コード例 #1
9
ファイル: Viewport.cpp プロジェクト: xiangyuan/Unreal4
void FUMGViewportClient::Draw(FViewport* InViewport, FCanvas* Canvas)
{
    FViewport* ViewportBackup = Viewport;
    Viewport = InViewport ? InViewport : Viewport;

    // Determine whether we should use world time or real time based on the scene.
    float TimeSeconds;
    float RealTimeSeconds;
    float DeltaTimeSeconds;

    const bool bIsRealTime = true;

    UWorld* World = GWorld;
    if ( ( GetScene() != World->Scene ) || ( bIsRealTime == true ) )
    {
        // Use time relative to start time to avoid issues with float vs double
        TimeSeconds = FApp::GetCurrentTime() - GStartTime;
        RealTimeSeconds = FApp::GetCurrentTime() - GStartTime;
        DeltaTimeSeconds = FApp::GetDeltaTime();
    }
    else
    {
        TimeSeconds = World->GetTimeSeconds();
        RealTimeSeconds = World->GetRealTimeSeconds();
        DeltaTimeSeconds = World->GetDeltaSeconds();
    }

    // Setup a FSceneViewFamily/FSceneView for the viewport.
    FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
                                           Canvas->GetRenderTarget(),
                                           GetScene(),
                                           EngineShowFlags)
                                       .SetWorldTimes(TimeSeconds, DeltaTimeSeconds, RealTimeSeconds)
                                       .SetRealtimeUpdate(bIsRealTime));

    ViewFamily.EngineShowFlags = EngineShowFlags;

    //UpdateLightingShowFlags(ViewFamily.EngineShowFlags);

    //ViewFamily.ExposureSettings = ExposureSettings;

    //ViewFamily.LandscapeLODOverride = LandscapeLODOverride;

    FSceneView* View = CalcSceneView(&ViewFamily);

    //SetupViewForRendering(ViewFamily, *View);

    FSlateRect SafeFrame;
    View->CameraConstrainedViewRect = View->UnscaledViewRect;
    //if ( CalculateEditorConstrainedViewRect(SafeFrame, Viewport) )
    //{
    //	View->CameraConstrainedViewRect = FIntRect(SafeFrame.Left, SafeFrame.Top, SafeFrame.Right, SafeFrame.Bottom);
    //}

    if ( IsAspectRatioConstrained() )
    {
        // Clear the background to black if the aspect ratio is constrained, as the scene view won't write to all pixels.
        Canvas->Clear(FLinearColor::Black);
    }

    Canvas->Clear(BackgroundColor);

    GetRendererModule().BeginRenderingViewFamily(Canvas, &ViewFamily);

    // Remove temporary debug lines.
    // Possibly a hack. Lines may get added without the scene being rendered etc.
    if ( World->LineBatcher != NULL && ( World->LineBatcher->BatchedLines.Num() || World->LineBatcher->BatchedPoints.Num() ) )
    {
        World->LineBatcher->Flush();
    }

    if ( World->ForegroundLineBatcher != NULL && ( World->ForegroundLineBatcher->BatchedLines.Num() || World->ForegroundLineBatcher->BatchedPoints.Num() ) )
    {
        World->ForegroundLineBatcher->Flush();
    }

    //FCanvas* DebugCanvas = Viewport->GetDebugCanvas();

    //UDebugDrawService::Draw(ViewFamily.EngineShowFlags, Viewport, View, DebugCanvas);

    //
    //FlushRenderingCommands();

    Viewport = ViewportBackup;
}
コード例 #2
7
void FJavascriptUMGViewportClient::Draw(FViewport* InViewport, FCanvas* Canvas)
{
	FViewport* ViewportBackup = Viewport;
	Viewport = InViewport ? InViewport : Viewport;

	// Determine whether we should use world time or real time based on the scene.
	float TimeSeconds;
	float RealTimeSeconds;
	float DeltaTimeSeconds;

	const bool bIsRealTime = true;

