraintIndex, const FName& InBoneName, bool bInIsConstraintOnParentBody, class UPhysicsAsset* const InPhysicsAsset, const TSharedRef<class ISkeletonTree>& InSkeletonTree)
: FSkeletonTreePhysicsConstraintItem(InConstraint, InConstraintIndex, InBoneName, bInIsConstraintOnParentBody, false, InPhysicsAsset, InSkeletonTree)
{}
UObject* FSkeletonTreePhysicsConstraintItem::GetObject() const
{
return Constraint;
}
void FSkeletonTreePhysicsConstraintItem::OnToggleItemDisplayed(ECheckBoxState InCheckboxState)
{
if (FPhysicsAssetRenderSettings* RenderSettings = GetRenderSettings())
{
RenderSettings->ToggleShowConstraint(ConstraintIndex);
}
}
ECheckBoxState FSkeletonTreePhysicsConstraintItem::IsItemDisplayed() const
{
if (FPhysicsAssetRenderSettings* RenderSettings = GetRenderSettings())
{
return RenderSettings->IsConstraintHidden(ConstraintIndex) ? ECheckBoxState::Unchecked : ECheckBoxState::Checked;
}
return ECheckBoxState::Undetermined;
}
const FSlateBrush* FSkeletonTreePhysicsConstraintItem::GetBrush() const
{
return (bIsCrossConstraint) ? FAppStyle::GetBrush("PhysicsAssetEditor.Tree.CrossConstraint") : FAppStyle::GetBrush("PhysicsAssetEditor.Tree.Constraint");
}
FSlateColor FSkeletonTreePhysicsConstraintItem::GetTextColor() const
{
const FLinearColor Color(1.0f, 1.0f, 1.0f);
const bool bInCurrentProfile = Constraint->GetCurrentConstraintProfileName() == NAME_None || Constraint->ContainsConstraintProfile(Constraint->GetCurrentConstraintProfileName());
if(bInCurrentProfile)
{
return FSlateColor(Color);
}
else
{
return FSlateColor(Color.Desaturate(0.5f));
}
}
FText FSkeletonTreePhysicsConstraintItem::GetNameColumnToolTip() const
{
if (Constraint)
{
const FConstraintInstance& ConstraintInstance = Constraint->DefaultInstance;
return FText::Format(LOCTEXT("ConstraintTooltip", "Constraint linking child body [{0}] to parent body [{1}]"), FText::FromName(ConstraintInstance.ConstraintBone1), FText::FromName(ConstraintInstance.ConstraintBone2));
}
return FText::GetEmpty();
}
#undef LOCTEXT_NAMESPACE