FString UDebugSkelMeshComponent::GetPreviewText() const
{
#define LOCTEXT_NAMESPACE "SkelMeshComponent"

	if (IsPreviewOn())
	{
		if (UBlendSpaceBase* BlendSpace = Cast<UBlendSpaceBase>(PreviewInstance->CurrentAsset))
		{
			return FText::Format( LOCTEXT("BlendSpace", "Blend Space {0}"), FText::FromString(BlendSpace->GetName()) ).ToString();
		}
		else if (UAnimMontage* Montage = Cast<UAnimMontage>(PreviewInstance->CurrentAsset))
		{
			return FText::Format( LOCTEXT("Montage", "Montage {0}"), FText::FromString(Montage->GetName()) ).ToString();
		}
		else if(UAnimComposite* Composite = Cast<UAnimComposite>(PreviewInstance->CurrentAsset))
		{
			return FText::Format(LOCTEXT("Composite", "Composite {0}"), FText::FromString(Composite->GetName())).ToString();
		}
		else if (UAnimSequence* Sequence = Cast<UAnimSequence>(PreviewInstance->CurrentAsset))
		{
			return FText::Format( LOCTEXT("Animation", "Animation {0}"), FText::FromString(Sequence->GetName()) ).ToString();
		}
		else if (UVertexAnimation* VertAnim = Cast<UVertexAnimation>(PreviewInstance->CurrentVertexAnim))
		{
			return FText::Format( LOCTEXT("VertexAnim", "VertexAnim {0}"), FText::FromString(VertAnim->GetName()) ).ToString();
		}
	}

	return LOCTEXT("ReferencePose", "Reference Pose").ToString();

#undef LOCTEXT_NAMESPACE
}
Exemplo n.º 2
0
void MatchTemplatePlugin::DoPreview()
{
	if (!IsPreviewOn())
		return;
	cm->ReloadCurrentFrameContours(false);
	ProcessImage(&cm->img, cm->GetPos(), cm->GetZPos());
	cm->Redraw(false);
}
Exemplo n.º 3
0
void CamShiftPlugin::DoPreview()
{
	if (!IsPreviewOn())
		return;
	cm->ReloadCurrentFrameContours(false);
	ProcessImage(&cm->img, cm->GetPos());
	cm->Redraw(false);
}
Exemplo n.º 4
0
void NormalizeContoursPlugin::DoPreview()
{
	if (!IsPreviewOn())
		return;
	cm->ReloadCurrentFrameContours(false);
	ProcessImage(&cm->img);
	cm->Redraw(false);
}
Exemplo n.º 5
0
void SmoothPlugin::DoPreview()
{
	if (!IsPreviewOn())
		return;
	cm->ReloadCurrentFrame(false);
	ProcessImage(&cm->img);
	cm->Redraw(false);
}
void UDebugSkelMeshComponent::EnablePreview(bool bEnable, UAnimationAsset* PreviewAsset, UVertexAnimation* PreviewVertexAnim)
{
	if (PreviewInstance)
	{
		if (bEnable)
		{
				// back up current AnimInstance if not currently previewing anything
				if (!IsPreviewOn())
				{
					SavedAnimScriptInstance = AnimScriptInstance;
				}

				AnimScriptInstance = PreviewInstance;

#if WITH_APEX_CLOTHING
			    // turn off these options when playing animations because max distances / back stops don't have meaning while moving
			    bDisplayClothMaxDistances = false;
				bDisplayClothBackstops = false;
			    // restore previous state
			    bDisableClothSimulation = bPrevDisableClothSimulation;
#endif // #if WITH_APEX_CLOTHING
    
				if(PreviewAsset)
				{
					PreviewInstance->SetVertexAnimation(NULL);
					PreviewInstance->SetAnimationAsset(PreviewAsset);
				}
				else
				{
					PreviewInstance->SetAnimationAsset(NULL);
					PreviewInstance->SetVertexAnimation(PreviewVertexAnim);
				}
			}
		else if (IsPreviewOn())
		{
			if (PreviewInstance->CurrentAsset == PreviewAsset || PreviewAsset == NULL)
			{
				// now recover to saved AnimScriptInstance;
				AnimScriptInstance = SavedAnimScriptInstance;
				PreviewInstance->SetAnimationAsset(NULL);
				PreviewInstance->SetVertexAnimation(NULL);
			}
		}
	}
}
Exemplo n.º 7
0
void FindFeaturesPlugin::DoPreview()
{
	if (!IsPreviewOn())
		return;
	if (!sidebar->clean->GetValue())
		cm->ReloadCurrentFrameContours(false);
	ProcessImage(&cm->img);
	cm->Redraw(false);
}