	UWorld* World = GWorld;
	if ((GetScene() != World->Scene) || (bIsRealTime == true))
	{
		// Use time relative to start time to avoid issues with float vs double
		TimeSeconds = FApp::GetCurrentTime() - GStartTime;
		RealTimeSeconds = FApp::GetCurrentTime() - GStartTime;
		DeltaTimeSeconds = FApp::GetDeltaTime();
	}
	else
	{
		TimeSeconds = World->GetTimeSeconds();
		RealTimeSeconds = World->GetRealTimeSeconds();
		DeltaTimeSeconds = World->GetDeltaSeconds();
	}

	// Setup a FSceneViewFamily/FSceneView for the viewport.
	FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
		Canvas->GetRenderTarget(),
		GetScene(),
		EngineShowFlags)
		.SetWorldTimes(TimeSeconds, DeltaTimeSeconds, RealTimeSeconds)
		.SetRealtimeUpdate(bIsRealTime));

	ViewFamily.EngineShowFlags = EngineShowFlags;

	//UpdateLightingShowFlags(ViewFamily.EngineShowFlags);

	//ViewFamily.ExposureSettings = ExposureSettings;

	//ViewFamily.LandscapeLODOverride = LandscapeLODOverride;

	FSceneView* View = CalcSceneView(&ViewFamily);

	//SetupViewForRendering(ViewFamily, *View);

	FSlateRect SafeFrame;
	View->CameraConstrainedViewRect = View->UnscaledViewRect;
	//if ( CalculateEditorConstrainedViewRect(SafeFrame, Viewport) )
	//{
	//	View->CameraConstrainedViewRect = FIntRect(SafeFrame.Left, SafeFrame.Top, SafeFrame.Right, SafeFrame.Bottom);
	//}

	if (IsAspectRatioConstrained())
	{
		// Clear the background to black if the aspect ratio is constrained, as the scene view won't write to all pixels.
		Canvas->Clear(FLinearColor::Black);
	}

	Canvas->Clear(BackgroundColor);

	// workaround for hacky renderer code that uses GFrameNumber to decide whether to resize render targets
	--GFrameNumber;
	GetRendererModule().BeginRenderingViewFamily(Canvas, &ViewFamily);
	
	Viewport = ViewportBackup;
}
bool FCascadeEdPreviewViewportClient::InputKey(FViewport* Viewport, int32 ControllerId, FKey Key, EInputEvent Event, float AmountDepressed, bool Gamepad)
{
	//Update cursor 
	UpdateAndApplyCursorVisibility();

	bool bHandled = false;
	const int32 HitX = Viewport->GetMouseX();
	const int32 HitY = Viewport->GetMouseY();

	if(Key == EKeys::LeftMouseButton)
	{
		if (Event == IE_Pressed)
		{
			Viewport->InvalidateHitProxy();
			HHitProxy* HitResult = Viewport->GetHitProxy(HitX,HitY);
			if (HitResult && HitResult->IsA(HWidgetUtilProxy::StaticGetType()))
			{
				HWidgetUtilProxy* WidgetProxy = (HWidgetUtilProxy*)HitResult;
				if (WidgetProxy->Info1 == VectorFieldHitproxyInfo)
				{
					bManipulatingVectorField = true;
				}
				WidgetAxis = WidgetProxy->Axis;

				// Calculate the scree-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 (Event == IE_Released)
		{
			if (bManipulatingVectorField)
			{
				WidgetAxis = EAxisList::None;
				bManipulatingVectorField = false;

				bHandled = true;
			}
		}
	}
	else if (Key == EKeys::SpaceBar && Event == IE_Pressed)
	{
		if (CascadePtr.Pin()->GetSelectedModule() && CascadePtr.Pin()->GetSelectedModule()->IsA(UParticleModuleVectorFieldLocal::StaticClass()))
		{
			bHandled = true;

