235 lines
7.7 KiB
C++
235 lines
7.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SkeletonTreePhysicsShapeItem.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Images/SImage.h"
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#include "Styling/AppStyle.h"
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#include "Widgets/Text/SInlineEditableTextBlock.h"
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#include "ScopedTransaction.h"
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#include "PhysicsEngine/SkeletalBodySetup.h"
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#define LOCTEXT_NAMESPACE "FSkeletonTreePhysicsShapeItem"
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FSkeletonTreePhysicsShapeItem::FSkeletonTreePhysicsShapeItem(USkeletalBodySetup* InBodySetup, const FName& InBoneName, int32 InBodySetupIndex, EAggCollisionShape::Type InShapeType, int32 InShapeIndex, const TSharedRef<class ISkeletonTree>& InSkeletonTree)
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: FSkeletonTreeItem(InSkeletonTree)
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, BodySetup(InBodySetup)
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, BodySetupIndex(InBodySetupIndex)
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, ShapeType(InShapeType)
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, ShapeIndex(InShapeIndex)
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{
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switch (ShapeType)
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{
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case EAggCollisionShape::Sphere:
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ShapeBrush = FAppStyle::GetBrush("PhysicsAssetEditor.Tree.Sphere");
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DefaultLabel = *FText::Format(LOCTEXT("SphereLabel", "{0} Sphere {1}"), FText::FromName(InBoneName), FText::AsNumber(ShapeIndex)).ToString();
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break;
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case EAggCollisionShape::Box:
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ShapeBrush = FAppStyle::GetBrush("PhysicsAssetEditor.Tree.Box");
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DefaultLabel = *FText::Format(LOCTEXT("BoxLabel", "{0} Box {1}"), FText::FromName(InBoneName), FText::AsNumber(ShapeIndex)).ToString();
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break;
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case EAggCollisionShape::Sphyl:
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ShapeBrush = FAppStyle::GetBrush("PhysicsAssetEditor.Tree.Sphyl");
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DefaultLabel = *FText::Format(LOCTEXT("CapsuleLabel", "{0} Capsule {1}"), FText::FromName(InBoneName), FText::AsNumber(ShapeIndex)).ToString();
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break;
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case EAggCollisionShape::Convex:
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ShapeBrush = FAppStyle::GetBrush("PhysicsAssetEditor.Tree.Convex");
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DefaultLabel = *FText::Format(LOCTEXT("ConvexLabel", "{0} Convex {1}"), FText::FromName(InBoneName), FText::AsNumber(ShapeIndex)).ToString();
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break;
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case EAggCollisionShape::TaperedCapsule:
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ShapeBrush = FAppStyle::GetBrush("PhysicsAssetEditor.Tree.TaperedCapsule");
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DefaultLabel = *FText::Format(LOCTEXT("TaperedCapsuleLabel", "{0} Tapered Capsule {1}"), FText::FromName(InBoneName), FText::AsNumber(ShapeIndex)).ToString();
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break;
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case EAggCollisionShape::LevelSet:
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ShapeBrush = FAppStyle::GetBrush("PhysicsAssetEditor.Tree.Box");
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DefaultLabel = *FText::Format(LOCTEXT("LevelSetLabel", "{0} Level Set {1}"), FText::FromName(InBoneName), FText::AsNumber(ShapeIndex)).ToString();
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break;
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case EAggCollisionShape::SkinnedLevelSet:
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ShapeBrush = FAppStyle::GetBrush("PhysicsAssetEditor.Tree.Box");
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DefaultLabel = *FText::Format(LOCTEXT("SkinnedLevelSetLabel", "{0} Skinned Level Set {1}"), FText::FromName(InBoneName), FText::AsNumber(ShapeIndex)).ToString();
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break;
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case EAggCollisionShape::MLLevelSet:
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ShapeBrush = FAppStyle::GetBrush("PhysicsAssetEditor.Tree.Box");
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DefaultLabel = *FText::Format(LOCTEXT("MLLevelSetLabel", "{0} ML Level Set {1}"), FText::FromName(InBoneName), FText::AsNumber(ShapeIndex)).ToString();
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break;
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case EAggCollisionShape::SkinnedTriangleMesh:
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ShapeBrush = FAppStyle::GetBrush("PhysicsAssetEditor.Tree.Box");
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DefaultLabel = *FText::Format(LOCTEXT("SkinnedTriangleMeshLabel", "{0} Skinned Triangle Mesh {1}"), FText::FromName(InBoneName), FText::AsNumber(ShapeIndex)).ToString();
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break;
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default:
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check(false);
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break;
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}
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}
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void FSkeletonTreePhysicsShapeItem::GenerateWidgetForNameColumn( TSharedPtr< SHorizontalBox > Box, const TAttribute<FText>& FilterText, FIsSelected InIsSelected )
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{
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Box->AddSlot()
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.AutoWidth()
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.Padding(FMargin(0.0f, 1.0f))
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[
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SNew( SImage )
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.ColorAndOpacity(FSlateColor::UseForeground())
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.Image(ShapeBrush)
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];
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TSharedRef<SInlineEditableTextBlock> InlineWidget = SNew(SInlineEditableTextBlock)
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.ColorAndOpacity(FSlateColor::UseForeground())
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.Text(this, &FSkeletonTreePhysicsShapeItem::GetNameAsText)
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.ToolTipText(this, &FSkeletonTreePhysicsShapeItem::GetNameAsText)
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.HighlightText(FilterText)
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.Font(FAppStyle::GetFontStyle("PhysicsAssetEditor.Tree.Font"))
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.OnTextCommitted(this, &FSkeletonTreePhysicsShapeItem::HandleTextCommitted)
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.IsSelected(InIsSelected);
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OnRenameRequested.BindSP(&InlineWidget.Get(), &SInlineEditableTextBlock::EnterEditingMode);
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Box->AddSlot()
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.AutoWidth()
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.Padding(2, 0, 0, 0)
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[
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InlineWidget
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];
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}
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TSharedRef< SWidget > FSkeletonTreePhysicsShapeItem::GenerateWidgetForDataColumn(const FName& DataColumnName, FIsSelected InIsSelected)
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{
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return SNullWidget::NullWidget;
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}
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FName FSkeletonTreePhysicsShapeItem::GetRowItemName() const
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{
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FString NameAsString = GetNameAsString();
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return *NameAsString;
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}
