コード例 #1
0
FWidget::EWidgetMode FSCSEditorViewportClient::GetWidgetMode() const
{
	// Default to not drawing the widget
	FWidget::EWidgetMode ReturnWidgetMode = FWidget::WM_None;

	AActor* PreviewActor = GetPreviewActor();
	if(!bIsSimulateEnabled && PreviewActor)
	{
		const TSharedPtr<FBlueprintEditor> BluePrintEditor = BlueprintEditorPtr.Pin();
		if ( BluePrintEditor.IsValid() )
		{
			TArray<FSCSEditorTreeNodePtrType> SelectedNodes = BluePrintEditor->GetSelectedSCSEditorTreeNodes();
			const TArray<FSCSEditorTreeNodePtrType>& RootNodes = BluePrintEditor->GetSCSEditor()->GetRootComponentNodes();

			// if the selected nodes array is empty, or only contains entries from the
			// root nodes array, or isn't visible in the preview actor, then don't display a transform widget
			for ( int32 CurrentNodeIndex=0; CurrentNodeIndex < SelectedNodes.Num(); CurrentNodeIndex++ )
			{
				FSCSEditorTreeNodePtrType CurrentNodePtr = SelectedNodes[CurrentNodeIndex];
				if (CurrentNodePtr.IsValid() && !RootNodes.Contains(CurrentNodePtr) && !CurrentNodePtr->IsRootComponent() && CurrentNodePtr->CanEditDefaults() && CurrentNodePtr->FindComponentInstanceInActor(PreviewActor))
				{
					// a non-NULL, non-root item is selected, draw the widget
					ReturnWidgetMode = WidgetMode;
					break;
				}
			}
		}
	}

	return ReturnWidgetMode;
}
コード例 #2
0
bool FSCSEditorViewportClient::InputWidgetDelta( FViewport* Viewport, EAxisList::Type CurrentAxis, FVector& Drag, FRotator& Rot, FVector& Scale )
{
	bool bHandled = false;
	if(bIsManipulating && CurrentAxis != EAxisList::None)
	{
		bHandled = true;
		AActor* PreviewActor = GetPreviewActor();
		auto BlueprintEditor = BlueprintEditorPtr.Pin();
		if (PreviewActor && BlueprintEditor.IsValid())
		{
			TArray<FSCSEditorTreeNodePtrType> SelectedNodes = BlueprintEditor->GetSelectedSCSEditorTreeNodes();
			if(SelectedNodes.Num() > 0)
			{
				FVector ModifiedScale = Scale;
				if( GEditor->UsePercentageBasedScaling() )
				{
					ModifiedScale = Scale * ((GEditor->GetScaleGridSize() / 100.0f) / GEditor->GetGridSize());
				}

				TSet<USceneComponent*> UpdatedComponents;

				for(auto It(SelectedNodes.CreateIterator());It;++It)
				{
					FSCSEditorTreeNodePtrType SelectedNodePtr = *It;
					// Don't allow editing of a root node, inherited SCS node or child node that also has a movable (non-root) parent node selected
					const bool bCanEdit = !SelectedNodePtr->IsRootComponent() && !SelectedNodePtr->IsInherited()
						&& !IsMovableParentNodeSelected(SelectedNodePtr, SelectedNodes);

					if(bCanEdit)
					{
						USceneComponent* SceneComp = Cast<USceneComponent>(SelectedNodePtr->FindComponentInstanceInActor(PreviewActor));
						USceneComponent* SelectedTemplate = Cast<USceneComponent>(SelectedNodePtr->GetEditableComponentTemplate(BlueprintEditor->GetBlueprintObj()));
						if(SceneComp != NULL && SelectedTemplate != NULL)
						{
							// Cache the current default values for propagation
							FVector OldRelativeLocation = SelectedTemplate->RelativeLocation;
							FRotator OldRelativeRotation = SelectedTemplate->RelativeRotation;
							FVector OldRelativeScale3D = SelectedTemplate->RelativeScale3D;

							// Adjust the deltas as necessary
							FComponentEditorUtils::AdjustComponentDelta(SceneComp, Drag, Rot);