			WidgetMM = (EWidgetMovementMode)((WidgetMM+1) % WMM_MAX);
		}
	}

	if( !bHandled )
	{
		bHandled = FEditorViewportClient::InputKey(Viewport,ControllerId,Key,Event,AmountDepressed,Gamepad);
	}


	return bHandled;
}
コード例 #4
0
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);
		}
	}
}
コード例 #5
0
void FPhATEdPreviewViewportClient::TrackingStarted( const struct FInputEventState& InInputState, bool bIsDraggingWidget, bool bNudge )
{
	// If releasing the mouse button, check we are done manipulating
	if ( bIsDraggingWidget  )
	{
		FSceneViewFamilyContext ViewFamily( FSceneViewFamily::ConstructionValues( Viewport, GetScene(), EngineShowFlags ));
		FSceneView* View = CalcSceneView(&ViewFamily);
		
		const int32	HitX = InInputState.GetViewport()->GetMouseX();
		const int32	HitY = InInputState.GetViewport()->GetMouseY();
		
		StartManipulating(Widget->GetCurrentAxis(), FViewportClick(View, this, InInputState.GetKey(), InInputState.GetInputEvent(), HitX, HitY), View->ViewMatrices.ViewMatrix);

		// If we are manipulating, don't move the camera as we drag now.
		if (SharedData->bManipulating)
		{
			bAllowedToMoveCamera = false;
		}
	}
}
コード例 #6
0
void FPhATEdPreviewViewportClient::SimMouseMove(float DeltaX, float DeltaY)
{

	DragX = Viewport->GetMouseX() - SharedData->LastClickPos.X;
	DragY = Viewport->GetMouseY() - SharedData->LastClickPos.Y;

	if (!SharedData->MouseHandle->GrabbedComponent)
	{
		return;
	}

	//We need to convert Pixel Delta into Screen position (deal with different viewport sizes)
	FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues( Viewport, GetScene(), EngineShowFlags ));
	FSceneView* View = CalcSceneView(&ViewFamily);
	FVector4 ScreenOldPos = View->PixelToScreen(SharedData->LastClickPos.X, SharedData->LastClickPos.Y, 1.f);
	FVector4 ScreenNewPos = View->PixelToScreen(DragX + SharedData->LastClickPos.X, DragY + SharedData->LastClickPos.Y, 1.f);
	FVector4 ScreenDelta = ScreenNewPos - ScreenOldPos;
	FVector4 ProjectedDelta = View->ScreenToWorld(ScreenDelta);
	FVector4 WorldDelta;

	//Now we project new ScreenPos to xy-plane of SimGrabLocation
	FVector LocalOffset = View->ViewMatrices.ViewMatrix.TransformPosition(SimGrabLocation + SimGrabZ * SimGrabPush);
	float ZDistance = GetViewportType() == ELevelViewportType::LVT_Perspective ? fabs(LocalOffset.Z) : 1.f;	//in the ortho case we don't need to do any fixup because there is no perspective
	WorldDelta = ProjectedDelta * ZDistance;
	
	//Now we convert back into WorldPos
	FVector WorldPos = SimGrabLocation + WorldDelta + SimGrabZ * SimGrabPush;
	FVector NewLocation = WorldPos;
	float QuickRadius = 5 - SimGrabPush / SimHoldDistanceChangeDelta;
	QuickRadius = QuickRadius < 2 ? 2 : QuickRadius;

	DrawDebugPoint(GetWorld(), NewLocation, QuickRadius, FColorList::Red, false, 0.3);

	SharedData->MouseHandle->SetTargetLocation(NewLocation);
	SharedData->MouseHandle->GrabbedComponent->WakeRigidBody(SharedData->MouseHandle->GrabbedBoneName);
}
コード例 #7
0
void FStaticMeshEditorViewportClient::ProcessClick(class FSceneView& InView, class HHitProxy* HitProxy, FKey Key, EInputEvent Event, uint32 HitX, uint32 HitY)
{
	const bool bCtrlDown = Viewport->KeyState(EKeys::LeftControl) || Viewport->KeyState(EKeys::RightControl);

	bool ClearSelectedSockets = true;
	bool ClearSelectedPrims = true;
	bool ClearSelectedEdges = true;

	if( HitProxy )
	{
		if(HitProxy->IsA( HSMESocketProxy::StaticGetType() ) )
		{
			HSMESocketProxy* SocketProxy = (HSMESocketProxy*)HitProxy;

