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UnrealEngineUWP/Engine/Source/Editor/LandscapeEditor/Private/LandscapeEdModeComponentTools.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "LandscapeEditorPrivatePCH.h"
#include "ObjectTools.h"
#include "LandscapeEdMode.h"
#include "ScopedTransaction.h"
#include "Landscape.h"
#include "LandscapeEdit.h"
#include "LandscapeLayerInfoObject.h"
#include "LandscapeRender.h"
#include "LandscapeDataAccess.h"
#include "LandscapeSplineProxies.h"
#include "LandscapeEditorModule.h"
#include "Editor/PropertyEditor/Public/PropertyEditorModule.h"
#include "LandscapeEdMode.h"
#include "LandscapeEdModeTools.h"
#include "InstancedFoliageActor.h"
#include "ComponentReregisterContext.h"
#include "PhysicalMaterials/PhysicalMaterial.h"
#define LOCTEXT_NAMESPACE "Landscape"
class FLandscapeToolStrokeSelect : public FLandscapeToolStrokeBase
{
bool bInitializedComponentInvert;
bool bComponentInvert;
public:
FLandscapeToolStrokeSelect(FEdModeLandscape* InEdMode, const FLandscapeToolTarget& InTarget)
: bInitializedComponentInvert(false)
, LandscapeInfo(InTarget.LandscapeInfo.Get())
, Cache(InTarget)
{
}
void Apply(FEditorViewportClient* ViewportClient, FLandscapeBrush* Brush, const ULandscapeEditorObject* UISettings, const TArray<FLandscapeToolMousePosition>& MousePositions)
{
if (LandscapeInfo)
{
LandscapeInfo->Modify();
// Invert when holding Shift
bool bInvert = MousePositions[MousePositions.Num() - 1].bShiftDown;
if (Brush->GetBrushType() == ELandscapeBrushType::Component)
{
// TODO - only retrieve bounds as we don't need the data
const FLandscapeBrushData BrushInfo = Brush->ApplyBrush(MousePositions);
if (!BrushInfo)
{
return;
}
int32 X1, Y1, X2, Y2;
BrushInfo.GetInclusiveBounds(X1, Y1, X2, Y2);
// Shrink bounds by 1,1 to avoid GetComponentsInRegion picking up extra components on all sides due to the overlap between components
TSet<ULandscapeComponent*> NewComponents;
LandscapeInfo->GetComponentsInRegion(X1 + 1, Y1 + 1, X2 - 1, Y2 - 1, NewComponents);
if (!bInitializedComponentInvert)
{
// Get the component under the mouse location. Copied from FLandscapeBrushComponent::ApplyBrush()
const float MouseX = MousePositions[0].Position.X;
const float MouseY = MousePositions[0].Position.Y;
const int32 MouseComponentIndexX = (MouseX >= 0.0f) ? FMath::FloorToInt(MouseX / LandscapeInfo->ComponentSizeQuads) : FMath::CeilToInt(MouseX / LandscapeInfo->ComponentSizeQuads);
const int32 MouseComponentIndexY = (MouseY >= 0.0f) ? FMath::FloorToInt(MouseY / LandscapeInfo->ComponentSizeQuads) : FMath::CeilToInt(MouseY / LandscapeInfo->ComponentSizeQuads);
ULandscapeComponent* MouseComponent = LandscapeInfo->XYtoComponentMap.FindRef(FIntPoint(MouseComponentIndexX, MouseComponentIndexY));
if (MouseComponent != nullptr)
{
bComponentInvert = LandscapeInfo->GetSelectedComponents().Contains(MouseComponent);
}
else
{
bComponentInvert = false;
}
bInitializedComponentInvert = true;
}
bInvert = bComponentInvert;
TSet<ULandscapeComponent*> NewSelection;
if (bInvert)
{
NewSelection = LandscapeInfo->GetSelectedComponents().Difference(NewComponents);
}
else
{
NewSelection = LandscapeInfo->GetSelectedComponents().Union(NewComponents);
}
LandscapeInfo->Modify();
