Files
Plugin/Source/SenseGloveEditor/Private/SGEditor/SGContentBrowserExtension_SKeleton.cpp
T

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5.7 KiB
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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGEditor/SGContentBrowserExtension_SKeleton.h"
#include "AssetRegistry/AssetData.h"
#include "ContentBrowserDelegates.h"
#include "ContentBrowserModule.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Framework/MultiBox/MultiBoxExtender.h"
#include "Math/Transform.h"
#include "ReferenceSkeleton.h"
#include "SGLog/SGLog.h"
#define LOCTEXT_NAMESPACE "SGContentBrowserExtension_Skeleton"
void FSGContentBrowserExtension_Skeleton::Register()
{
FContentBrowserModule& ContentBrowserModule{
FModuleManager::LoadModuleChecked<FContentBrowserModule>(TEXT("ContentBrowser"))
};
TArray<FContentBrowserMenuExtender_SelectedAssets>& ContextMenuDelegates{
ContentBrowserModule.GetAllAssetViewContextMenuExtenders()
};
ContextMenuDelegates.Add(FContentBrowserMenuExtender_SelectedAssets::CreateStatic(&OnExtendAssetSelectionMenu));
}
TSharedRef<FExtender> FSGContentBrowserExtension_Skeleton::OnExtendAssetSelectionMenu(
const TArray<FAssetData>& SelectedAssets)
{
TSharedRef<FExtender> Extender{MakeShared<FExtender>()};
Extender->AddMenuExtension(
"CommonAssetActions",
EExtensionHook::After,
nullptr,
FMenuExtensionDelegate::CreateStatic(&AssetExtenderCallback, SelectedAssets)
);
return MoveTemp(Extender);
}
void FSGContentBrowserExtension_Skeleton::AssetExtenderCallback(
FMenuBuilder& MenuBuilder, const TArray<FAssetData> SelectedAssets)
{
MenuBuilder.BeginSection("SenseGloveContext", LOCTEXT("SENSEGLOVE_CONTEXT", "SenseGlove"));
{
for (const FAssetData& Asset: SelectedAssets)
{
if (!Asset.IsRedirector() &&
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
FName(*Asset.AssetClassPath.ToString())
#else
Asset.AssetClass
#endif
!= NAME_Class && !(Asset.PackageFlags & PKG_FilterEditorOnly))
{
if (Asset.GetClass()->IsChildOf(USkeleton::StaticClass()))
{
MenuBuilder.AddMenuEntry(
LOCTEXT("UpdateSkeletonReferencePose", "Use Current Pose As SenseGlove Reference Pose"),
LOCTEXT(
"Apply the current pose as the reference pose!"
" This will modify and update the skeleton's reference pose transforms.",
"Apply the current pose as the reference pose!"
" This will modify and update the skeleton's reference pose transforms."),
FSlateIcon(
#if ENGINE_MAJOR_VERSION >= 5
FAppStyle::GetAppStyleSetName()
#else
FEditorStyle::GetStyleSetName()
#endif /* ENGINE_MAJOR_VERSION >= 5 */
, ""),
FUIAction(FExecuteAction::CreateLambda([SelectedAssets]()-> void
{
for (const FAssetData& Asset: SelectedAssets)
{
USkeleton* Skeleton{Cast<USkeleton>(Asset.GetAsset())};
if (!IsValid(Skeleton))
{
continue;
}
UpdateRefPoseTransform(Skeleton);
}
})),
NAME_None,
EUserInterfaceActionType::Button);
}
}
}
}
MenuBuilder.EndSection();
}
void FSGContentBrowserExtension_Skeleton::UpdateRefPoseTransform(USkeleton* Skeleton)
{
FReferenceSkeleton ReferenceSkeleton{Skeleton->GetReferenceSkeleton()};
FReferenceSkeletonModifier SkeletonModifier{ReferenceSkeleton, Skeleton};
const TArray<FMeshBoneInfo>& RefBoneInfo{ReferenceSkeleton.GetRefBoneInfo()};
const TArray<FTransform>& RefBonePose{ReferenceSkeleton.GetRefBonePose()};
for (const FMeshBoneInfo& BoneInfo : RefBoneInfo)
{
SGLOG(FString::Printf(TEXT("Modifying reference pose transform on '%s'..."), *BoneInfo.Name.ToString()));
const FName& BoneName{BoneInfo.Name};
const int32 BoneIndex = ReferenceSkeleton.FindBoneIndex(BoneName);
const FTransform& BoneTransform{RefBonePose[BoneIndex]};
SGLOG(BoneName, BoneIndex, BoneTransform);
SkeletonModifier.UpdateRefPoseTransform(BoneIndex, BoneTransform);
}
}
#undef LOCTEXT_NAMESPACE