Beispiel #1
0
void CVXS_SimGLView::Draw(int Selected, bool ViewSection, int SectionLayer)
{
	if (!pSim->IsInitalized()) return;

	if (CurViewMode == RVM_NONE) return;
	else if (CurViewMode == RVM_VOXELS){ 
		switch (CurViewVox){
		case RVV_DISCRETE: DrawGeometry(Selected, ViewSection, SectionLayer); break; //section view only currently enabled in voxel view mode
		case RVV_DEFORMED: DrawVoxMesh(Selected); break;
		case RVV_SMOOTH: DrawSurfMesh(); break;
		}
	}
	else { //CurViewMode == RVT_BONDS
		vfloat VoxScale=0.2;
		if (ViewForce){
			DrawForce();
			DrawGeometry(Selected, ViewSection, SectionLayer, VoxScale);

		}
		else {
			if (CurViewVox == RVV_SMOOTH) VoxScale=0.1;
			DrawBonds();
			DrawGeometry(Selected, ViewSection, SectionLayer, VoxScale);
		}
		DrawStaticFric();
	}
	if (ViewAngles)	DrawAngles();
	if (pSim->IsFeatureEnabled(VXSFEAT_FLOOR)) DrawFloor(); //draw the floor if its in use
//	if (pEnv->IsFloorEnabled()) DrawFloor(); //draw the floor if its in use

	NeedStatsUpdate=true;
}
void FSCSEditorViewportClient::DrawCanvas( FViewport& InViewport, FSceneView& View, FCanvas& Canvas )
{
	AActor* PreviewActor = GetPreviewActor();
	if(PreviewActor)
	{
		TGuardValue<bool> AutoRestore(GAllowActorScriptExecutionInEditor, true);

		const int32 HalfX = 0.5f * Viewport->GetSizeXY().X;
		const int32 HalfY = 0.5f * Viewport->GetSizeXY().Y;

		auto SelectedNodes = BlueprintEditorPtr.Pin()->GetSelectedSCSEditorTreeNodes();
		if(bIsManipulating && SelectedNodes.Num() > 0)
		{
			USceneComponent* SceneComp = Cast<USceneComponent>(SelectedNodes[0]->FindComponentInstanceInActor(PreviewActor, true));
			if(SceneComp)
			{
				const FVector WidgetLocation = GetWidgetLocation();
				const FPlane Proj = View.Project(WidgetLocation);
				if(Proj.W > 0.0f)
				{
					const int32 XPos = HalfX + (HalfX * Proj.X);
					const int32 YPos = HalfY + (HalfY * (Proj.Y * -1));
					DrawAngles(&Canvas, XPos, YPos, GetCurrentWidgetAxis(), GetWidgetMode(), GetWidgetCoordSystem().Rotator(), WidgetLocation);
				}
			}
		}
	}
}
void FSCSEditorViewportClient::DrawCanvas( FViewport& InViewport, FSceneView& View, FCanvas& Canvas )
{
	AActor* PreviewActor = GetPreviewActor();
	if(PreviewActor)
	{
		if (GUnrealEd != NULL)
		{
			TArray<FSCSEditorTreeNodePtrType> SelectedNodes = BlueprintEditorPtr.Pin()->GetSelectedSCSEditorTreeNodes();
			for (int32 SelectionIndex = 0; SelectionIndex < SelectedNodes.Num(); ++SelectionIndex)
			{
				FSCSEditorTreeNodePtrType SelectedNode = SelectedNodes[SelectionIndex];

				UActorComponent* Comp = Cast<USceneComponent>(SelectedNode->FindComponentInstanceInActor(PreviewActor));
				if (Comp != NULL && Comp->IsRegistered())
				{
					// Try and find a visualizer
					TSharedPtr<FComponentVisualizer> Visualizer = GUnrealEd->FindComponentVisualizer(Comp->GetClass());
					if (Visualizer.IsValid())
					{
						Visualizer->DrawVisualizationHUD(Comp, &InViewport, &View, &Canvas);
					}
				}
			}
		}