LandscapeInfo->UpdateSelectedComponents(NewSelection);
// Update Details tab with selection
TArray<UObject*> Objects;
Objects.Reset(NewSelection.Num());
for (auto It = NewSelection.CreateConstIterator(); It; ++It)
{
Objects.Add(*It);
}
FPropertyEditorModule& PropertyModule = FModuleManager::Get().LoadModuleChecked<FPropertyEditorModule>(TEXT("PropertyEditor"));
PropertyModule.UpdatePropertyViews(Objects);
}
else // Select various shape regions
{
const FLandscapeBrushData BrushInfo = Brush->ApplyBrush(MousePositions);
if (!BrushInfo)
{
return;
}
int32 X1, Y1, X2, Y2;
BrushInfo.GetInclusiveBounds(X1, Y1, X2, Y2);
// Tablet pressure
float Pressure = ViewportClient->Viewport->IsPenActive() ? ViewportClient->Viewport->GetTabletPressure() : 1.0f;
Cache.CacheData(X1, Y1, X2, Y2);
TArray<uint8> Data;
Cache.GetCachedData(X1, Y1, X2, Y2, Data);
TSet<ULandscapeComponent*> NewComponents;
LandscapeInfo->GetComponentsInRegion(X1, Y1, X2, Y2, NewComponents);
LandscapeInfo->UpdateSelectedComponents(NewComponents, false);
for (int32 Y = BrushInfo.GetBounds().Min.Y; Y < BrushInfo.GetBounds().Max.Y; Y++)
{
const float* BrushScanline = BrushInfo.GetDataPtr(FIntPoint(0, Y));
uint8* DataScanline = Data.GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1);
for (int32 X = BrushInfo.GetBounds().Min.X; X < BrushInfo.GetBounds().Max.X; X++)
{
const FIntPoint Key = ALandscape::MakeKey(X, Y);
const float BrushValue = BrushScanline[X];
if (BrushValue > 0.0f && LandscapeInfo->IsValidPosition(X, Y))
{
float PaintValue = BrushValue * UISettings->ToolStrength * Pressure;
float Value = DataScanline[X] / 255.0f;
checkSlow(FMath::IsNearlyEqual(Value, LandscapeInfo->SelectedRegion.FindRef(Key), 1 / 255.0f));
if (bInvert)
{
Value = FMath::Max(Value - PaintValue, 0.0f);
}
else
{
Value = FMath::Min(Value + PaintValue, 1.0f);
}
if (Value > 0.0f)
{
LandscapeInfo->SelectedRegion.Add(Key, Value);
}
else
{
LandscapeInfo->SelectedRegion.Remove(Key);
}
DataScanline[X] = FMath::Clamp<int32>(FMath::RoundToInt(Value * 255), 0, 255);
}
}
}
Cache.SetCachedData(X1, Y1, X2, Y2, Data);
Cache.Flush();
}
}
}
protected:
ULandscapeInfo* LandscapeInfo;
FLandscapeDataCache Cache;
};
//
// FLandscapeToolSelect
//
template<class TStrokeClass>
class FLandscapeToolSelect : public FLandscapeToolBase<TStrokeClass>
{
public:
FLandscapeToolSelect(FEdModeLandscape* InEdMode)
: FLandscapeToolBase<TStrokeClass>(InEdMode)
{
}
virtual const TCHAR* GetToolName() override { return TEXT("Select"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Selection", "Component Selection"); };
virtual void SetEditRenderType() override { GLandscapeEditRenderMode = ELandscapeEditRenderMode::SelectComponent | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask); }
virtual bool SupportsMask() override { return false; }
virtual ELandscapeToolType GetToolType() override { return ELandscapeToolType::Mask; }
};
template<class TStrokeClass>
class FLandscapeToolMask : public FLandscapeToolSelect<TStrokeClass>
{
public:
FLandscapeToolMask(FEdModeLandscape* InEdMode)
: FLandscapeToolSelect<TStrokeClass>(InEdMode)
{
}
virtual const TCHAR* GetToolName() override { return TEXT("Mask"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Mask", "Region Selection"); };
