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UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingTools/Private/DrawAndRevolveTool.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "DrawAndRevolveTool.h"
#include "BaseGizmos/GizmoRenderingUtil.h"
#include "BaseBehaviors/SingleClickBehavior.h"
#include "BaseBehaviors/MouseHoverBehavior.h"
#include "CompositionOps/CurveSweepOp.h"
#include "Generators/SweepGenerator.h"
#include "InteractiveToolManager.h" // To use SceneState.ToolManager
#include "Mechanics/ConstructionPlaneMechanic.h"
#include "Mechanics/CurveControlPointsMechanic.h"
#include "Properties/MeshMaterialProperties.h"
#include "ModelingObjectsCreationAPI.h"
#include "Selection/ToolSelectionUtil.h"
#include "ToolSceneQueriesUtil.h"
#include "ToolSetupUtil.h"
#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UDrawAndRevolveTool"
const FText InitializationModeMessage = LOCTEXT("CurveInitialization", "Draw a profile curve and revolve it around purple axis. Ctrl+click repositions draw plane, Ctrl+Shift+click repositions without aligning axis. End curve by clicking the end again or connecting to start. Backspace deletes points, shift inverts snapping behavior.");
const FText EditModeMessage = LOCTEXT("CurveEditing", "Click points to select them, Shift+click to add/remove points to selection. Ctrl+click a segment to add a point, or select an endpoint and Ctrl+click somewhere on the plane to add to the ends. Backspace deletes selected points. Holding Shift toggles snapping to be opposite the EnableSnapping setting.");
// Tool builder
bool UDrawAndRevolveToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return true;
}
UInteractiveTool* UDrawAndRevolveToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
{
UDrawAndRevolveTool* NewTool = NewObject<UDrawAndRevolveTool>(SceneState.ToolManager);
NewTool->SetWorld(SceneState.World);
return NewTool;
}
// Operator factory
TUniquePtr<FDynamicMeshOperator> URevolveOperatorFactory::MakeNewOperator()
{
TUniquePtr<FCurveSweepOp> CurveSweepOp = MakeUnique<FCurveSweepOp>();
// Assemble profile curve
CurveSweepOp->ProfileCurve.Reserve(RevolveTool->ControlPointsMechanic->GetNumPoints() + 2); // extra space for top/bottom caps
RevolveTool->ControlPointsMechanic->ExtractPointPositions(CurveSweepOp->ProfileCurve);
CurveSweepOp->bProfileCurveIsClosed = RevolveTool->ControlPointsMechanic->GetIsLoop();
// If we are capping the top and bottom, we just add a couple extra vertices and mark the curve as being closed
if (!CurveSweepOp->bProfileCurveIsClosed && RevolveTool->Settings->bConnectOpenProfileToAxis)
{
// Project first and last points onto the revolution axis.
FVector3d FirstPoint = CurveSweepOp->ProfileCurve[0];
FVector3d LastPoint = CurveSweepOp->ProfileCurve.Last();
double DistanceAlongAxis = RevolveTool->RevolutionAxisDirection.Dot(LastPoint - RevolveTool->RevolutionAxisOrigin);
FVector3d ProjectedPoint = RevolveTool->RevolutionAxisOrigin + (RevolveTool->RevolutionAxisDirection * DistanceAlongAxis);
CurveSweepOp->ProfileCurve.Add(ProjectedPoint);
DistanceAlongAxis = RevolveTool->RevolutionAxisDirection.Dot(FirstPoint - RevolveTool->RevolutionAxisOrigin);
ProjectedPoint = RevolveTool->RevolutionAxisOrigin + (RevolveTool->RevolutionAxisDirection * DistanceAlongAxis);
CurveSweepOp->ProfileCurve.Add(ProjectedPoint);
CurveSweepOp->bProfileCurveIsClosed = true;
}
RevolveTool->Settings->ApplyToCurveSweepOp(*RevolveTool->MaterialProperties,
