You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
153 lines
3.5 KiB
C++
153 lines
3.5 KiB
C++
|
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
||
|
|
|
||
|
|
#include "ModelingObjectsCreationAPI.h"
|
||
|
|
#include "InteractiveToolManager.h"
|
||
|
|
#include "ContextObjectStore.h"
|
||
|
|
|
||
|
|
#include "Misc/Paths.h"
|
||
|
|
#include "Components/StaticMeshComponent.h"
|
||
|
|
#include "Engine/StaticMesh.h"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
void FCreateMeshObjectParams::SetMesh(FMeshDescription&& MeshDescriptionIn)
|
||
|
|
{
|
||
|
|
MeshDescription = MoveTemp(MeshDescriptionIn);
|
||
|
|
MeshType = ECreateMeshObjectSourceMeshType::MeshDescription;
|
||
|
|
}
|
||
|
|
|
||
|
|
void FCreateMeshObjectParams::SetMesh(const UE::Geometry::FDynamicMesh3* DynamicMeshIn)
|
||
|
|
{
|
||
|
|
DynamicMesh = *DynamicMeshIn;
|
||
|
|
MeshType = ECreateMeshObjectSourceMeshType::DynamicMesh;
|
||
|
|
}
|
||
|
|
|
||
|
|
void FCreateMeshObjectParams::SetMesh(UE::Geometry::FDynamicMesh3&& DynamicMeshIn)
|
||
|
|
{
|
||
|
|
DynamicMesh = MoveTemp(DynamicMeshIn);
|
||
|
|
MeshType = ECreateMeshObjectSourceMeshType::DynamicMesh;
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
FCreateMeshObjectResult UE::Modeling::CreateMeshObject(UInteractiveToolManager* ToolManager, FCreateMeshObjectParams&& CreateMeshParams)
|
||
|
|
{
|
||
|
|
if (ensure(ToolManager))
|
||
|
|
{
|
||
|
|
UModelingObjectsCreationAPI* UseAPI = ToolManager->GetContextObjectStore()->FindContext<UModelingObjectsCreationAPI>();
|
||
|
|
if (UseAPI)
|
||
|
|
{
|
||
|
|
if (UseAPI->HasMoveVariants())
|
||
|
|
{
|
||
|
|
return UseAPI->CreateMeshObject(MoveTemp(CreateMeshParams));
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
return UseAPI->CreateMeshObject(CreateMeshParams);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
return FCreateMeshObjectResult{ ECreateModelingObjectResult::Failed_NoAPIFound };
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
FCreateTextureObjectResult UE::Modeling::CreateTextureObject(UInteractiveToolManager* ToolManager, FCreateTextureObjectParams&& CreateTexParams)
|
||
|
|
{
|
||
|
|
if (ensure(ToolManager))
|
||
|
|
{
|
||
|
|
UModelingObjectsCreationAPI* UseAPI = ToolManager->GetContextObjectStore()->FindContext<UModelingObjectsCreationAPI>();
|
||
|
|
if (UseAPI)
|
||
|
|
{
|
||
|
|
if (UseAPI->HasMoveVariants())
|
||
|
|
{
|
||
|
|
return UseAPI->CreateTextureObject(MoveTemp(CreateTexParams));
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
return UseAPI->CreateTextureObject(CreateTexParams);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
return FCreateTextureObjectResult{ ECreateModelingObjectResult::Failed_NoAPIFound };
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
FString UE::Modeling::GetComponentAssetBaseName(UPrimitiveComponent* Component, bool bRemoveAutoGeneratedSuffixes)
|
||
|
|
{
|
||
|
|
if (!ensure(Component != nullptr))
|
||
|
|
{
|
||
|
|
return TEXT("InvalidComponent");
|
||
|
|
}
|
||
|
|
|
||
|
|
FString ResultName = Component->GetName();
|
||
|
|
if (bRemoveAutoGeneratedSuffixes)
|
||
|
|
{
|
||
|
|
ResultName = UE::Modeling::StripGeneratedAssetSuffixFromName(ResultName);
|
||
|
|
}
|
||
|
|
|
||
|
|
// handle static meshcomponents
|
||
|
|
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(Component);
|
||
|
|
if (StaticMeshComponent != nullptr)
|
||
|
|
{
|
||
|
|
UStaticMesh* SourceMesh = StaticMeshComponent->GetStaticMesh();
|
||
|
|
if (SourceMesh)
|
||
|
|
{
|
||
|
|
FString AssetName = FPaths::GetBaseFilename(SourceMesh->GetName());
|
||
|
|
ResultName = (bRemoveAutoGeneratedSuffixes) ? UE::Modeling::StripGeneratedAssetSuffixFromName(AssetName) : AssetName;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
return ResultName;
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
FString UE::Modeling::StripGeneratedAssetSuffixFromName(FString InputName)
|
||
|
|
{
|
||
|
|
// find final '_'
|
||
|
|
int32 Index;
|
||
|
|
if (!InputName.FindLastChar('_', Index))
|
||
|
|
{
|
||
|
|
return InputName;
|
||
|
|
}
|
||
|
|
// check that remaining characters are hex digits (from UUID)
|
||
|
|
int32 Len = InputName.Len();
|
||
|
|
int32 Count = 0, Letters = 0, Numbers = 0;
|
||
|
|
for (int32 k = Index + 1; k < Len; ++k)
|
||
|
|
{
|
||
|
|
if (FChar::IsHexDigit(InputName[k]) == false)
|
||
|
|
{
|
||
|
|
return InputName;
|
||
|
|
}
|
||
|
|
Count++;
|
||
|
|
if (FChar::IsDigit(InputName[k]))
|
||
|
|
{
|
||
|
|
Numbers++;
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
Letters++;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
// currently assuming appended UUID is at least 8 characters
|
||
|
|
if (Numbers == 0 || Letters == 0 || Count < 8)
|
||
|
|
{
|
||
|
|
return InputName;
|
||
|
|
}
|
||
|
|
|
||
|
|
return InputName.Left(Index);
|
||
|
|
}
|