virtual void SetEditRenderType() override { GLandscapeEditRenderMode = ELandscapeEditRenderMode::SelectRegion | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask); }
virtual bool SupportsMask() override { return true; }
};
class FLandscapeToolStrokeVisibility : public FLandscapeToolStrokeBase
{
public:
enum { UseContinuousApply = false };
FLandscapeToolStrokeVisibility(FEdModeLandscape* InEdMode, const FLandscapeToolTarget& InTarget)
: LandscapeInfo(InTarget.LandscapeInfo.Get())
, Cache(InTarget)
{
}
void Apply(FEditorViewportClient* ViewportClient, FLandscapeBrush* Brush, const ULandscapeEditorObject* UISettings, const TArray<FLandscapeToolMousePosition>& MousePositions)
{
if (LandscapeInfo)
{
LandscapeInfo->Modify();
// Get list of verts to update
FLandscapeBrushData BrushInfo = Brush->ApplyBrush(MousePositions);
if (!BrushInfo)
{
return;
}
int32 X1, Y1, X2, Y2;
BrushInfo.GetInclusiveBounds(X1, Y1, X2, Y2);
// Invert when holding Shift
bool bInvert = MousePositions[MousePositions.Num() - 1].bShiftDown;
// Tablet pressure
float Pressure = ViewportClient->Viewport->IsPenActive() ? ViewportClient->Viewport->GetTabletPressure() : 1.0f;
Cache.CacheData(X1, Y1, X2, Y2);
TArray<uint8> Data;
Cache.GetCachedData(X1, Y1, X2, Y2, Data);
for (int32 Y = BrushInfo.GetBounds().Min.Y; Y < BrushInfo.GetBounds().Max.Y; Y++)
{
const float* BrushScanline = BrushInfo.GetDataPtr(FIntPoint(0, Y));
uint8* DataScanline = Data.GetData() + (Y - Y1) * (X2 - X1 + 1) + (0 - X1);
for (int32 X = BrushInfo.GetBounds().Min.X; X < BrushInfo.GetBounds().Max.X; X++)
{
const float BrushValue = BrushScanline[X];
if (BrushValue > 0.0f)
{
uint8 Value = bInvert ? 0 : 255; // Just on and off for visibility, for masking...
DataScanline[X] = Value;
}
}
}
Cache.SetCachedData(X1, Y1, X2, Y2, Data);
Cache.Flush();
}
}
protected:
ULandscapeInfo* LandscapeInfo;
FLandscapeVisCache Cache;
};
//
// FLandscapeToolVisibility
//
class FLandscapeToolVisibility : public FLandscapeToolBase<FLandscapeToolStrokeVisibility>
{
public:
FLandscapeToolVisibility(FEdModeLandscape* InEdMode)
: FLandscapeToolBase<FLandscapeToolStrokeVisibility>(InEdMode)
{
}
virtual const TCHAR* GetToolName() override { return TEXT("Visibility"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Visibility", "Visibility"); };
virtual void SetEditRenderType() override { GLandscapeEditRenderMode = ELandscapeEditRenderMode::None | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask); }
virtual bool SupportsMask() override { return false; }
virtual ELandscapeToolTargetTypeMask::Type GetSupportedTargetTypes() override
{
return ELandscapeToolTargetTypeMask::Visibility;
}
};
class FLandscapeToolStrokeMoveToLevel
{
public:
enum { UseContinuousApply = false };
FLandscapeToolStrokeMoveToLevel(FEdModeLandscape* InEdMode, const FLandscapeToolTarget& InTarget)
: LandscapeInfo(InTarget.LandscapeInfo.Get())
{
}
void Apply(FEditorViewportClient* ViewportClient, FLandscapeBrush* Brush, const ULandscapeEditorObject* UISettings, const TArray<FLandscapeToolMousePosition>& MousePositions)
{
ALandscape* Landscape = LandscapeInfo ? LandscapeInfo->LandscapeActor.Get() : nullptr;
if (Landscape)
{
Landscape->Modify();
LandscapeInfo->Modify();
TArray<UObject*> RenameObjects;
FString MsgBoxList;
