EM_Task/UnrealEd/Private/DragTool_FrustumSelect.cpp
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

325 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DragTool_FrustumSelect.h"
#include "Components/PrimitiveComponent.h"
#include "CanvasItem.h"
#include "Settings/LevelEditorViewportSettings.h"
#include "GameFramework/Volume.h"
#include "Editor/UnrealEdEngine.h"
#include "UnrealEdGlobals.h"
#include "EngineUtils.h"
#include "Engine/Selection.h"
#include "EditorModeManager.h"
#include "EditorModes.h"
#include "ActorEditorUtils.h"
#include "ScopedTransaction.h"
#include "HModel.h"
#include "CanvasTypes.h"
#include "Subsystems/BrushEditingSubsystem.h"
///////////////////////////////////////////////////////////////////////////////
//
// FDragTool_FrustumSelect
//
///////////////////////////////////////////////////////////////////////////////
void FDragTool_ActorFrustumSelect::AddDelta(const FVector& InDelta)
{
FIntPoint MousePos;
LevelViewportClient->Viewport->GetMousePos(MousePos);
EndWk = FVector(MousePos);
End = EndWk;
const bool bUseHoverFeedback = GEditor != NULL && GetDefault<ULevelEditorViewportSettings>()->bEnableViewportHoverFeedback;
}
void FDragTool_ActorFrustumSelect::StartDrag(FEditorViewportClient* InViewportClient, const FVector& InStart, const FVector2D& InStartScreen)
{
FDragTool::StartDrag(InViewportClient, InStart, InStartScreen);
const bool bUseHoverFeedback = GEditor != NULL && GetDefault<ULevelEditorViewportSettings>()->bEnableViewportHoverFeedback;
// Remove any active hover objects
FLevelEditorViewportClient::ClearHoverFromObjects();
FIntPoint MousePos;
InViewportClient->Viewport->GetMousePos(MousePos);
Start = FVector(InStartScreen.X, InStartScreen.Y, 0);
End = EndWk = Start;
}
void FDragTool_ActorFrustumSelect::EndDrag()
{
UBrushEditingSubsystem* BrushSubsystem = GEditor->GetEditorSubsystem<UBrushEditingSubsystem>();
const bool bGeometryMode = BrushSubsystem ? BrushSubsystem->IsGeometryEditorModeActive() : false;
FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(LevelViewportClient->Viewport, LevelViewportClient->GetScene(), LevelViewportClient->EngineShowFlags));
FSceneView* SceneView = LevelViewportClient->CalcSceneView(&ViewFamily);
// Generate a frustum out of the dragged box
FConvexVolume Frustum;
CalculateFrustum(SceneView, Frustum, true);
FScopedTransaction Transaction(NSLOCTEXT("ActorFrustumSelect", "MarqueeSelectTransation", "Marquee Select"));
bool bShouldSelect = true;
GEditor->GetSelectedActors()->Modify();
if (!bShiftDown)
{
// If the user is selecting, but isn't hold down SHIFT, remove all current selections.
ModeTools->SelectNone();
}
// Does an actor have to be fully contained in the box to be selected
const bool bStrictDragSelection = GetDefault<ULevelEditorViewportSettings>()->bStrictBoxSelection;
bool bSelectionChanged = false;
// Let the editor mode try to handle the selection.
const bool bEditorModeHandledSelection = ModeTools->FrustumSelect(Frustum, LevelViewportClient, bLeftMouseButtonDown);
// Let the component visualizers try to handle the selection.
const bool bComponentVisHandledSelection = !bEditorModeHandledSelection && GUnrealEd->ComponentVisManager.HandleFrustumSelect(Frustum, LevelViewportClient, LevelViewportClient->Viewport);
if (!bEditorModeHandledSelection && !bComponentVisHandledSelection)
{
if (!bShiftDown)
{
// If the user is selecting, but isn't hold down SHIFT, remove all current selections.