		TGuardValue<bool> AutoRestore(GAllowActorScriptExecutionInEditor, true);

		const int32 HalfX = 0.5f * Viewport->GetSizeXY().X;
		const int32 HalfY = 0.5f * Viewport->GetSizeXY().Y;

		auto SelectedNodes = BlueprintEditorPtr.Pin()->GetSelectedSCSEditorTreeNodes();
		if(bIsManipulating && SelectedNodes.Num() > 0)
		{
			USceneComponent* SceneComp = Cast<USceneComponent>(SelectedNodes[0]->FindComponentInstanceInActor(PreviewActor));
			if(SceneComp)
			{
				const FVector WidgetLocation = GetWidgetLocation();
				const FPlane Proj = View.Project(WidgetLocation);
				if(Proj.W > 0.0f)
				{
					const int32 XPos = HalfX + (HalfX * Proj.X);
					const int32 YPos = HalfY + (HalfY * (Proj.Y * -1));
					DrawAngles(&Canvas, XPos, YPos, GetCurrentWidgetAxis(), GetWidgetMode(), GetWidgetCoordSystem().Rotator(), WidgetLocation);
				}
			}
		}
	}
}
Beispiel #4
0
void CVX_Sim::Draw(int Selected, bool ViewSection, int SectionLayer)
{
	if (!Initalized) return;

	if (CurViewMode == RVM_NONE) return;
	else if (CurViewMode == RVM_VOXELS){ 
		switch (CurViewVox){
		case RVV_DISCRETE: DrawGeometry(Selected, ViewSection, SectionLayer); break; //section view only currently enabled in voxel view mode
		case RVV_DEFORMED: DrawVoxMesh(Selected); break;
		case RVV_SMOOTH: DrawSurfMesh(); break;
		}
	}
	else { //CurViewMode == RVT_BONDS
		DrawBonds();
		DrawStaticFric();
	}
	if (ViewAngles)	DrawAngles();
	if (ViewForce) DrawForce();
	if (pEnv->IsFloorEnabled()) DrawFloor(); //draw the floor if its in use

	NeedStatsUpdate=true;
}
void FStaticMeshEditorViewportClient::DrawCanvas( FViewport& InViewport, FSceneView& View, FCanvas& Canvas )
{
#if TODO_STATICMESH
	if ( StaticMesh->bHasBeenSimplified && SimplygonLogo && SimplygonLogo->Resource )
	{
		const float LogoSizeX = 64.0f;
		const float LogoSizeY = 40.65f;
		const float Padding = 6.0f;
		const float LogoX = Viewport->GetSizeXY().X - Padding - LogoSizeX;
		const float LogoY = Viewport->GetSizeXY().Y - Padding - LogoSizeY;

		Canvas->DrawTile(
			LogoX,
			LogoY,
			LogoSizeX,
			LogoSizeY,
			0.0f,
			0.0f,
			1.0f,
			1.0f,
			FLinearColor::White,
			SimplygonLogo->Resource,
			SE_BLEND_Opaque );
	}
#endif // #if TODO_STATICMESH

	auto StaticMeshEditor = StaticMeshEditorPtr.Pin();
	auto StaticMeshEditorViewport = StaticMeshEditorViewportPtr.Pin();
	if (!StaticMeshEditor.IsValid() || !StaticMeshEditorViewport.IsValid())
	{
		return;
	}

	const int32 HalfX = Viewport->GetSizeXY().X/2;
	const int32 HalfY = Viewport->GetSizeXY().Y/2;

	// Draw socket names if desired.
	if( bShowSockets )
	{
		for(int32 i=0; i<StaticMesh->Sockets.Num(); i++)
		{
			UStaticMeshSocket* Socket = StaticMesh->Sockets[i];
			if(Socket!=NULL)
			{
				FMatrix SocketTM;
				Socket->GetSocketMatrix(SocketTM, StaticMeshComponent);
				const FVector SocketPos	= SocketTM.GetOrigin();
				const FPlane proj		= View.Project( SocketPos );
				if(proj.W > 0.f)
				{
					const int32 XPos = HalfX + ( HalfX * proj.X );
					const int32 YPos = HalfY + ( HalfY * (proj.Y * -1) );

					FCanvasTextItem TextItem( FVector2D( XPos, YPos ), FText::FromString( Socket->SocketName.ToString() ), GEngine->GetSmallFont(), FLinearColor(FColor(255,196,196)) );
					Canvas.DrawItem( TextItem );	

					const UStaticMeshSocket* SelectedSocket = StaticMeshEditor->GetSelectedSocket();
					if (bManipulating && SelectedSocket == Socket)
					{
						//Figure out the text height
						FTextSizingParameters Parameters(GEngine->GetSmallFont(), 1.0f, 1.0f);
						UCanvas::CanvasStringSize(Parameters, *Socket->SocketName.ToString());
						int32 YL = FMath::TruncToInt(Parameters.DrawYL);