// Check the Physical Material is same package with Landscape
if (Landscape->DefaultPhysMaterial && Landscape->DefaultPhysMaterial->GetOutermost() == Landscape->GetOutermost())
{
//FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "LandscapePhyMaterial_Warning", "Landscape's DefaultPhysMaterial is in the same package as the Landscape Actor. To support streaming levels, you must move the PhysicalMaterial to another package.") );
RenameObjects.AddUnique(Landscape->DefaultPhysMaterial);
MsgBoxList += Landscape->DefaultPhysMaterial->GetPathName();
MsgBoxList += FString::Printf(TEXT("\n"));
}
// Check the LayerInfoObjects are same package with Landscape
for (int i = 0; i < LandscapeInfo->Layers.Num(); ++i)
{
ULandscapeLayerInfoObject* LayerInfo = LandscapeInfo->Layers[i].LayerInfoObj;
if (LayerInfo && LayerInfo->GetOutermost() == Landscape->GetOutermost())
{
RenameObjects.AddUnique(LayerInfo);
MsgBoxList += LayerInfo->GetPathName();
MsgBoxList += FString::Printf(TEXT("\n"));
}
}
auto SelectedComponents = LandscapeInfo->GetSelectedComponents();
bool bBrush = false;
if (!SelectedComponents.Num())
{
// Get list of verts to update
// TODO - only retrieve bounds as we don't need the data
FLandscapeBrushData BrushInfo = Brush->ApplyBrush(MousePositions);
if (!BrushInfo)
{
return;
}
int32 X1, Y1, X2, Y2;
BrushInfo.GetInclusiveBounds(X1, Y1, X2, Y2);
// Shrink bounds by 1,1 to avoid GetComponentsInRegion picking up extra components on all sides due to the overlap between components
LandscapeInfo->GetComponentsInRegion(X1 + 1, Y1 + 1, X2 - 1, Y2 - 1, SelectedComponents);
bBrush = true;
}
check(ViewportClient->GetScene());
UWorld* World = ViewportClient->GetScene()->GetWorld();
check(World);
if (SelectedComponents.Num())
{
bool bIsAllCurrentLevel = true;
for (ULandscapeComponent* Component : SelectedComponents)
{
if (Component->GetLandscapeProxy()->GetLevel() != World->GetCurrentLevel())
{
bIsAllCurrentLevel = false;
}
}
if (bIsAllCurrentLevel)
{
// Need to fix double WM
if (!bBrush)
{
// Remove Selection
LandscapeInfo->ClearSelectedRegion(true);
}
return;
}
for (ULandscapeComponent* Component : SelectedComponents)
{
UMaterialInterface* LandscapeMaterial = Component->GetLandscapeMaterial();
if (LandscapeMaterial && LandscapeMaterial->GetOutermost() == Component->GetOutermost())
{
RenameObjects.AddUnique(LandscapeMaterial);
MsgBoxList += Component->GetName() + TEXT("'s ") + LandscapeMaterial->GetPathName();
MsgBoxList += FString::Printf(TEXT("\n"));
//It.RemoveCurrent();
}
}
if (RenameObjects.Num())
{
if (FMessageDialog::Open(EAppMsgType::OkCancel,
FText::Format(
NSLOCTEXT("UnrealEd", "LandscapeMoveToStreamingLevel_SharedResources", "The following items must be moved out of the persistent level and into a package that can be shared between multiple levels:\n\n{0}"),
FText::FromString(MsgBoxList))))
{
FString Path = Landscape->GetOutermost()->GetName() + TEXT("_sharedassets/");
bool bSucceed = ObjectTools::RenameObjects(RenameObjects, false, TEXT(""), Path);
if (!bSucceed)
{
FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "LandscapeMoveToStreamingLevel_RenameFailed", "Move To Streaming Level did not succeed because shared resources could not be moved to a new package."));