GEditor->SelectNone(true, true);
}
const int32 ViewportSizeX = LevelViewportClient->Viewport->GetSizeXY().X;
const int32 ViewportSizeY = LevelViewportClient->Viewport->GetSizeXY().Y;
if (Start.X > End.X)
{
Swap(Start.X, End.X);
}
if (Start.Y > End.Y)
{
Swap(Start.Y, End.Y);
}
const bool bTransparentBoxSelection = GetDefault<ULevelEditorViewportSettings>()->bTransparentBoxSelection;
if (bTransparentBoxSelection)
{
// Get a list of frustum-culled actors
for (FActorIterator It(LevelViewportClient->GetWorld()); It; ++It)
{
AActor* Actor = *It;
if (IntersectsFrustum(*Actor, Frustum, bStrictDragSelection))
{
// Select the actor if it intersected
const bool bShouldNotifyNow = false; // We'll notify after everything has been selected
GEditor->SelectActor(Actor, bShouldSelect, bShouldNotifyNow);
bSelectionChanged = true;
}
}
}
else
{
// Extend the endpoint of the rect to get the actual line
FIntRect BoxRect(FIntPoint(FMath::Max(0.0f, Start.X), FMath::Max(0.0f, Start.Y)), FIntPoint(FMath::Min(ViewportSizeX, FMath::TruncToInt(End.X + 1)), FMath::Min(ViewportSizeY, FMath::TruncToInt(End.Y + 1))));
TSet<AActor*> HitActors;
TSet<UModel*> HitModels;
LevelViewportClient->Viewport->GetActorsAndModelsInHitProxy(BoxRect, HitActors, HitModels);
if (HitModels.Num() > 0)
{
// Check every model to see if its BSP surfaces should be selected
for (auto It = HitModels.CreateConstIterator(); It; ++It)
{
UModel& Model = **It;
// Check every node in the model
for (int32 NodeIndex = 0; NodeIndex < Model.Nodes.Num(); NodeIndex++)
{
if (IntersectsFrustum(Model, NodeIndex, Frustum, bStrictDragSelection))
{
uint32 SurfaceIndex = Model.Nodes[NodeIndex].iSurf;
FBspSurf& Surf = Model.Surfs[SurfaceIndex];
HitActors.Add(Surf.Actor);
}
}
}
}
if (HitActors.Num() > 0)
{
for (auto It = HitActors.CreateConstIterator(); It; ++It)
{
AActor* Actor = *It;
if (bStrictDragSelection && IntersectsFrustum(*Actor, Frustum, bStrictDragSelection))
{
GEditor->SelectActor(Actor, bShouldSelect, false);
bSelectionChanged = true;
}
else if (!bStrictDragSelection)
{
GEditor->SelectActor(Actor, bShouldSelect, false);
bSelectionChanged = true;
}
}
}
}
if (bSelectionChanged)
{
// If any selections were made. Notify that now.
GEditor->NoteSelectionChange();
}
}
// Clear any hovered objects that might have been created while dragging
FLevelEditorViewportClient::ClearHoverFromObjects();
FDragTool::EndDrag();
}
void FDragTool_ActorFrustumSelect::Render(const FSceneView* View, FCanvas* Canvas)
{
FCanvasBoxItem BoxItem(FVector2D(Start.X, Start.Y) / Canvas->GetDPIScale(), FVector2D(End.X - Start.X, End.Y - Start.Y) / Canvas->GetDPIScale());
BoxItem.SetColor(FLinearColor::White);
Canvas->DrawItem(BoxItem);
}
bool FDragTool_ActorFrustumSelect::IntersectsFrustum(AActor& InActor, const FConvexVolume& InFrustum, bool bUseStrictSelection) const
{
bool bActorHitByBox = false;
UBrushEditingSubsystem* BrushSubsystem = GEditor->GetEditorSubsystem<UBrushEditingSubsystem>();
const bool bGeometryMode = BrushSubsystem ? BrushSubsystem->IsGeometryEditorModeActive() : false;
// Check for special cases (like certain show flags that might hide an actor)
bool bActorIsHiddenByShowFlags = false;
// Check to see that volume actors are visible in the viewport
check(LevelViewportClient != nullptr);
if (InActor.IsA(AVolume::StaticClass()) && (!LevelViewportClient->EngineShowFlags.Volumes || !LevelViewportClient->IsVolumeVisibleInViewport(InActor)))
{
bActorIsHiddenByShowFlags = true;
}
// Never drag-select hidden actors or builder brushes.
