Beispiel #1
0
/** Utility for calculating drag direction when you click on this widget. */
void HWidgetUtilProxy::CalcVectors(FSceneView* SceneView, const FViewportClick& Click, FVector& LocalManDir, FVector& WorldManDir, float& DragDirX, float& DragDirY)
{
	if(Axis == EAxisList::X)
	{
		WorldManDir = WidgetMatrix.GetScaledAxis( EAxis::X );
		LocalManDir = FVector(1,0,0);
	}
	else if(Axis == EAxisList::Y)
	{
		WorldManDir = WidgetMatrix.GetScaledAxis( EAxis::Y );
		LocalManDir = FVector(0,1,0);
	}
	else
	{
		WorldManDir = WidgetMatrix.GetScaledAxis( EAxis::Z );
		LocalManDir = FVector(0,0,1);
	}

	FVector WorldDragDir = WorldManDir;

	if(Mode == WMM_Rotate)
	{
		if( FMath::Abs(Click.GetDirection() | WorldManDir) > KINDA_SMALL_NUMBER ) // If click direction and circle plane are parallel.. can't resolve.
		{
			// First, find actual position we clicking on the circle in world space.
			const FVector ClickPosition = FMath::LinePlaneIntersection(	Click.GetOrigin(),
																	Click.GetOrigin() + Click.GetDirection(),
																	WidgetMatrix.GetOrigin(),
																	WorldManDir );

			// Then find Radial direction vector (from center to widget to clicked position).
			FVector RadialDir = ( ClickPosition - WidgetMatrix.GetOrigin() );
			RadialDir.Normalize();

			// Then tangent in plane is just the cross product. Should always be unit length again because RadialDir and WorlManDir should be orthogonal.
			WorldDragDir = RadialDir ^ WorldManDir;
		}
	}

	// Transform world-space drag dir to screen space.
	FVector ScreenDir = SceneView->ViewMatrices.ViewMatrix.TransformVector(WorldDragDir);
	ScreenDir.Z = 0.0f;

	if( ScreenDir.IsZero() )
	{
		DragDirX = 0.0f;
		DragDirY = 0.0f;
	}
	else
	{
		ScreenDir.Normalize();
		DragDirX = ScreenDir.X;
		DragDirY = ScreenDir.Y;
	}
}
/** Handle a click on the specified editor viewport client */
bool FComponentVisualizerManager::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click)
{
	bool bHandled = HandleProxyForComponentVis(InViewportClient, HitProxy, Click);
	if (bHandled && Click.GetKey() == EKeys::RightMouseButton)
	{
		TSharedPtr<SWidget> MenuWidget = GenerateContextMenuForComponentVis();
		if (MenuWidget.IsValid())
		{
			TSharedPtr<SEditorViewport> ViewportWidget = InViewportClient->GetEditorViewportWidget();
			if (ViewportWidget.IsValid())
			{
				FSlateApplication::Get().PushMenu(
					ViewportWidget.ToSharedRef(),
					FWidgetPath(),
					MenuWidget.ToSharedRef(),
					FSlateApplication::Get().GetCursorPos(),
					FPopupTransitionEffect(FPopupTransitionEffect::ContextMenu));

				return true;
			}
		}
	}

	return false;
}
void FPhATEdPreviewViewportClient::SimMousePress(FViewport* InViewport, bool bConstrainRotation, FKey Key)
{
	bool bCtrlDown = InViewport->KeyState(EKeys::LeftControl) || InViewport->KeyState(EKeys::RightControl);
	bool bShiftDown = InViewport->KeyState(EKeys::LeftShift) || InViewport->KeyState(EKeys::RightShift);

	FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues( InViewport, GetScene(), EngineShowFlags ));
	FSceneView* View = CalcSceneView(&ViewFamily);

	const FViewportClick Click(View, this, EKeys::Invalid, IE_Released, InViewport->GetMouseX(), InViewport->GetMouseY());
#if DEBUG_CLICK_VIEWPORT	
	SharedData->LastClickOrigin = Click.GetOrigin();
	SharedData->LastClickDirection = Click.GetDirection();
#endif
	SharedData->LastClickPos = Click.GetClickPos();
	FHitResult Result(1.f);
	bool bHit = SharedData->EditorSkelComp->LineTraceComponent(Result, Click.GetOrigin() - Click.GetDirection() * SimGrabCheckDistance, Click.GetOrigin() + Click.GetDirection() * SimGrabCheckDistance, FCollisionQueryParams(NAME_None,true));

	if (bHit)
	{
		check(Result.Item != INDEX_NONE);
		FName BoneName = SharedData->PhysicsAsset->SkeletalBodySetups[Result.Item]->BoneName;