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UObject* FSkeletonTreePhysicsShapeItem::GetObject() const
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{
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return BodySetup;
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}
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bool FSkeletonTreePhysicsShapeItem::CanRenameItem() const
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{
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return true;
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}
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void FSkeletonTreePhysicsShapeItem::OnItemDoubleClicked()
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{
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OnRenameRequested.ExecuteIfBound();
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}
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void FSkeletonTreePhysicsShapeItem::RequestRename()
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{
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OnRenameRequested.ExecuteIfBound();
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}
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FString FSkeletonTreePhysicsShapeItem::GetNameAsString() const
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{
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FString StringName;
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auto GetPrimitiveName = [this, &StringName](const auto& GeometryCollection)
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{
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if (GeometryCollection.IsValidIndex(ShapeIndex))
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{
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StringName = GeometryCollection[ShapeIndex].GetName().GetPlainNameString();
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}
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};
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switch (ShapeType)
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{
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case EAggCollisionShape::Sphere:
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GetPrimitiveName(BodySetup->AggGeom.SphereElems);
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break;
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case EAggCollisionShape::Box:
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GetPrimitiveName(BodySetup->AggGeom.BoxElems);
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break;
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case EAggCollisionShape::Sphyl:
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GetPrimitiveName(BodySetup->AggGeom.SphylElems);
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break;
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case EAggCollisionShape::Convex:
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GetPrimitiveName(BodySetup->AggGeom.ConvexElems);
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break;
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case EAggCollisionShape::TaperedCapsule:
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GetPrimitiveName(BodySetup->AggGeom.TaperedCapsuleElems);
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break;
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case EAggCollisionShape::LevelSet:
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GetPrimitiveName(BodySetup->AggGeom.LevelSetElems);
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break;
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case EAggCollisionShape::SkinnedLevelSet:
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GetPrimitiveName(BodySetup->AggGeom.SkinnedLevelSetElems);
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break;
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case EAggCollisionShape::MLLevelSet:
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GetPrimitiveName(BodySetup->AggGeom.MLLevelSetElems);
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break;
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case EAggCollisionShape::SkinnedTriangleMesh:
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GetPrimitiveName(BodySetup->AggGeom.SkinnedTriangleMeshElems);
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break;
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}
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if(StringName.IsEmpty())
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{
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StringName = DefaultLabel.ToString();
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}
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return StringName;
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}
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FText FSkeletonTreePhysicsShapeItem::GetNameAsText() const
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{
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return FText::FromString(GetNameAsString());
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}
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void FSkeletonTreePhysicsShapeItem::HandleTextCommitted(const FText& InText, ETextCommit::Type InCommitType)
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{
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if(!InText.IsEmpty())
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{
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FScopedTransaction Transaction(LOCTEXT("RenameShapeTransaction", "Rename Shape"));
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BodySetup->Modify();
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auto SetPrimitiveName = [this, InText](auto& GeometryCollection)
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{
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if (GeometryCollection.IsValidIndex(ShapeIndex))
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{
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GeometryCollection[ShapeIndex].SetName(*InText.ToString());
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}
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};
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switch (ShapeType)
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{
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case EAggCollisionShape::Sphere:
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SetPrimitiveName(BodySetup->AggGeom.SphereElems);
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break;
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case EAggCollisionShape::Box:
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SetPrimitiveName(BodySetup->AggGeom.BoxElems);
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break;
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case EAggCollisionShape::Sphyl:
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SetPrimitiveName(BodySetup->AggGeom.SphylElems);
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break;
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case EAggCollisionShape::Convex:
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SetPrimitiveName(BodySetup->AggGeom.ConvexElems);
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break;
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case EAggCollisionShape::TaperedCapsule:
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SetPrimitiveName(BodySetup->AggGeom.TaperedCapsuleElems);
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break;
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case EAggCollisionShape::LevelSet:
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SetPrimitiveName(BodySetup->AggGeom.LevelSetElems);
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break;
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case EAggCollisionShape::SkinnedLevelSet:
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SetPrimitiveName(BodySetup->AggGeom.SkinnedLevelSetElems);
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break;
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case EAggCollisionShape::MLLevelSet:
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SetPrimitiveName(BodySetup->AggGeom.MLLevelSetElems);
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break;
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case EAggCollisionShape::SkinnedTriangleMesh:
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SetPrimitiveName(BodySetup->AggGeom.SkinnedTriangleMeshElems);
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break;
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default:
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check(false);
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break;
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}
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}
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}
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#undef LOCTEXT_NAMESPACE
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