2020-06-23 18:40:00 -04:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MeshToVolumeTool.h"
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#include "InteractiveToolManager.h"
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#include "ToolBuilderUtil.h"
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2021-06-13 00:35:22 -04:00
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#include "DynamicMesh/DynamicMesh3.h"
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#include "DynamicMesh/MeshNormals.h"
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2020-06-23 18:40:00 -04:00
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#include "DynamicMeshEditor.h"
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#include "MeshRegionBoundaryLoops.h"
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#include "Util/ColorConstants.h"
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#include "ToolSetupUtil.h"
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#include "Selections/MeshConnectedComponents.h"
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2020-09-14 15:58:34 -04:00
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#include "Selection/ToolSelectionUtil.h"
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2020-12-03 09:48:56 -04:00
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#include "ToolTargetManager.h"
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2021-06-11 22:39:18 -04:00
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#include "ModelingToolTargetUtil.h"
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2020-06-23 18:40:00 -04:00
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#include "Engine/Classes/Engine/BlockingVolume.h"
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#include "Engine/Classes/Components/BrushComponent.h"
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#include "Engine/Classes/Engine/Polys.h"
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#include "Model.h"
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#include "BSPOps.h" // in UnrealEd
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2021-03-09 19:33:56 -04:00
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#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
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using namespace UE::Geometry;
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2021-03-09 19:33:56 -04:00
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#define LOCTEXT_NAMESPACE "UMeshToVolumeTool"
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/*
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* ToolBuilder
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*/
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bool UMeshToVolumeToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
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{
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// We don't want to allow this tool to run on selected volumes
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return ToolBuilderUtil::CountSelectedActorsOfType<AVolume>(SceneState) == 0 && Super::CanBuildTool(SceneState);
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}
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USingleSelectionMeshEditingTool* UMeshToVolumeToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
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{
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return NewObject<UMeshToVolumeTool>(SceneState.ToolManager);
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}
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/*
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* Tool
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*/
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UMeshToVolumeTool::UMeshToVolumeTool()
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{
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SetToolDisplayName(LOCTEXT("MeshToVolumeToolName", "Mesh To Volume"));
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}
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void UMeshToVolumeTool::Setup()
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{
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UInteractiveTool::Setup();
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PreviewMesh = NewObject<UPreviewMesh>(this);
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PreviewMesh->bBuildSpatialDataStructure = false;
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PreviewMesh->CreateInWorld(UE::ToolTarget::GetTargetActor(Target)->GetWorld(), FTransform::Identity);
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PreviewMesh->SetTransform((FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target));
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PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
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PreviewMesh->ReplaceMesh(UE::ToolTarget::GetDynamicMeshCopy(Target));
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FComponentMaterialSet MaterialSet = UE::ToolTarget::GetMaterialSet(Target);
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PreviewMesh->SetMaterials(MaterialSet.Materials);
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InputMesh.Copy(*PreviewMesh->GetMesh());
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VolumeEdgesSet = NewObject<ULineSetComponent>(PreviewMesh->GetRootComponent());
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VolumeEdgesSet->SetupAttachment(PreviewMesh->GetRootComponent());
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VolumeEdgesSet->SetLineMaterial(ToolSetupUtil::GetDefaultLineComponentMaterial(GetToolManager()));
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VolumeEdgesSet->RegisterComponent();
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UE::ToolTarget::HideSourceObject(Target);
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Settings = NewObject<UMeshToVolumeToolProperties>(this);
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Settings->RestoreProperties(this);
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AddToolPropertySource(Settings);
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Settings->WatchProperty(Settings->ConversionMode,
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[this](EMeshToVolumeMode NewMode)
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{ bVolumeValid = false; });
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HandleSourcesProperties = NewObject<UOnAcceptHandleSourcesProperties>(this);
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HandleSourcesProperties->RestoreProperties(this);
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AddToolPropertySource(HandleSourcesProperties);
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bVolumeValid = false;
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GetToolManager()->DisplayMessage(
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LOCTEXT("OnStartTool", "Convert a Static Mesh to a Volume, or update an existing Volume"),
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EToolMessageLevel::UserNotification);
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}
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void UMeshToVolumeTool::Shutdown(EToolShutdownType ShutdownType)
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{
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Settings->SaveProperties(this);
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HandleSourcesProperties->SaveProperties(this);
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PreviewMesh->SetVisible(false);