			UStaticMeshSocket* Socket = NULL;

			if(SocketProxy->SocketIndex < StaticMesh->Sockets.Num())
			{
				Socket = StaticMesh->Sockets[SocketProxy->SocketIndex];
			}

			if(Socket)
			{
				StaticMeshEditorPtr.Pin()->SetSelectedSocket(Socket);
			}

			ClearSelectedSockets = false;
		}
		else if (HitProxy->IsA(HSMECollisionProxy::StaticGetType()) && StaticMesh->BodySetup)
		{
			HSMECollisionProxy* CollisionProxy = (HSMECollisionProxy*)HitProxy;			

			if (StaticMeshEditorPtr.Pin()->IsSelectedPrim(CollisionProxy->PrimData))
			{
				if (!bCtrlDown)
				{
					StaticMeshEditorPtr.Pin()->AddSelectedPrim(CollisionProxy->PrimData, true);
				}
				else
				{
					StaticMeshEditorPtr.Pin()->RemoveSelectedPrim(CollisionProxy->PrimData);
				}
			}
			else
			{
				StaticMeshEditorPtr.Pin()->AddSelectedPrim(CollisionProxy->PrimData, !bCtrlDown);
			}

			// Force the widget to translate, if not already set
			if (WidgetMode == FWidget::WM_None)
			{
				WidgetMode = FWidget::WM_Translate;
			}

			ClearSelectedPrims = false;
		}
	}
	else
	{
		const bool bShiftDown = Viewport->KeyState(EKeys::LeftShift) || Viewport->KeyState(EKeys::RightShift);

		if(!bCtrlDown && !bShiftDown)
		{
			SelectedEdgeIndices.Empty();
		}

		// Check to see if we clicked on a mesh edge
		if( StaticMeshComponent != NULL && Viewport->GetSizeXY().X > 0 && Viewport->GetSizeXY().Y > 0 )
		{
			FSceneViewFamilyContext ViewFamily( FSceneViewFamily::ConstructionValues( Viewport, GetScene(), EngineShowFlags ));
			FSceneView* View = CalcSceneView(&ViewFamily);
			FViewportClick ViewportClick(View, this, Key, Event, HitX, HitY);

			const FVector ClickLineStart( ViewportClick.GetOrigin() );
			const FVector ClickLineEnd( ViewportClick.GetOrigin() + ViewportClick.GetDirection() * HALF_WORLD_MAX );

			// Don't bother doing a line check as there is only one mesh in the SME and it makes fuzzy selection difficult
			// 	FHitResult CheckResult( 1.0f );
			// 	if( StaticMeshComponent->LineCheck(
			// 			CheckResult,	// In/Out: Result
			// 			ClickLineEnd,	// Target
			// 			ClickLineStart,	// Source
			// 			FVector::ZeroVector,	// Extend
			// 			TRACE_ComplexCollision ) )	// Trace flags
			{
				// @todo: Should be in screen space ideally
				const float WorldSpaceMinClickDistance = 100.0f;

				float ClosestEdgeDistance = FLT_MAX;
				TArray< int32 > ClosestEdgeIndices;
				FVector ClosestEdgeVertices[ 2 ];

				const uint32 LODLevel = FMath::Clamp( StaticMeshComponent->ForcedLodModel - 1, 0, StaticMeshComponent->StaticMesh->GetNumLODs() - 1 );
				FRawMesh RawMesh;
				StaticMeshComponent->StaticMesh->SourceModels[LODLevel].RawMeshBulkData->LoadRawMesh(RawMesh);