		//UE_LOG(LogPhysics, Warning, TEXT("Hit Bone Name (%s)"), *BoneName.ToString());

		// Right mouse is for dragging things around
		if (Key == EKeys::RightMouseButton)
		{
			SharedData->bManipulating = true;
			DragX = 0.0f;
			DragY = 0.0f;
			SimGrabPush = 0.0f;

			// Update mouse force properties from sim options.
			SharedData->MouseHandle->LinearDamping = SharedData->EditorSimOptions->HandleLinearDamping;
			SharedData->MouseHandle->LinearStiffness = SharedData->EditorSimOptions->HandleLinearStiffness;
			SharedData->MouseHandle->AngularDamping = SharedData->EditorSimOptions->HandleAngularDamping;
			SharedData->MouseHandle->AngularStiffness = SharedData->EditorSimOptions->HandleAngularStiffness;
			SharedData->MouseHandle->InterpolationSpeed = SharedData->EditorSimOptions->InterpolationSpeed;

			// Create handle to object.
			SharedData->MouseHandle->GrabComponentAtLocationWithRotation(SharedData->EditorSkelComp, BoneName, Result.Location, FRotator::ZeroRotator);

			FMatrix	InvViewMatrix = View->ViewMatrices.ViewMatrix.InverseFast();

			SimGrabMinPush = SimMinHoldDistance - (Result.Time * SimGrabCheckDistance);

			SimGrabLocation = Result.Location;
			SimGrabX = InvViewMatrix.GetUnitAxis( EAxis::X );
			SimGrabY = InvViewMatrix.GetUnitAxis( EAxis::Y );
			SimGrabZ = InvViewMatrix.GetUnitAxis( EAxis::Z );
		}
		// Left mouse is for poking things
		else if (Key == EKeys::LeftMouseButton)
		{
			SharedData->EditorSkelComp->AddImpulseAtLocation(Click.GetDirection() * SharedData->EditorSimOptions->PokeStrength, Result.Location, BoneName);
		}
	}
}
bool FSplineComponentVisualizer::VisProxyHandleClick(FLevelEditorViewportClient* InViewportClient, HComponentVisProxy* VisProxy, const FViewportClick& Click)
{
	if(VisProxy && VisProxy->Component.IsValid())
	{
		const USplineComponent* SplineComp = CastChecked<const USplineComponent>(VisProxy->Component.Get());

		SplineCompPropName = GetComponentPropertyName(SplineComp);
		if(SplineCompPropName.IsValid())
		{
			AActor* OldSplineOwningActor = SplineOwningActor.Get();
			SplineOwningActor = SplineComp->GetOwner();

			if (OldSplineOwningActor != SplineOwningActor)
			{
				// Reset selection state if we are selecting a different actor to the one previously selected
				ChangeSelectionState(INDEX_NONE, false);
				SelectedSegmentIndex = INDEX_NONE;
				SelectedTangentHandle = INDEX_NONE;
				SelectedTangentHandleType = ESelectedTangentHandle::None;
			}

			if (VisProxy->IsA(HSplineKeyProxy::StaticGetType()))
			{
				// Control point clicked

				HSplineKeyProxy* KeyProxy = (HSplineKeyProxy*)VisProxy;

				// Modify the selection state, unless right-clicking on an already selected key
				if (Click.GetKey() != EKeys::RightMouseButton || !SelectedKeys.Contains(KeyProxy->KeyIndex))
				{
					ChangeSelectionState(KeyProxy->KeyIndex, InViewportClient->IsCtrlPressed());
				}
				SelectedSegmentIndex = INDEX_NONE;
				SelectedTangentHandle = INDEX_NONE;
				SelectedTangentHandleType = ESelectedTangentHandle::None;

				if (LastKeyIndexSelected == INDEX_NONE)
				{
					SplineOwningActor = nullptr;
					return false;
				}

				CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);

				return true;
			}
			else if (VisProxy->IsA(HSplineSegmentProxy::StaticGetType()))
			{
				// Spline segment clicked

				// Divide segment into subsegments and test each subsegment against ray representing click position and camera direction.
				// Closest encounter with the spline determines the spline position.
				const int32 NumSubdivisions = 16;

				HSplineSegmentProxy* SegmentProxy = (HSplineSegmentProxy*)VisProxy;
				ChangeSelectionState(SegmentProxy->SegmentIndex, InViewportClient->IsCtrlPressed());
				SelectedSegmentIndex = SegmentProxy->SegmentIndex;
				SelectedTangentHandle = INDEX_NONE;
				SelectedTangentHandleType = ESelectedTangentHandle::None;

				if (LastKeyIndexSelected == INDEX_NONE)
				{
					SplineOwningActor = nullptr;
					return false;
				}

				CachedRotation = SplineComp->GetQuaternionAtSplinePoint(LastKeyIndexSelected, ESplineCoordinateSpace::World);

				float SubsegmentStartKey = static_cast<float>(SelectedSegmentIndex);
				FVector SubsegmentStart = SplineComp->GetLocationAtSplineInputKey(SubsegmentStartKey, ESplineCoordinateSpace::World);

				float ClosestDistance = TNumericLimits<float>::Max();
				FVector BestLocation = SubsegmentStart;

				for (int32 Step = 1; Step < NumSubdivisions; Step++)
				{
					const float SubsegmentEndKey = SelectedSegmentIndex + Step / static_cast<float>(NumSubdivisions);
					const FVector SubsegmentEnd = SplineComp->GetLocationAtSplineInputKey(SubsegmentEndKey, ESplineCoordinateSpace::World);

					FVector SplineClosest;
					FVector RayClosest;
					FMath::SegmentDistToSegmentSafe(SubsegmentStart, SubsegmentEnd, Click.GetOrigin(), Click.GetOrigin() + Click.GetDirection() * 50000.0f, SplineClosest, RayClosest);

					const float Distance = FVector::DistSquared(SplineClosest, RayClosest);
					if (Distance < ClosestDistance)
					{
						ClosestDistance = Distance;
						BestLocation = SplineClosest;
					}

					SubsegmentStartKey = SubsegmentEndKey;
					SubsegmentStart = SubsegmentEnd;
				}

				SelectedSplinePosition = BestLocation;

				return true;
			}
			else if (VisProxy->IsA(HSplineTangentHandleProxy::StaticGetType()))
			{
				// Tangent handle clicked

				HSplineTangentHandleProxy* KeyProxy = (HSplineTangentHandleProxy*)VisProxy;

				// Note: don't change key selection when a tangent handle is clicked
				SelectedSegmentIndex = INDEX_NONE;
				SelectedTangentHandle = KeyProxy->KeyIndex;
				SelectedTangentHandleType = KeyProxy->bArriveTangent ? ESelectedTangentHandle::Arrive : ESelectedTangentHandle::Leave;

				CachedRotation = SplineComp->GetQuaternionAtSplinePoint(SelectedTangentHandle, ESplineCoordinateSpace::World);

				return true;
			}
		}
		else
		{
			SplineOwningActor = nullptr;
		}
	}

	return false;
}
Beispiel #5
0
bool FPlacementMode::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy *HitProxy, const FViewportClick &Click )
{
	bool Handled = false;

	if ( IsCurrentlyPlacing() )
	{
		if ( Click.GetKey() == EKeys::LeftMouseButton )
		{
			TArray< UObject* > Assets;
			for (int Index = 0; Index < AssetsToPlace.Num(); Index++)
			{
				if ( AssetsToPlace[Index].IsValid() )
				{
					Assets.Add( AssetsToPlace[Index].Get() );
				}
			}