							TSharedPtr<ISCSEditorCustomization> Customization = BlueprintEditor->CustomizeSCSEditor(SceneComp);
							if(Customization.IsValid() && Customization->HandleViewportDrag(SceneComp, SelectedTemplate, Drag, Rot, ModifiedScale, GetWidgetLocation()))
							{
								UpdatedComponents.Add(SceneComp);
								UpdatedComponents.Add(SelectedTemplate);
							}
							else
							{
								// Apply delta to the preview actor's scene component
								GEditor->ApplyDeltaToComponent(
										SceneComp,
										true,
										&Drag,
										&Rot,
										&ModifiedScale,
										SceneComp->RelativeLocation );
								UpdatedComponents.Add(SceneComp);

							// Apply delta to the template component object
								GEditor->ApplyDeltaToComponent(
										SelectedTemplate,
										true,
										&Drag,
										&Rot,
										&ModifiedScale,
										SelectedTemplate->RelativeLocation );
								UpdatedComponents.Add(SelectedTemplate);
							}

							UBlueprint* PreviewBlueprint = UBlueprint::GetBlueprintFromClass(PreviewActor->GetClass());
							if(PreviewBlueprint != NULL)
							{
								// Like PostEditMove(), but we only need to re-run construction scripts
								if(PreviewBlueprint && PreviewBlueprint->bRunConstructionScriptOnDrag)
								{
									PreviewActor->RerunConstructionScripts();
								}

								SceneComp->PostEditComponentMove(true); // @TODO HACK passing 'finished' every frame...

								// If a constraint, copy back updated constraint frames to template
								UPhysicsConstraintComponent* ConstraintComp = Cast<UPhysicsConstraintComponent>(SceneComp);
								UPhysicsConstraintComponent* TemplateComp = Cast<UPhysicsConstraintComponent>(SelectedTemplate);
								if(ConstraintComp && TemplateComp)
								{
									TemplateComp->ConstraintInstance.CopyConstraintGeometryFrom(&ConstraintComp->ConstraintInstance);
								}

								// Iterate over all the active archetype instances and propagate the change(s) to the matching component instance
								TArray<UObject*> ArchetypeInstances;
								if(SelectedTemplate->HasAnyFlags(RF_ArchetypeObject))
								{
									SelectedTemplate->GetArchetypeInstances(ArchetypeInstances);
									for(int32 InstanceIndex = 0; InstanceIndex < ArchetypeInstances.Num(); ++InstanceIndex)
									{
										SceneComp = Cast<USceneComponent>(ArchetypeInstances[InstanceIndex]);
										if(SceneComp && SceneComp->GetOwner() != PreviewActor)
										{
											FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeLocation, OldRelativeLocation, SelectedTemplate->RelativeLocation);
											FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeRotation, OldRelativeRotation, SelectedTemplate->RelativeRotation);
											FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeScale3D,  OldRelativeScale3D,  SelectedTemplate->RelativeScale3D);
										}
									}
								}
								else if(UObject* Outer = SelectedTemplate->GetOuter())
								{
									Outer->GetArchetypeInstances(ArchetypeInstances);
									for(int32 InstanceIndex = 0; InstanceIndex < ArchetypeInstances.Num(); ++InstanceIndex)
									{
										if(ArchetypeInstances[InstanceIndex] != PreviewActor)
										{
											SceneComp = static_cast<USceneComponent*>(FindObjectWithOuter(ArchetypeInstances[InstanceIndex], SelectedTemplate->GetClass(), SelectedTemplate->GetFName()));
											if(SceneComp)
											{
												FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeLocation, OldRelativeLocation, SelectedTemplate->RelativeLocation);
												FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeRotation, OldRelativeRotation, SelectedTemplate->RelativeRotation);
												FComponentEditorUtils::ApplyDefaultValueChange(SceneComp, SceneComp->RelativeScale3D,  OldRelativeScale3D,  SelectedTemplate->RelativeScale3D);
											}
										}
									}
								}
							}
						}
					}
				}
				GUnrealEd->RedrawLevelEditingViewports();
			}
		}

		Invalidate();
	}

	return bHandled;
}