RevolveTool->RevolutionAxisOrigin, RevolveTool->RevolutionAxisDirection, *CurveSweepOp);
return CurveSweepOp;
}
// Tool itself
void UDrawAndRevolveTool::RegisterActions(FInteractiveToolActionSet& ActionSet)
{
ActionSet.RegisterAction(this, (int32)EStandardToolActions::BaseClientDefinedActionID + 1,
TEXT("DeletePointBackspaceKey"),
LOCTEXT("DeletePointUIName", "Delete Point"),
LOCTEXT("DeletePointTooltip", "Delete currently selected point(s)"),
EModifierKey::None, EKeys::BackSpace,
[this]() { OnPointDeletionKeyPress(); });
ActionSet.RegisterAction(this, (int32)EStandardToolActions::BaseClientDefinedActionID + 2,
TEXT("DeletePointDeleteKey"),
LOCTEXT("DeletePointUIName", "Delete Point"),
LOCTEXT("DeletePointTooltip", "Delete currently selected point(s)"),
EModifierKey::None, EKeys::Delete,
[this]() { OnPointDeletionKeyPress(); });
}
void UDrawAndRevolveTool::OnPointDeletionKeyPress()
{
if (ControlPointsMechanic)
{
ControlPointsMechanic->DeleteSelectedPoints();
}
}
bool UDrawAndRevolveTool::CanAccept() const
{
return Preview != nullptr && Preview->HaveValidNonEmptyResult();
}
void UDrawAndRevolveTool::Setup()
{
UInteractiveTool::Setup();
SetToolDisplayName(LOCTEXT("ToolName", "Revolve PolyPath"));
GetToolManager()->DisplayMessage(InitializationModeMessage, EToolMessageLevel::UserNotification);
ModelingTools: add support for creating Volumes directly from DrawPolygon, DrawRevolve, DrawPolyPath, and AddPrimitive, CombineMeshes, CutMeshWithMesh, PlaneCut, BaseCreateFromSelected Tools. Improve support for Editing volumes, eg handling mesh/volume interactions, and add configurable auto-simplification for volumes to avoid painful Editor hangs. - Move ToolTarget implementations, DynamicMeshToVolume to ModelingComponentsEditorOnly module - move VolumeToDynamicMesh, DynamicMeshProvider/Commiter interfaces to ModelingComponents module - Add UCreateMeshObjectTypeProperties property set to expose mesh/volume options - Add FCreateMeshObjectParams::TypeHintClass to allow AVolume type (or other UClass hints) to be passed to creation APIs - Add UE::ToolTarget::ConfigureCreateMeshObjectParams() util function in ModelingToolTargetUtil, tries to determine output type in a FCreateMeshObjectParams based on input ToolTarget - Add UEditorModelingObjectsCreationAPI::CreateVolume() implementation - Add UEditorModelingObjectsCreationAPI::FilterMaterials() that strips out any internal materials and replaces with WorldGridMaterial. This occurs when (eg) subtracting a Volume from a StaticMesh, because the temporary volume mesh gets assigned internal materials, but the Tools don't know this. Use in EditorModelingObjectsCreationAPI when creating new objects. UStaticMeshComponentToolTarget also does this filtering in ::CommitMaterialSetUpdate(). - Add ::ComponentTypeSupportsCollision() function to ComponentCollisionUtil, use to avoid checks/ensures for Volume targets - Add support for automatic mesh simplification in DynamicMeshToVolume. Add CVar to VolumeDynamicMeshToolTarget.h to control max triangle count (default 500). Apply auto-simplify when creating or updating an AVolume. This prevents the Editor from blocking for long periods on meshes that are too high-res for volumes (even 500 is quite high). - DynamicMeshToVolume now emits polygroup-faces that contain holes (ie multiple boundary loops) as a set of triangles, rather than emitting separate overlapping faces for each boundary loop #rb none #rnx #jira none #preflight 60ba50632c42ea0001cb54c5 [CL 16561742 by Ryan Schmidt in ue5-main branch]
