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

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "RemoveVertex.h"
#include "IMeshEditorModeEditingContract.h"
#include "IMeshEditorModeUIContract.h"
#include "Framework/Commands/UICommandInfo.h"
#include "EditableMesh.h"
#include "MeshElement.h"
#include "ScopedTransaction.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Framework/Commands/UICommandList.h"
#define LOCTEXT_NAMESPACE "MeshEditorMode"
void URemoveVertexCommand::RegisterUICommand( FBindingContext* BindingContext )
{
UI_COMMAND_EXT( BindingContext, /* Out */ UICommandInfo, "RemoveVertex", "Remove", "Attempts to remove the selected vertex, keeping the polygon intact.", EUserInterfaceActionType::Button, FInputChord( EKeys::BackSpace ) );
}
void URemoveVertexCommand::Execute( IMeshEditorModeEditingContract& MeshEditorMode )
{
if( MeshEditorMode.GetActiveAction() != NAME_None )
{
return;
}
static TMap< UEditableMesh*, TArray<FMeshElement> > MeshesWithVerticesToRemove;
MeshEditorMode.GetSelectedMeshesAndVertices( MeshesWithVerticesToRemove );
// @todo mesheditor: Only if one vertex is selected, for now. It gets a bit confusing when performing this operation
// with more than one vertex selected. However, it can be very useful when collapsing away vertices that don't share any
// common polygons, so we should try to support it.
if( MeshesWithVerticesToRemove.Num() != 1 )
{
const auto& FirstMeshWithVertices = MeshesWithVerticesToRemove.CreateConstIterator();
if( FirstMeshWithVertices->Get<1>().Num() != 1 )
{
return;
}
}
FScopedTransaction Transaction( LOCTEXT( "UndoRemoveVertex", "Remove Vertex" ) );
MeshEditorMode.CommitSelectedMeshes();
// Refresh selection (committing may have created a new mesh instance)
MeshEditorMode.GetSelectedMeshesAndVertices( MeshesWithVerticesToRemove );
// Deselect the mesh elements before we delete them. This will make sure they become selected again after undo.
MeshEditorMode.DeselectMeshElements( MeshesWithVerticesToRemove );
TArray<FMeshElement> MeshElementsToSelect;
for( const auto& MeshAndElements : MeshesWithVerticesToRemove )
{
UEditableMesh* EditableMesh = MeshAndElements.Key;
EditableMesh->StartModification( EMeshModificationType::Final, EMeshTopologyChange::TopologyChange );
const TArray<FMeshElement>& VertexElementsToRemove = MeshAndElements.Value;
for( const FMeshElement& VertexElementToRemove : VertexElementsToRemove )
{
const FVertexID VertexID( VertexElementToRemove.ElementAddress.ElementID );
{
bool bWasVertexRemoved = false;
FEdgeID NewEdgeID = FEdgeID::Invalid;
EditableMesh->TryToRemoveVertex( VertexID, /* Out */ bWasVertexRemoved, /* Out */ NewEdgeID );
if( bWasVertexRemoved )
{
// Select the new edge
FMeshElement NewEdgeMeshElement;
{
NewEdgeMeshElement.Component = VertexElementToRemove.Component;
NewEdgeMeshElement.ElementAddress = VertexElementToRemove.ElementAddress;
NewEdgeMeshElement.ElementAddress.ElementType = EEditableMeshElementType::Edge;
NewEdgeMeshElement.ElementAddress.ElementID = NewEdgeID;
}
MeshElementsToSelect.Add( NewEdgeMeshElement );
}
else
{
// Couldn't remove the vertex
// @todo mesheditor: Needs good user feedback when this happens
// @todo mesheditor: If this fails, it will already potentially have created a new instance. To be 100% correct, it needs to do a prepass
// to determine whether the operation can complete successfully before actually doing it.
}
}
}
EditableMesh->EndModification();
MeshEditorMode.TrackUndo( EditableMesh, EditableMesh->MakeUndo() );
}
MeshEditorMode.SelectMeshElements( MeshElementsToSelect );
}
void URemoveVertexCommand::AddToVRRadialMenuActionsMenu( IMeshEditorModeUIContract& MeshEditorMode, FMenuBuilder& MenuBuilder, TSharedPtr<FUICommandList> CommandList, const FName TEMPHACK_StyleSetName, class UVREditorMode* VRMode )
{
if( MeshEditorMode.GetMeshElementSelectionMode() == EEditableMeshElementType::Vertex )
{
MenuBuilder.AddMenuEntry(
LOCTEXT( "VRRemoveVertex", "Remove" ),
FText(),
FSlateIcon( TEMPHACK_StyleSetName, "MeshEditorMode.VertexRemove" ),
MakeUIAction( MeshEditorMode ),
NAME_None,
EUserInterfaceActionType::CollapsedButton
);
}
}
#undef LOCTEXT_NAMESPACE