				const int32 RawEdgeCount = RawMesh.WedgeIndices.Num() - 1; 
				const int32 NumFaces = RawMesh.WedgeIndices.Num() / 3;
				int32 NumBackFacingTriangles = 0;
				for(int32 FaceIndex = 0; FaceIndex < NumFaces; ++FaceIndex)
				{
					// We disable edge selection where all adjoining triangles are back face culled and the 
					// material is not two-sided. This prevents edges that are back-face culled from being selected.
					bool bIsBackFacing = false;
					bool bIsTwoSided = false;
					UMaterialInterface* Material = StaticMeshComponent->GetMaterial(RawMesh.FaceMaterialIndices[FaceIndex]);
					if (Material && Material->GetMaterial())
					{
						bIsTwoSided = Material->IsTwoSided();
					}
					if(!bIsTwoSided)
					{
						// Check whether triangle if back facing 
						const FVector A = RawMesh.GetWedgePosition( FaceIndex * 3);
						const FVector B = RawMesh.GetWedgePosition( FaceIndex * 3 + 1);
						const FVector C = RawMesh.GetWedgePosition( FaceIndex * 3 + 2);
								
						// Compute the per-triangle normal
						const FVector BA = A - B;
						const FVector CA = A - C;
						const FVector TriangleNormal = (CA ^ BA).SafeNormal();

						// Transform the view position from world to component space
						const FVector ComponentSpaceViewOrigin = StaticMeshComponent->ComponentToWorld.InverseTransformPosition( View->ViewMatrices.ViewOrigin);
								
						// Determine which side of the triangle's plane that the view position lies on.
						bIsBackFacing = (FVector::PointPlaneDist( ComponentSpaceViewOrigin,  A, TriangleNormal)  < 0.0f);
					}
						
					for( int32 VertIndex = 0; VertIndex < 3; ++VertIndex )
					{
						const int32 EdgeIndex = FaceIndex * 3 + VertIndex;
						const int32 EdgeIndex2 = FaceIndex * 3 + ((VertIndex + 1) % 3);

						FVector EdgeVertices[ 2 ];
						EdgeVertices[0]	= RawMesh.GetWedgePosition(EdgeIndex);
						EdgeVertices[1] = RawMesh.GetWedgePosition(EdgeIndex2);

						// First check to see if this edge is already in our "closest to click" list.
						// Most edges are shared by two faces in our raw triangle data set, so we want
						// to select (or deselect) both of these edges that the user clicks on (what
						// appears to be) a single edge
						if( ClosestEdgeIndices.Num() > 0 &&
							( ( EdgeVertices[ 0 ].Equals( ClosestEdgeVertices[ 0 ] ) && EdgeVertices[ 1 ].Equals( ClosestEdgeVertices[ 1 ] ) ) ||
							( EdgeVertices[ 0 ].Equals( ClosestEdgeVertices[ 1 ] ) && EdgeVertices[ 1 ].Equals( ClosestEdgeVertices[ 0 ] ) ) ) )
						{
							// Edge overlaps the closest edge we have so far, so just add it to the list
							ClosestEdgeIndices.Add( EdgeIndex );
							// Increment the number of back facing triangles if the adjoining triangle 
							// is back facing and isn't two-sided
							if(bIsBackFacing && !bIsTwoSided)
							{
								++NumBackFacingTriangles;
							}
						}
						else
						{
							FVector WorldSpaceEdgeStart( StaticMeshComponent->ComponentToWorld.TransformPosition( EdgeVertices[ 0 ] ) );
							FVector WorldSpaceEdgeEnd( StaticMeshComponent->ComponentToWorld.TransformPosition( EdgeVertices[ 1 ] ) );

							// Determine the mesh edge that's closest to the ray cast through the eye towards the click location
							FVector ClosestPointToEdgeOnClickLine;
							FVector ClosestPointToClickLineOnEdge;
							FMath::SegmentDistToSegment(
								ClickLineStart,
								ClickLineEnd,
								WorldSpaceEdgeStart,
								WorldSpaceEdgeEnd,
								ClosestPointToEdgeOnClickLine,
								ClosestPointToClickLineOnEdge );