2021-06-04 16:04:03 -04:00
OutputTypeProperties = NewObject<UCreateMeshObjectTypeProperties>(this);
OutputTypeProperties->RestoreProperties(this);
OutputTypeProperties->InitializeDefault();
OutputTypeProperties->WatchProperty(OutputTypeProperties->OutputType, [this](FString) { OutputTypeProperties->UpdatePropertyVisibility(); });
AddToolPropertySource(OutputTypeProperties);
Settings = NewObject<URevolveToolProperties>(this, TEXT("Revolve Tool Settings"));
Settings->RestoreProperties(this);
Settings->bAllowedToEditDrawPlane = true;
AddToolPropertySource(Settings);
MaterialProperties = NewObject<UNewMeshMaterialProperties>(this);
AddToolPropertySource(MaterialProperties);
MaterialProperties->RestoreProperties(this);
ControlPointsMechanic = NewObject<UCurveControlPointsMechanic>(this);
ControlPointsMechanic->Setup(this);
ControlPointsMechanic->SetWorld(TargetWorld);
ControlPointsMechanic->OnPointsChanged.AddLambda([this]() {
if (Preview)
{
Preview->InvalidateResult();
}
bool bAllowedToEditDrawPlane = (ControlPointsMechanic->GetNumPoints() == 0);
if (Settings->bAllowedToEditDrawPlane != bAllowedToEditDrawPlane)
{
Settings->bAllowedToEditDrawPlane = bAllowedToEditDrawPlane;
NotifyOfPropertyChangeByTool(Settings);
}
});
// This gets called when we enter/leave curve initialization mode
ControlPointsMechanic->OnModeChanged.AddLambda([this]() {
if (ControlPointsMechanic->IsInInteractiveIntialization())
{
// We're back to initializing so hide the preview
if (Preview)
{
Preview->Cancel();
Preview = nullptr;
}
GetToolManager()->DisplayMessage(InitializationModeMessage, EToolMessageLevel::UserNotification);
}
else
{
StartPreview();
GetToolManager()->DisplayMessage(EditModeMessage, EToolMessageLevel::UserNotification);
}
});
ControlPointsMechanic->SetSnappingEnabled(Settings->bEnableSnapping);
UpdateRevolutionAxis();
// The plane mechanic lets us update the plane in which we draw the profile curve, as long as we haven't
// started adding points to it already.
FFrame3d ProfileDrawPlane(Settings->DrawPlaneOrigin, Settings->DrawPlaneOrientation.Quaternion());
PlaneMechanic = NewObject<UConstructionPlaneMechanic>(this);
PlaneMechanic->Setup(this);
PlaneMechanic->Initialize(TargetWorld, ProfileDrawPlane);
PlaneMechanic->UpdateClickPriority(ControlPointsMechanic->ClickBehavior->GetPriority().MakeHigher());
PlaneMechanic->CanUpdatePlaneFunc = [this]()
{
return ControlPointsMechanic->GetNumPoints() == 0;
};
PlaneMechanic->OnPlaneChanged.AddLambda([this]() {
Settings->DrawPlaneOrigin = (FVector)PlaneMechanic->Plane.Origin;
Settings->DrawPlaneOrientation = ((FQuat)PlaneMechanic->Plane.Rotation).Rotator();
NotifyOfPropertyChangeByTool(Settings);
if (ControlPointsMechanic)
{
ControlPointsMechanic->SetPlane(PlaneMechanic->Plane);
}
UpdateRevolutionAxis();
});
PlaneMechanic->SetEnableGridSnaping(Settings->bSnapToWorldGrid);
ControlPointsMechanic->SetPlane(PlaneMechanic->Plane);
ControlPointsMechanic->SetInteractiveInitialization(true);
ControlPointsMechanic->SetAutoRevertToInteractiveInitialization(true);
// For things to behave nicely, we expect to revolve at least a two point
// segment if it's not a loop, and a three point segment if it is. Revolving
// a two-point loop to make a double sided thing is a pain to support because