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PreviewMesh->Disconnect();
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PreviewMesh = nullptr;
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UE::ToolTarget::ShowSourceObject(Target);
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if (ShutdownType == EToolShutdownType::Accept)
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{
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GetToolManager()->BeginUndoTransaction(LOCTEXT("MeshToVolumeToolTransactionName", "Create Volume"));
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AActor* TargetOwnerActor = UE::ToolTarget::GetTargetActor(Target);
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UWorld* TargetOwnerWorld = TargetOwnerActor->GetWorld();
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FTransform SetTransform = (FTransform)UE::ToolTarget::GetLocalToWorldTransform(Target);
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AVolume* TargetVolume = nullptr;
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if (Settings->TargetVolume.IsValid() == false)
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{
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FRotator Rotation(0.0f, 0.0f, 0.0f);
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FActorSpawnParameters SpawnInfo;
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FTransform NewActorTransform = FTransform::Identity;
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UClass* VolumeClass = Settings->NewVolumeType.Get();
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if (VolumeClass)
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{
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TargetVolume = (AVolume*)TargetOwnerWorld->SpawnActor(VolumeClass, &NewActorTransform, SpawnInfo);
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}
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else
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{
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TargetVolume = TargetOwnerWorld->SpawnActor<ABlockingVolume>(FVector::ZeroVector, Rotation, SpawnInfo);
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}
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TargetVolume->BrushType = EBrushType::Brush_Add;
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UModel* Model = NewObject<UModel>(TargetVolume);
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TargetVolume->Brush = Model;
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TargetVolume->GetBrushComponent()->Brush = TargetVolume->Brush;
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}
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else
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{
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TargetVolume = Settings->TargetVolume.Get();
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SetTransform = TargetVolume->GetActorTransform();
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TargetVolume->Modify();
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TargetVolume->GetBrushComponent()->Modify();
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}
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UE::Conversion::DynamicMeshToVolume(InputMesh, Faces, TargetVolume);
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TargetVolume->SetActorTransform(SetTransform);
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TargetVolume->PostEditChange();
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ToolSelectionUtil::SetNewActorSelection(GetToolManager(), TargetVolume);
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TArray<AActor*> Actors;
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Actors.Add(TargetOwnerActor);
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HandleSourcesProperties->ApplyMethod(Actors, GetToolManager());
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GetToolManager()->EndUndoTransaction();
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}
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}
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void UMeshToVolumeTool::OnTick(float DeltaTime)
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{
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if (bVolumeValid == false)
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{
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RecalculateVolume();
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}
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}
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void UMeshToVolumeTool::Render(IToolsContextRenderAPI* RenderAPI)
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{
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}
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void UMeshToVolumeTool::UpdateLineSet()
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{
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FColor BoundaryEdgeColor(240, 15, 15);
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float BoundaryEdgeThickness = 0.5;
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float BoundaryEdgeDepthBias = 2.0f;
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VolumeEdgesSet->Clear();
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for (const UE::Conversion::FDynamicMeshFace& Face : Faces)
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{
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int32 NumV = Face.BoundaryLoop.Num();
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for (int32 k = 0; k < NumV; ++k)
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{
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VolumeEdgesSet->AddLine(
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(FVector)Face.BoundaryLoop[k], (FVector)Face.BoundaryLoop[(k+1)%NumV],
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BoundaryEdgeColor, BoundaryEdgeThickness, BoundaryEdgeDepthBias);
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}
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}
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}
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void UMeshToVolumeTool::RecalculateVolume()
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{
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if (Settings->ConversionMode == EMeshToVolumeMode::MinimalPolygons)
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{
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2021-04-10 10:00:12 -04:00
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// Since this tool is likely to be a sink, there isn't much reason to keep
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// the group differentiations if they are coplanar.
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bool bRespectGroupBoundaries = false;
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UE::Conversion::GetPolygonFaces(InputMesh, Faces, bRespectGroupBoundaries);
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}
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else
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{
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UE::Conversion::GetTriangleFaces(InputMesh, Faces);
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}
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UpdateLineSet();
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bVolumeValid = true;
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}
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#undef LOCTEXT_NAMESPACE
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