							// Compute the minimum distance (squared)
							const float MinDistanceToEdgeSquared = ( ClosestPointToClickLineOnEdge - ClosestPointToEdgeOnClickLine ).SizeSquared();

							if( MinDistanceToEdgeSquared <= WorldSpaceMinClickDistance )
							{
								if( MinDistanceToEdgeSquared <= ClosestEdgeDistance )
								{
									// This is the closest edge to the click line that we've found so far!
									ClosestEdgeDistance = MinDistanceToEdgeSquared;
									ClosestEdgeVertices[ 0 ] = EdgeVertices[ 0 ];
									ClosestEdgeVertices[ 1 ] = EdgeVertices[ 1 ];

									ClosestEdgeIndices.Reset();
									ClosestEdgeIndices.Add( EdgeIndex );

									// Reset the number of back facing triangles.
									NumBackFacingTriangles = (bIsBackFacing && !bIsTwoSided) ? 1 : 0;
								}
							}
						}
					}
				}

				// Did the user click on an edge? Edges must also have at least one adjoining triangle 
				// which isn't back face culled (for one-sided materials)
				if( ClosestEdgeIndices.Num() > 0 && ClosestEdgeIndices.Num() > NumBackFacingTriangles)
				{
					for( int32 CurIndex = 0; CurIndex < ClosestEdgeIndices.Num(); ++CurIndex )
					{
						const int32 CurEdgeIndex = ClosestEdgeIndices[ CurIndex ];

						if( bCtrlDown )
						{
							// Toggle selection
							if( SelectedEdgeIndices.Contains( CurEdgeIndex ) )
							{
								SelectedEdgeIndices.Remove( CurEdgeIndex );
							}
							else
							{
								SelectedEdgeIndices.Add( CurEdgeIndex );
							}
						}
						else
						{
							// Append to selection
							SelectedEdgeIndices.Add( CurEdgeIndex );
						}
					}

					// Reset cached vertices and uv coordinates.
					SelectedEdgeVertices.Reset();
					for(int32 TexCoordIndex = 0; TexCoordIndex < MAX_STATIC_TEXCOORDS; ++TexCoordIndex)
					{
						SelectedEdgeTexCoords[TexCoordIndex].Reset();
					}

					for(FSelectedEdgeSet::TIterator SelectionIt( SelectedEdgeIndices ); SelectionIt; ++SelectionIt)
					{
						const uint32 EdgeIndex = *SelectionIt;
						const uint32 FaceIndex = EdgeIndex / 3;

						const uint32 WedgeIndex = FaceIndex * 3 + (EdgeIndex % 3);
						const uint32 WedgeIndex2 = FaceIndex * 3 + ((EdgeIndex + 1) % 3);

						// Cache edge vertices in local space.
						FVector EdgeVertices[ 2 ];
						EdgeVertices[ 0 ] = RawMesh.GetWedgePosition(WedgeIndex);
						EdgeVertices[ 1 ] = RawMesh.GetWedgePosition(WedgeIndex2);

						SelectedEdgeVertices.Add(EdgeVertices[0]);
						SelectedEdgeVertices.Add(EdgeVertices[1]);

						// Cache UV
						for(int32 TexCoordIndex = 0; TexCoordIndex < MAX_STATIC_TEXCOORDS; ++TexCoordIndex)
						{
							if( RawMesh.WedgeTexCoords[TexCoordIndex].Num() > 0)
							{
								FVector2D UVIndex1, UVIndex2;
								UVIndex1 = RawMesh.WedgeTexCoords[TexCoordIndex][WedgeIndex];
								UVIndex2 = RawMesh.WedgeTexCoords[TexCoordIndex][WedgeIndex2];
								SelectedEdgeTexCoords[TexCoordIndex].Add(UVIndex1);
								SelectedEdgeTexCoords[TexCoordIndex].Add(UVIndex2);
							}
						}
					}