if (!bActorIsHiddenByShowFlags && !InActor.IsHiddenEd() && !FActorEditorUtils::IsABuilderBrush(&InActor))
{
// Iterate over all actor components, selecting out primitive components
for (UActorComponent* Component: InActor.GetComponents())
{
UPrimitiveComponent* PrimitiveComponent = Cast<UPrimitiveComponent>(Component);
if (PrimitiveComponent && PrimitiveComponent->IsRegistered() && PrimitiveComponent->IsVisibleInEditor())
{
if (PrimitiveComponent->ComponentIsTouchingSelectionFrustum(InFrustum, LevelViewportClient->EngineShowFlags, bGeometryMode, bUseStrictSelection))
{
bActorHitByBox = true;
break;
}
}
}
}
return bActorHitByBox;
}
bool FDragTool_ActorFrustumSelect::IntersectsFrustum(const UModel& InModel, int32 NodeIndex, const FConvexVolume& InFrustum, bool bUseStrictSelection) const
{
FBox NodeBB;
// Get a bounding box of the node being checked
InModel.GetNodeBoundingBox(InModel.Nodes[NodeIndex], NodeBB);
bool bFullyContained = false;
// Does the box intersect the frustum
bool bIntersects = InFrustum.IntersectBox(NodeBB.GetCenter(), NodeBB.GetExtent(), bFullyContained);
return bIntersects && (!bUseStrictSelection || (bUseStrictSelection && bFullyContained));
}
void FDragTool_ActorFrustumSelect::CalculateFrustum(FSceneView* View, FConvexVolume& OutFrustum, bool bUseBoxFrustum)
{
if (bUseBoxFrustum)
{
FVector CamPoint = LevelViewportClient->GetViewLocation();
FVector BoxPoint1, BoxPoint2, BoxPoint3, BoxPoint4;
FVector WorldDir1, WorldDir2, WorldDir3, WorldDir4;
// Deproject the four corners of the selection box
FVector2D Point1(FMath::Min(Start.X, End.X), FMath::Min(Start.Y, End.Y)); // Upper Left Corner
FVector2D Point2(FMath::Max(Start.X, End.X), FMath::Min(Start.Y, End.Y)); // Upper Right Corner
FVector2D Point3(FMath::Max(Start.X, End.X), FMath::Max(Start.Y, End.Y)); // Lower Right Corner
FVector2D Point4(FMath::Min(Start.X, End.X), FMath::Max(Start.Y, End.Y)); // Lower Left Corner
View->DeprojectFVector2D(Point1, BoxPoint1, WorldDir1);
View->DeprojectFVector2D(Point2, BoxPoint2, WorldDir2);
View->DeprojectFVector2D(Point3, BoxPoint3, WorldDir3);
View->DeprojectFVector2D(Point4, BoxPoint4, WorldDir4);
// Use the camera position and the selection box to create the bounding planes
FPlane TopPlane(BoxPoint1, BoxPoint2, CamPoint); // Top Plane
FPlane RightPlane(BoxPoint2, BoxPoint3, CamPoint); // Right Plane
FPlane BottomPlane(BoxPoint3, BoxPoint4, CamPoint); // Bottom Plane
FPlane LeftPlane(BoxPoint4, BoxPoint1, CamPoint); // Left Plane
// Try to get all six planes to create a frustum.
// The frustum is built with the first four planes corresponding to the sides of the frustum.
FPlane NearPlane;
FPlane FarPlane;
OutFrustum.Planes.Empty();
OutFrustum.Planes.Add(TopPlane);
OutFrustum.Planes.Add(RightPlane);
OutFrustum.Planes.Add(BottomPlane);
OutFrustum.Planes.Add(LeftPlane);
if (View->ViewMatrices.GetViewProjectionMatrix().GetFrustumNearPlane(NearPlane))
{
OutFrustum.Planes.Add(NearPlane);
}
if (View->ViewMatrices.GetViewProjectionMatrix().GetFrustumFarPlane(FarPlane))
{
OutFrustum.Planes.Add(FarPlane);
}
OutFrustum.Init();
}
else
{
OutFrustum = View->ViewFrustum;
OutFrustum.Init();
}
}
void FDragTool_ActorFrustumSelect::AddHoverEffect(AActor& InActor)
{
FViewportHoverTarget HoverTarget(&InActor);
FLevelEditorViewportClient::AddHoverEffect(HoverTarget);
FLevelEditorViewportClient::HoveredObjects.Add(HoverTarget);
}
void FDragTool_ActorFrustumSelect::RemoveHoverEffect(AActor& InActor)
{
FViewportHoverTarget HoverTarget(&InActor);
FSetElementId Id = FLevelEditorViewportClient::HoveredObjects.FindId(HoverTarget);
if (Id.IsValidId())
{
FLevelEditorViewportClient::RemoveHoverEffect(HoverTarget);
FLevelEditorViewportClient::HoveredObjects.Remove(Id);
}
}
void FDragTool_ActorFrustumSelect::AddHoverEffect(UModel& InModel, int32 SurfIndex)
{
FViewportHoverTarget HoverTarget(&InModel, SurfIndex);
FLevelEditorViewportClient::AddHoverEffect(HoverTarget);
FLevelEditorViewportClient::HoveredObjects.Add(HoverTarget);
}
void FDragTool_ActorFrustumSelect::RemoveHoverEffect(UModel& InModel, int32 SurfIndex)
{
FViewportHoverTarget HoverTarget(&InModel, SurfIndex);
FSetElementId Id = FLevelEditorViewportClient::HoveredObjects.FindId(HoverTarget);
if (Id.IsValidId())
{
FLevelEditorViewportClient::RemoveHoverEffect(HoverTarget);
FLevelEditorViewportClient::HoveredObjects.Remove(Id);
}
}