// it forces us to deal with manifoldness issues that we would really rather
// not worry about (we'd have to duplicate vertices to stay manifold)
ControlPointsMechanic->SetMinPointsToLeaveInteractiveInitialization(3, 2);
}
/** Uses the settings currently stored in the properties object to update the revolution axis. */
void UDrawAndRevolveTool::UpdateRevolutionAxis()
{
RevolutionAxisOrigin = (FVector3d)Settings->DrawPlaneOrigin;
RevolutionAxisDirection = (FVector3d)Settings->DrawPlaneOrientation.RotateVector(FVector(1,0,0));
const int32 AXIS_SNAP_TARGET_ID = 1;
ControlPointsMechanic->RemoveSnapLine(AXIS_SNAP_TARGET_ID);
ControlPointsMechanic->AddSnapLine(AXIS_SNAP_TARGET_ID, FLine3d(RevolutionAxisOrigin, RevolutionAxisDirection));
}
void UDrawAndRevolveTool::Shutdown(EToolShutdownType ShutdownType)
{
ModelingTools: add support for creating Volumes directly from DrawPolygon, DrawRevolve, DrawPolyPath, and AddPrimitive, CombineMeshes, CutMeshWithMesh, PlaneCut, BaseCreateFromSelected Tools. Improve support for Editing volumes, eg handling mesh/volume interactions, and add configurable auto-simplification for volumes to avoid painful Editor hangs. - Move ToolTarget implementations, DynamicMeshToVolume to ModelingComponentsEditorOnly module - move VolumeToDynamicMesh, DynamicMeshProvider/Commiter interfaces to ModelingComponents module - Add UCreateMeshObjectTypeProperties property set to expose mesh/volume options - Add FCreateMeshObjectParams::TypeHintClass to allow AVolume type (or other UClass hints) to be passed to creation APIs - Add UE::ToolTarget::ConfigureCreateMeshObjectParams() util function in ModelingToolTargetUtil, tries to determine output type in a FCreateMeshObjectParams based on input ToolTarget - Add UEditorModelingObjectsCreationAPI::CreateVolume() implementation - Add UEditorModelingObjectsCreationAPI::FilterMaterials() that strips out any internal materials and replaces with WorldGridMaterial. This occurs when (eg) subtracting a Volume from a StaticMesh, because the temporary volume mesh gets assigned internal materials, but the Tools don't know this. Use in EditorModelingObjectsCreationAPI when creating new objects. UStaticMeshComponentToolTarget also does this filtering in ::CommitMaterialSetUpdate(). - Add ::ComponentTypeSupportsCollision() function to ComponentCollisionUtil, use to avoid checks/ensures for Volume targets - Add support for automatic mesh simplification in DynamicMeshToVolume. Add CVar to VolumeDynamicMeshToolTarget.h to control max triangle count (default 500). Apply auto-simplify when creating or updating an AVolume. This prevents the Editor from blocking for long periods on meshes that are too high-res for volumes (even 500 is quite high). - DynamicMeshToVolume now emits polygroup-faces that contain holes (ie multiple boundary loops) as a set of triangles, rather than emitting separate overlapping faces for each boundary loop #rb none #rnx #jira none #preflight 60ba50632c42ea0001cb54c5 [CL 16561742 by Ryan Schmidt in ue5-main branch]
2021-06-04 16:04:03 -04:00
OutputTypeProperties->SaveProperties(this);
Settings->SaveProperties(this);
MaterialProperties->SaveProperties(this);
PlaneMechanic->Shutdown();
ControlPointsMechanic->Shutdown();
if (Preview)
{
if (ShutdownType == EToolShutdownType::Accept)
{
GenerateAsset(Preview->Shutdown());
}
else
{
Preview->Cancel();
}
}
}
void UDrawAndRevolveTool::GenerateAsset(const FDynamicMeshOpResult& OpResult)
{