					ClearSelectedEdges = false;
				}
			}
		}
	}

	if (ClearSelectedSockets && StaticMeshEditorPtr.Pin()->GetSelectedSocket())
	{
		StaticMeshEditorPtr.Pin()->SetSelectedSocket(NULL);
	}
	if (ClearSelectedPrims)
	{
		StaticMeshEditorPtr.Pin()->ClearSelectedPrims();
	}
	if (ClearSelectedEdges)
	{
		SelectedEdgeIndices.Empty();
	}

	Invalidate();
}
コード例 #8
-5
bool FSpriteEditorViewportClient::ConvertMarqueeToSourceTextureSpace(/*out*/ FIntPoint& OutStartPos, /*out*/ FIntPoint& OutDimension)
{
	FSpriteGeometryEditMode* GeometryEditMode = ModeTools->GetActiveModeTyped<FSpriteGeometryEditMode>(FSpriteGeometryEditMode::EM_SpriteGeometry);
	check(GeometryEditMode);
	const FVector2D MarqueeStartPos = GeometryEditMode->GetMarqueeStartPos();
	const FVector2D MarqueeEndPos = GeometryEditMode->GetMarqueeEndPos();

	bool bSuccessful = false;
	UPaperSprite* Sprite = SourceTextureViewComponent->GetSprite();
	UTexture2D* SpriteSourceTexture = Sprite->GetSourceTexture();
	if (SpriteSourceTexture != nullptr)
	{
		// Calculate world space positions
		FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(Viewport, GetScene(), EngineShowFlags));
		FSceneView* View = CalcSceneView(&ViewFamily);
		const FVector StartPos = View->PixelToWorld(MarqueeStartPos.X, MarqueeStartPos.Y, 0);
		const FVector EndPos = View->PixelToWorld(MarqueeEndPos.X, MarqueeEndPos.Y, 0);

		// Convert to source texture space to work out the pixels dragged
		FVector2D TextureSpaceStartPos = Sprite->ConvertWorldSpaceToTextureSpace(StartPos);
		FVector2D TextureSpaceEndPos = Sprite->ConvertWorldSpaceToTextureSpace(EndPos);

		if (TextureSpaceStartPos.X > TextureSpaceEndPos.X)
		{
			Swap(TextureSpaceStartPos.X, TextureSpaceEndPos.X);
		}
		if (TextureSpaceStartPos.Y > TextureSpaceEndPos.Y)
		{
			Swap(TextureSpaceStartPos.Y, TextureSpaceEndPos.Y);
		}

		const FIntPoint SourceTextureSize(SpriteSourceTexture->GetImportedSize());
		const int32 SourceTextureWidth = SourceTextureSize.X;
		const int32 SourceTextureHeight = SourceTextureSize.Y;
		
		FIntPoint TSStartPos;
		TSStartPos.X = FMath::Clamp<int32>((int32)TextureSpaceStartPos.X, 0, SourceTextureWidth - 1);
		TSStartPos.Y = FMath::Clamp<int32>((int32)TextureSpaceStartPos.Y, 0, SourceTextureHeight - 1);

		FIntPoint TSEndPos;
		TSEndPos.X = FMath::Clamp<int32>((int32)TextureSpaceEndPos.X, 0, SourceTextureWidth - 1);
		TSEndPos.Y = FMath::Clamp<int32>((int32)TextureSpaceEndPos.Y, 0, SourceTextureHeight - 1);

		const FIntPoint TextureSpaceDimensions = TSEndPos - TSStartPos;
		if ((TextureSpaceDimensions.X > 0) || (TextureSpaceDimensions.Y > 0))
		{
			OutStartPos = TSStartPos;
			OutDimension = TextureSpaceDimensions;
			bSuccessful = true;
		}
	}

	return bSuccessful;
}