			TArray<AActor*> OutNewActors;
			const bool bCreateDropPreview = false;
			const bool SelectActor = false;
			const FViewport* const Viewport = Click.GetViewportClient()->Viewport;

			bool AllAssetsCanBeDropped = true;
			// Determine if we can drop the assets
			for ( auto AssetIt = Assets.CreateConstIterator(); AssetIt; ++AssetIt )
			{
				UObject* Asset = *AssetIt;
				FDropQuery DropResult = InViewportClient->CanDropObjectsAtCoordinates( Viewport->GetMouseX(), Viewport->GetMouseY(), FAssetData( Asset ) );
				if ( !DropResult.bCanDrop )
				{
					// At least one of the assets can't be dropped.
					InViewportClient->DestroyDropPreviewActors();
					AllAssetsCanBeDropped = false;
					CreatedPreviewActors = false;
				}
			}

			if ( AllAssetsCanBeDropped )
			{
				if ( !Click.IsControlDown() )
				{
					ClearAssetsToPlace();
					IPlacementModeModule::Get().BroadcastStoppedPlacing( true );
					InViewportClient->SetRequiredCursorOverride( true, EMouseCursor::GrabHand );
				}

				InViewportClient->DropObjectsAtCoordinates( Viewport->GetMouseX(), Viewport->GetMouseY(), Assets, OutNewActors, false, bCreateDropPreview, SelectActor, PlacementFactory.Get() );

				for (int Index = 0; Index < OutNewActors.Num(); Index++)
				{
					if ( OutNewActors[Index] != NULL )
					{
						PlacedActorsThisTrackingSession = true;
						PlacedActors.Add( OutNewActors[Index] );
					}
				}

				if ( !Click.IsControlDown() )
				{
					SelectPlacedActors();
					ClearAssetsToPlace();
				}

				Handled = true;
			}
		}
		else
		{
			InViewportClient->DestroyDropPreviewActors();
			CreatedPreviewActors = false;
			StopPlacing();
		}
	}

	if ( !Handled )
	{
		Handled = FEdMode::HandleClick(InViewportClient, HitProxy, Click);
	}

	return Handled;
}
bool FSpriteGeometryEditMode::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click)
{
	FViewport* Viewport = InViewportClient->Viewport;

	const bool bIsCtrlKeyDown = Viewport->KeyState(EKeys::LeftControl) || Viewport->KeyState(EKeys::RightControl);
	const bool bIsShiftKeyDown = Viewport->KeyState(EKeys::LeftShift) || Viewport->KeyState(EKeys::RightShift);
	const bool bIsAltKeyDown = Viewport->KeyState(EKeys::LeftAlt) || Viewport->KeyState(EKeys::RightAlt);
	bool bHandled = false;

	const bool bAllowSelectVertex = !(IsEditingGeometry() && SpriteGeometryHelper.IsAddingPolygon()) && !bIsShiftKeyDown;

	const bool bClearSelectionModifier = bIsCtrlKeyDown;
	const bool bDeleteClickedVertex = bIsAltKeyDown;
	const bool bInsertVertexModifier = bIsShiftKeyDown;
	HSpriteSelectableObjectHitProxy* SelectedItemProxy = HitProxyCast<HSpriteSelectableObjectHitProxy>(HitProxy);

	if (bAllowSelectVertex && (SelectedItemProxy != nullptr))
	{
		if (!bClearSelectionModifier)
		{
			SpriteGeometryHelper.ClearSelectionSet();
		}