						DrawAngles(&Canvas, XPos, YPos + YL, 
							Widget->GetCurrentAxis(), 
							GetWidgetMode(),
							Socket->RelativeRotation,
							Socket->RelativeLocation);
					}
				}
			}
		}
	}

	TArray<SStaticMeshEditorViewport::FOverlayTextItem> TextItems;

	int32 CurrentLODLevel = StaticMeshEditor->GetCurrentLODLevel();
	if (CurrentLODLevel == 0)
	{
		CurrentLODLevel = ComputeStaticMeshLOD(StaticMesh->RenderData, StaticMeshComponent->Bounds.Origin, StaticMeshComponent->Bounds.SphereRadius, View);
	}
	else
	{
		CurrentLODLevel -= 1;
	}

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "LOD_F", "LOD:  {0}"), FText::AsNumber(CurrentLODLevel))));

	float CurrentScreenSize = ComputeBoundsScreenSize(StaticMeshComponent->Bounds.Origin, StaticMeshComponent->Bounds.SphereRadius, View);
	FNumberFormattingOptions FormatOptions;
	FormatOptions.MinimumFractionalDigits = 3;
	FormatOptions.MaximumFractionalDigits = 6;
	FormatOptions.MaximumIntegralDigits = 6;
	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "ScreenSize_F", "Current Screen Size:  {0}"), FText::AsNumber(CurrentScreenSize, &FormatOptions))));

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "Triangles_F", "Triangles:  {0}"), FText::AsNumber(StaticMeshEditorPtr.Pin()->GetNumTriangles(CurrentLODLevel)))));

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "Vertices_F", "Vertices:  {0}"), FText::AsNumber(StaticMeshEditorPtr.Pin()->GetNumVertices(CurrentLODLevel)))));

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "UVChannels_F", "UV Channels:  {0}"), FText::AsNumber(StaticMeshEditorPtr.Pin()->GetNumUVChannels(CurrentLODLevel)))));

	if( StaticMesh->RenderData->LODResources.Num() > 0 )
	{
		if (StaticMesh->RenderData->LODResources[0].DistanceFieldData != nullptr )
		{
			const FDistanceFieldVolumeData& VolumeData = *(StaticMesh->RenderData->LODResources[0].DistanceFieldData);

			if (VolumeData.Size.GetMax() > 0)
			{
				float MemoryMb = (VolumeData.Size.X * VolumeData.Size.Y * VolumeData.Size.Z * VolumeData.DistanceFieldVolume.GetTypeSize()) / (1024.0f * 1024.0f);

				FNumberFormattingOptions NumberOptions;
				NumberOptions.MinimumFractionalDigits = 2;
				NumberOptions.MaximumFractionalDigits = 2;

				if (VolumeData.bMeshWasClosed)
				{
					TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
						FText::Format(NSLOCTEXT("UnrealEd", "DistanceFieldRes_F", "Distance Field:  {0}x{1}x{2} = {3}Mb"), FText::AsNumber(VolumeData.Size.X), FText::AsNumber(VolumeData.Size.Y), FText::AsNumber(VolumeData.Size.Z), FText::AsNumber(MemoryMb, &NumberOptions))));
				}
				else
				{
					TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
						NSLOCTEXT("UnrealEd", "DistanceFieldClosed_F", "Distance Field:  Mesh was not closed and material was one-sided")));
				}
			}
		}
	}

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "ApproxSize_F", "Approx Size: {0}x{1}x{2}"),
		FText::AsNumber(int32(StaticMesh->GetBounds().BoxExtent.X * 2.0f)), // x2 as artists wanted length not radius
		FText::AsNumber(int32(StaticMesh->GetBounds().BoxExtent.Y * 2.0f)),
		FText::AsNumber(int32(StaticMesh->GetBounds().BoxExtent.Z * 2.0f)))));

	// Show the number of collision primitives if we are drawing collision.
	if(bShowCollision && StaticMesh->BodySetup)
	{
		TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
			FText::Format(NSLOCTEXT("UnrealEd", "NumPrimitives_F", "Num Primitives:  {0}"), FText::AsNumber(StaticMesh->BodySetup->AggGeom.GetElementCount()))));
	}

	StaticMeshEditorViewport->PopulateOverlayText(TextItems);

	if(bDrawUVs)
	{
		const int32 YPos = 160;
		DrawUVsForMesh(Viewport, &Canvas, YPos);
	}
}