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UnrealEngineUWP/Engine/Plugins/Editor/MeshEditor/Source/PolygonModeling/InsertEdgeLoop.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "InsertEdgeLoop.h"
#include "IMeshEditorModeEditingContract.h"
#include "IMeshEditorModeUIContract.h"
#include "Framework/Commands/UICommandInfo.h"
#include "EditableMesh.h"
#include "MeshElement.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Framework/Commands/UICommandList.h"
#define LOCTEXT_NAMESPACE "MeshEditorMode"
void UInsertEdgeLoopCommand::RegisterUICommand( FBindingContext* BindingContext )
{
UI_COMMAND_EXT( BindingContext, /* Out */ UICommandInfo, "InsertEdgeLoop", "Insert Edge Loop", "Inserts a loop of edges at a specific location along the selected edge as you click and drag. If a valid loop cannot be determined, no edges will be inserted.", EUserInterfaceActionType::RadioButton, FInputChord() );
}
void UInsertEdgeLoopCommand::ApplyDuringDrag( IMeshEditorModeEditingContract& MeshEditorMode, UViewportInteractor* ViewportInteractor )
{
// Insert edge loop
static TMap< UEditableMesh*, TArray< FMeshElement > > SelectedMeshesAndEdges;
MeshEditorMode.GetSelectedMeshesAndEdges( /* Out */ SelectedMeshesAndEdges );
if( SelectedMeshesAndEdges.Num() > 0 )
{
// Deselect the edges first, since they'll be deleted or split up while inserting the edge loop,
// and we want them to be re-selected after undo
MeshEditorMode.DeselectAllMeshElements();
static TArray<FMeshElement> MeshElementsToSelect;
MeshElementsToSelect.Reset();
for( auto& MeshAndEdges : SelectedMeshesAndEdges )
{
UEditableMesh* EditableMesh = MeshAndEdges.Key;
verify( !EditableMesh->AnyChangesToUndo() );
const TArray<FMeshElement>& EdgeElements = MeshAndEdges.Value;
// Figure out where to add the loop along the edge
FEdgeID ClosestEdgeID = FEdgeID::Invalid;
float Split = 0.0f;
const bool bFoundSplit = MeshEditorMode.FindEdgeSplitUnderInteractor( MeshEditorMode.GetActiveActionInteractor(), EditableMesh, EdgeElements, /* Out */ ClosestEdgeID, /* Out */ Split );
// Insert the edge loop
if( bFoundSplit )
{
for( const FMeshElement& EdgeMeshElement : EdgeElements )
{
const FEdgeID EdgeID( EdgeMeshElement.ElementAddress.ElementID );
static TArray<FEdgeID> NewEdgeIDs;
NewEdgeIDs.Reset();
static TArray<float> Splits; // @todo mesheditor edgeloop: Add support for inserting multiple splits at once!
Splits.Reset();
Splits.Add( Split );
EditableMesh->InsertEdgeLoop( EdgeID, Splits, /* Out */ NewEdgeIDs );
// Select all of the new edges that were created by inserting the loop
if( NewEdgeIDs.Num() > 0 )
{
for( const FEdgeID NewEdgeID : NewEdgeIDs )
{
FMeshElement MeshElementToSelect;
{
MeshElementToSelect.Component = EdgeMeshElement.Component;
MeshElementToSelect.ElementAddress.SubMeshAddress = EdgeMeshElement.ElementAddress.SubMeshAddress;
MeshElementToSelect.ElementAddress.ElementType = EEditableMeshElementType::Edge;
MeshElementToSelect.ElementAddress.ElementID = NewEdgeID;
}
// Queue selection of this new element. We don't want it to be part of the current action.
MeshElementsToSelect.Add( MeshElementToSelect );
}
}
}
MeshEditorMode.TrackUndo( EditableMesh, EditableMesh->MakeUndo() );
}
}
MeshEditorMode.SelectMeshElements( MeshElementsToSelect );
}
}
void UInsertEdgeLoopCommand::AddToVRRadialMenuActionsMenu( IMeshEditorModeUIContract& MeshEditorMode, FMenuBuilder& MenuBuilder, TSharedPtr<FUICommandList> CommandList, const FName TEMPHACK_StyleSetName, class UVREditorMode* VRMode )
{
if( MeshEditorMode.GetMeshElementSelectionMode() == EEditableMeshElementType::Edge )
{
MenuBuilder.AddMenuEntry(
LOCTEXT("VRInsertEdgeLoop", "Insert Loop"),
FText(),
FSlateIcon(TEMPHACK_StyleSetName, "MeshEditorMode.EdgeInsert"), // @todo mesheditor extensibility: TEMPHACK for style; Need PolygonModelingStyle, probably. Or we're just cool with exporting MeshEditorModeStyle, since we're all the same plugin after all.
MakeUIAction( MeshEditorMode ),
NAME_None,
EUserInterfaceActionType::ToggleButton
);
}
}
#undef LOCTEXT_NAMESPACE