if (OpResult.Mesh->TriangleCount() <= 0)
{
return;
}
GetToolManager()->BeginUndoTransaction(LOCTEXT("RevolveToolTransactionName", "Revolve Tool"));
FCreateMeshObjectParams NewMeshObjectParams;
NewMeshObjectParams.TargetWorld = TargetWorld;
NewMeshObjectParams.Transform = (FTransform)OpResult.Transform;
NewMeshObjectParams.BaseName = TEXT("Revolve");
NewMeshObjectParams.Materials.Add(MaterialProperties->Material.Get());
NewMeshObjectParams.SetMesh(OpResult.Mesh.Get());
ModelingTools: add support for creating Volumes directly from DrawPolygon, DrawRevolve, DrawPolyPath, and AddPrimitive, CombineMeshes, CutMeshWithMesh, PlaneCut, BaseCreateFromSelected Tools. Improve support for Editing volumes, eg handling mesh/volume interactions, and add configurable auto-simplification for volumes to avoid painful Editor hangs. - Move ToolTarget implementations, DynamicMeshToVolume to ModelingComponentsEditorOnly module - move VolumeToDynamicMesh, DynamicMeshProvider/Commiter interfaces to ModelingComponents module - Add UCreateMeshObjectTypeProperties property set to expose mesh/volume options - Add FCreateMeshObjectParams::TypeHintClass to allow AVolume type (or other UClass hints) to be passed to creation APIs - Add UE::ToolTarget::ConfigureCreateMeshObjectParams() util function in ModelingToolTargetUtil, tries to determine output type in a FCreateMeshObjectParams based on input ToolTarget - Add UEditorModelingObjectsCreationAPI::CreateVolume() implementation - Add UEditorModelingObjectsCreationAPI::FilterMaterials() that strips out any internal materials and replaces with WorldGridMaterial. This occurs when (eg) subtracting a Volume from a StaticMesh, because the temporary volume mesh gets assigned internal materials, but the Tools don't know this. Use in EditorModelingObjectsCreationAPI when creating new objects. UStaticMeshComponentToolTarget also does this filtering in ::CommitMaterialSetUpdate(). - Add ::ComponentTypeSupportsCollision() function to ComponentCollisionUtil, use to avoid checks/ensures for Volume targets - Add support for automatic mesh simplification in DynamicMeshToVolume. Add CVar to VolumeDynamicMeshToolTarget.h to control max triangle count (default 500). Apply auto-simplify when creating or updating an AVolume. This prevents the Editor from blocking for long periods on meshes that are too high-res for volumes (even 500 is quite high). - DynamicMeshToVolume now emits polygroup-faces that contain holes (ie multiple boundary loops) as a set of triangles, rather than emitting separate overlapping faces for each boundary loop #rb none #rnx #jira none #preflight 60ba50632c42ea0001cb54c5 [CL 16561742 by Ryan Schmidt in ue5-main branch]
2021-06-04 16:04:03 -04:00
OutputTypeProperties->ConfigureCreateMeshObjectParams(NewMeshObjectParams);
FCreateMeshObjectResult Result = UE::Modeling::CreateMeshObject(GetToolManager(), MoveTemp(NewMeshObjectParams));
if (Result.IsOK() && Result.NewActor != nullptr)
{
ToolSelectionUtil::SetNewActorSelection(GetToolManager(), Result.NewActor);
}
GetToolManager()->EndUndoTransaction();
}
void UDrawAndRevolveTool::StartPreview()
{
URevolveOperatorFactory* RevolveOpCreator = NewObject<URevolveOperatorFactory>();
RevolveOpCreator->RevolveTool = this;
// Normally we wouldn't give the object a name, but since we may destroy the preview using undo,
// the ability to reuse the non-cleaned up memory is useful. Careful if copy-pasting this!
Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(RevolveOpCreator, "RevolveToolPreview");
Preview->Setup(TargetWorld, RevolveOpCreator);
ModelingComponents: Clean up DynamicMeshComponent API. Update Component and Proxy handling of Tangents to use Attribute Overlay if available. Update affected Tools and also convert most of the affected Tools to use UE::ToolTarget helper functions. - Add UE::ToolTarget::CommitMaterialSetUpdate() and ::CommitDynamicMeshUpdate(). ::GetDynamicMeshCopy() can now return tangents if requested. - Add IMeshDescriptionProvider::CalculateAutoGeneratedAttributes(). Default implementation does nothing, UStaticMeshComponentToolTarget implementation initializes auto-generated MeshDescription attributes. Used in ::GetDynamicMeshCopy() to get tangents (but requires a MeshDescription copy). - Clean up handling of Tangents in Simple/OctreeDynamicMeshComponent. Add local MakeTangentsFunc() to generate the Tangents lambda, handle different cases and no-tangents fallbacks consistently. - UDynamicMesh: add optional info arguments to EditMesh() and ChangeInfo struct. Add support for deferring change events from Edit funcs. - Remove UBaseDynamicMeshComponent::InitializeMesh(), ::Bake() APIs, and add ::SetMesh(). Implement in Simple/Octree implementations, update all Tools that used those APIs. - Add USimpleDynamicMeshComponent::ProcessMesh(), EditMesh(). These are now the preferred ways to read/write mesh. - Update USimpleDynamicMeshComponent tangents handling. Externally-computed tangents are now taken directly from the FDynamicMesh3 attribute set. Autogenerated tangents are still computed and stored in an internal FMeshTangentsf, but this is no longer exposed for external updates. - Remove UPreviewMesh pass-through functions for Tangents access, InitializeMesh() and Bake(). Add ProcessMesh() - Update all affected Tools. In most cases these Tools have also been converted to use ModelingToolTargetUtil functions, instead of direct ToolTarget interface casting. #rb none #rnx #jira none #preflight 60c3e71d3e1b3c00015668af [CL 16650666 by Ryan Schmidt in ue5-main branch]
2021-06-11 22:39:18 -04:00
Preview->PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
Preview->ConfigureMaterials(MaterialProperties->Material.Get(),
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager()));
Preview->PreviewMesh->EnableWireframe(MaterialProperties->bWireframe);
Preview->OnMeshUpdated.AddLambda(
[this](const UMeshOpPreviewWithBackgroundCompute* UpdatedPreview)
{
UpdateAcceptWarnings(UpdatedPreview->HaveEmptyResult() ? EAcceptWarning::EmptyForbidden : EAcceptWarning::NoWarning);
}
);
Preview->SetVisibility(true);
Preview->InvalidateResult();
}
void UDrawAndRevolveTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
{
FFrame3d ProfileDrawPlane(Settings->DrawPlaneOrigin, Settings->DrawPlaneOrientation.Quaternion());
ControlPointsMechanic->SetPlane(ProfileDrawPlane);
PlaneMechanic->SetPlaneWithoutBroadcast(ProfileDrawPlane);
UpdateRevolutionAxis();
PlaneMechanic->SetEnableGridSnaping(Settings->bSnapToWorldGrid);
ControlPointsMechanic->SetSnappingEnabled(Settings->bEnableSnapping);
if (Preview)
{
if (Property && (Property->GetFName() == GET_MEMBER_NAME_CHECKED(UNewMeshMaterialProperties, Material)))
{
Preview->ConfigureMaterials(MaterialProperties->Material.Get(),
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager()));
}
Preview->PreviewMesh->EnableWireframe(MaterialProperties->bWireframe);
Preview->InvalidateResult();
}
}
void UDrawAndRevolveTool::OnTick(float DeltaTime)
{
if (PlaneMechanic != nullptr)
{
PlaneMechanic->Tick(DeltaTime);
}
if (Preview)
{
Preview->Tick(DeltaTime);
}
}
void UDrawAndRevolveTool::Render(IToolsContextRenderAPI* RenderAPI)
{
GetToolManager()->GetContextQueriesAPI()->GetCurrentViewState(CameraState);
if (PlaneMechanic != nullptr)
{
PlaneMechanic->Render(RenderAPI);
// Draw the axis of rotation
float PdiScale = CameraState.GetPDIScalingFactor();
FPrimitiveDrawInterface* PDI = RenderAPI->GetPrimitiveDrawInterface();
FColor AxisColor(240, 16, 240);
double AxisThickness = 1.0 * PdiScale;
double AxisHalfLength = ToolSceneQueriesUtil::CalculateDimensionFromVisualAngleD(CameraState, RevolutionAxisOrigin, 90);
FVector3d StartPoint = RevolutionAxisOrigin - (RevolutionAxisDirection * (AxisHalfLength * PdiScale));
FVector3d EndPoint = RevolutionAxisOrigin + (RevolutionAxisDirection * (AxisHalfLength * PdiScale));
PDI->DrawLine((FVector)StartPoint, (FVector)EndPoint, AxisColor, SDPG_Foreground,
AxisThickness, 0.0f, true);
}
if (ControlPointsMechanic != nullptr)
{
ControlPointsMechanic->Render(RenderAPI);
}
}
#undef LOCTEXT_NAMESPACE