		if (bDeleteClickedVertex)
		{
			// Delete selection
			if (const FSpriteSelectedVertex* SelectedVertex = SelectedItemProxy->Data->CastTo<const FSpriteSelectedVertex>(FSelectionTypes::Vertex))
			{
				SpriteGeometryHelper.ClearSelectionSet();
				SpriteGeometryHelper.AddPolygonVertexToSelection(SelectedVertex->ShapeIndex, SelectedVertex->VertexIndex);
				SpriteGeometryHelper.DeleteSelectedItems();
			}
			else if (const FSpriteSelectedShape* SelectedShape = SelectedItemProxy->Data->CastTo<const FSpriteSelectedShape>(FSelectionTypes::GeometryShape))
			{
				SpriteGeometryHelper.ClearSelectionSet();
				SpriteGeometryHelper.AddShapeToSelection(SelectedShape->ShapeIndex);
				SpriteGeometryHelper.DeleteSelectedItems();
			}
		}
		else if (Click.GetEvent() == EInputEvent::IE_DoubleClick)
		{
			// Double click to select a polygon
			if (const FSpriteSelectedVertex* SelectedVertex = SelectedItemProxy->Data->CastTo<const FSpriteSelectedVertex>(FSelectionTypes::Vertex))
			{
				SpriteGeometryHelper.ClearSelectionSet();
				SpriteGeometryHelper.AddShapeToSelection(SelectedVertex->ShapeIndex);
			}
		}
		else
		{
			//@TODO: This needs to be generalized!
			if (const FSpriteSelectedEdge* SelectedEdge = SelectedItemProxy->Data->CastTo<const FSpriteSelectedEdge>(FSelectionTypes::Edge))
			{
				// Add the next vertex defined by this edge
				SpriteGeometryHelper.AddPolygonEdgeToSelection(SelectedEdge->ShapeIndex, SelectedEdge->VertexIndex);
			}
			else if (const FSpriteSelectedVertex* SelectedVertex = SelectedItemProxy->Data->CastTo<const FSpriteSelectedVertex>(FSelectionTypes::Vertex))
			{
				SpriteGeometryHelper.AddPolygonVertexToSelection(SelectedVertex->ShapeIndex, SelectedVertex->VertexIndex);
			}
			else if (const FSpriteSelectedShape* SelectedShape = SelectedItemProxy->Data->CastTo<const FSpriteSelectedShape>(FSelectionTypes::GeometryShape))
			{
				SpriteGeometryHelper.AddShapeToSelection(SelectedShape->ShapeIndex);
			}
			else
			{
				SpriteGeometryHelper.SelectItem(SelectedItemProxy->Data);
			}
		}

		bHandled = true;
	}
	// 	else if (HWidgetUtilProxy* PivotProxy = HitProxyCast<HWidgetUtilProxy>(HitProxy))
	// 	{
	// 		//const bool bUserWantsPaint = bIsLeftButtonDown && ( !GetDefault<ULevelEditorViewportSettings>()->bLeftMouseDragMovesCamera ||  bIsCtrlDown );
	// 		//findme
	// 		WidgetAxis = WidgetProxy->Axis;
	// 
	// 			// Calculate the screen-space directions for this drag.
	// 			FSceneViewFamilyContext ViewFamily( FSceneViewFamily::ConstructionValues( Viewport, GetScene(), EngineShowFlags ));
	// 			FSceneView* View = CalcSceneView(&ViewFamily);
	// 			WidgetProxy->CalcVectors(View, FViewportClick(View, this, Key, Event, HitX, HitY), LocalManipulateDir, WorldManipulateDir, DragX, DragY);
	// 			bHandled = true;
	// 	}
	else
	{
		if (IsEditingGeometry() && !SpriteGeometryHelper.IsAddingPolygon())
		{
			FSpriteGeometryCollection* Geometry = SpriteGeometryHelper.GetGeometryBeingEdited();

			if (bInsertVertexModifier)
			{
				const FPlane SpritePlane(PaperAxisX, FVector::ZeroVector, PaperAxisY);
				const FVector WorldPoint = FMath::LinePlaneIntersection(Click.GetOrigin(), Click.GetOrigin() + Click.GetDirection(), SpritePlane);
				const FVector2D SpriteSpaceClickPoint = SpriteGeometryHelper.GetEditorContext()->WorldSpaceToTextureSpace(WorldPoint);

				// find a polygon to add vert to
				bool bFoundShapeToAddTo = false;
				for (TSharedPtr<FSelectedItem> SelectedItemPtr : SpriteGeometryHelper.GetSelectionSet())
				{
					if (const FSpriteSelectedVertex* SelectedVertex = SelectedItemPtr->CastTo<const FSpriteSelectedVertex>(FSelectionTypes::Vertex)) //@TODO:  Inflexible?
					{
						SpriteGeometryHelper.AddPointToGeometry(SpriteSpaceClickPoint, SelectedVertex->ShapeIndex);
						bFoundShapeToAddTo = true;
						break;
					}
				}

				if (!bFoundShapeToAddTo)
				{
					SpriteGeometryHelper.AddPointToGeometry(SpriteSpaceClickPoint);
				}
				bHandled = true;
			}
		}
		else if (!IsEditingGeometry())
		{
			// Clicked on the background (missed any proxies), deselect the socket or whatever was selected
			SpriteGeometryHelper.ClearSelectionSet();
		}
	}

	return bHandled ? true : FEdMode::HandleClick(InViewportClient, HitProxy, Click);
}