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o3de/Gems/EMotionFX/Code/Source/Editor/Plugins/SimulatedObject/SimulatedObjectWidget.h

121 lines
4.8 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#if !defined(Q_MOC_RUN)
#include <EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/DockWidgetPlugin.h>
#include <Editor/Plugins/SimulatedObject/SimulatedObjectActionManager.h>
#include <Editor/Plugins/SkeletonOutliner/SkeletonOutlinerBus.h>
#include <Editor/SimulatedObjectBus.h>
#include <Editor/SimulatedObjectModel.h>
#include <MCore/Source/Command.h>
#include <Source/Editor/ObjectEditor.h>
#endif
QT_FORWARD_DECLARE_CLASS(QLabel)
QT_FORWARD_DECLARE_CLASS(QPushButton)
QT_FORWARD_DECLARE_CLASS(QTreeView)
namespace EMotionFX
{
class Actor;
class ActorInstance;
class SimulatedJointWidget;
class SimulatedObjectWidget
: public EMStudio::DockWidgetPlugin
, private EMotionFX::SkeletonOutlinerNotificationBus::Handler
, private EMotionFX::SimulatedObjectRequestBus::Handler
, private EMotionFX::ActorEditorNotificationBus::Handler
{
Q_OBJECT //AUTOMOC
public:
enum
{
CLASS_ID = 0x00861164
};
SimulatedObjectWidget();
~SimulatedObjectWidget() override;
SimulatedObjectWidget(const SimulatedObjectWidget&) = delete;
SimulatedObjectWidget(SimulatedObjectWidget&&) = delete;
SimulatedObjectWidget& operator=(const SimulatedObjectWidget&) = delete;
SimulatedObjectWidget& operator=(SimulatedObjectWidget&&) = delete;
// EMStudioPlugin overrides
const char* GetName() const override { return "Simulated Object"; }
uint32 GetClassID() const override { return CLASS_ID; }
bool GetIsClosable() const override { return true; }
bool GetIsFloatable() const override { return true; }
bool GetIsVertical() const override { return false; }
EMStudioPlugin* Clone() override { return new SimulatedObjectWidget(); }
bool Init() override;
void Reinit();
void LegacyRender(EMStudio::RenderPlugin* renderPlugin, RenderInfo* renderInfo) override;
void LegacyRenderJointRadius(const SimulatedJoint* joint, ActorInstance* actorInstance, const AZ::Color& color);
void Render(EMotionFX::ActorRenderFlags renderFlags) override;
void RenderJointRadius(const SimulatedJoint* joint, ActorInstance* actorInstance, const AZ::Color& color);
SimulatedObjectModel* GetSimulatedObjectModel() const;
SimulatedJointWidget* GetSimulatedJointWidget() const;
void ScrollTo(const QModelIndex& index);
// SkeletonOutlinerNotificationBus overrides
void OnContextMenu(QMenu* menu, const QModelIndexList& selectedRowIndices) override;
// SimulatedObjectRequestBus overrides
void UpdateWidget() override;
// ActorEditorNotificationBus overrides
void ActorSelectionChanged(Actor* actor) override;
void ActorInstanceSelectionChanged(EMotionFX::ActorInstance* actorInstance) override;
EMStudio::SimulatedObjectActionManager* GetActionManager() const { return m_actionManager.get(); }
public slots:
void OnContextMenu(const QPoint& position);
void OnRemoveSimulatedObject(const QModelIndex& objectIndex);
void OnRemoveSimulatedJoint(const QModelIndex& jointIndex, bool removeChildren);
void OnRemoveSimulatedJoints(const QModelIndexList& jointIndices);
void OnAddCollider();
void OnClearColliders();
private:
EMotionFX::Actor* m_actor = nullptr;
EMotionFX::ActorInstance* m_actorInstance = nullptr;
QWidget* m_mainWidget = nullptr;
QLabel* m_noSelectionWidget = nullptr;
QWidget* m_selectionWidget = nullptr;
QTreeView* m_treeView = nullptr;
AZStd::unique_ptr<SimulatedObjectModel> m_simulatedObjectModel = nullptr;
AZStd::unique_ptr<EMStudio::SimulatedObjectActionManager> m_actionManager;
QWidget* m_contentsWidget = nullptr;
QDockWidget* m_simulatedObjectInspectorDock = nullptr;
SimulatedJointWidget* m_simulatedJointWidget = nullptr;
QPushButton* m_addSimulatedObjectButton = nullptr;
// Rendering
AZStd::vector<AZ::Vector3> m_vertexBuffer;
AZStd::vector<AZ::u32> m_indexBuffer;
AZStd::vector<AZ::Vector3> m_lineBuffer;
AZStd::vector<bool> m_lineValidityBuffer;
// Callbacks
MCORE_DEFINECOMMANDCALLBACK(DataChangedCallback);
MCORE_DEFINECOMMANDCALLBACK(AddSimulatedObjectCallback);
MCORE_DEFINECOMMANDCALLBACK(AddSimulatedJointsCallback);
// static bool DataChanged(AZ::u32 actorId);
AZStd::vector<MCore::Command::Callback*> m_commandCallbacks;
};
} // namespace EMotionFX