return;
}
}
else
{
return;
}
}
GWarn->BeginSlowTask(LOCTEXT("BeginMovingLandscapeComponentsToCurrentLevelTask", "Moving Landscape components to current level"), true);
TSet<ALandscapeProxy*> SelectProxies;
TSet<UTexture2D*> OldTextureSet;
TSet<ULandscapeComponent*> TargetSelectedComponents;
TArray<ULandscapeHeightfieldCollisionComponent*> TargetSelectedCollisionComponents;
TSet<ULandscapeComponent*> HeightmapUpdateComponents;
int32 Progress = 0;
LandscapeInfo->SortSelectedComponents();
int32 ComponentSizeVerts = Landscape->NumSubsections * (Landscape->SubsectionSizeQuads + 1);
int32 NeedHeightmapSize = 1 << FMath::CeilLogTwo(ComponentSizeVerts);
for (ULandscapeComponent* Component : SelectedComponents)
{
SelectProxies.Add(Component->GetLandscapeProxy());
if (Component->GetLandscapeProxy()->GetOuter() != World->GetCurrentLevel())
{
TargetSelectedComponents.Add(Component);
}
ULandscapeHeightfieldCollisionComponent* CollisionComp = Component->CollisionComponent.Get();
SelectProxies.Add(CollisionComp->GetLandscapeProxy());
if (CollisionComp->GetLandscapeProxy()->GetOuter() != World->GetCurrentLevel())
{
TargetSelectedCollisionComponents.Add(CollisionComp);
}
}
int32 TotalProgress = TargetSelectedComponents.Num() * TargetSelectedCollisionComponents.Num();
// Check which ones are need for height map change
for (ULandscapeComponent* Component : TargetSelectedComponents)
{
Component->Modify();
OldTextureSet.Add(Component->HeightmapTexture);
}
// Need to split all the component which share Heightmap with selected components
// Search neighbor only
for (ULandscapeComponent* Component : TargetSelectedComponents)
{
int32 SearchX = Component->HeightmapTexture->Source.GetSizeX() / NeedHeightmapSize;
int32 SearchY = Component->HeightmapTexture->Source.GetSizeY() / NeedHeightmapSize;
FIntPoint ComponentBase = Component->GetSectionBase() / Component->ComponentSizeQuads;
for (int32 Y = 0; Y < SearchY; ++Y)
{
for (int32 X = 0; X < SearchX; ++X)
{
// Search for four directions...
for (int32 Dir = 0; Dir < 4; ++Dir)
{
int32 XDir = (Dir >> 1) ? 1 : -1;
int32 YDir = (Dir % 2) ? 1 : -1;
ULandscapeComponent* Neighbor = LandscapeInfo->XYtoComponentMap.FindRef(ComponentBase + FIntPoint(XDir*X, YDir*Y));
if (Neighbor && Neighbor->HeightmapTexture == Component->HeightmapTexture && !HeightmapUpdateComponents.Contains(Neighbor))
{
Neighbor->Modify();
if (!TargetSelectedComponents.Contains(Neighbor))
{
Neighbor->HeightmapScaleBias.X = -1.0f; // just mark this component is for original level, not current level
}
HeightmapUpdateComponents.Add(Neighbor);
}
}
}
}
}
// Changing Heightmap format for selected components
for (ULandscapeComponent* Component : HeightmapUpdateComponents)
{
ALandscape::SplitHeightmap(Component, (Component->HeightmapScaleBias.X > 0.0f));
}
// Delete if it is no referenced textures...
for (UTexture2D* Texture : OldTextureSet)
{
Texture->SetFlags(RF_Transactional);
Texture->Modify();
Texture->MarkPackageDirty();
Texture->ClearFlags(RF_Standalone);
}
ALandscapeProxy* LandscapeProxy = LandscapeInfo->GetCurrentLevelLandscapeProxy(false);
if (!LandscapeProxy)
{
LandscapeProxy = World->SpawnActor<ALandscapeProxy>();
// copy shared properties to this new proxy
LandscapeProxy->GetSharedProperties(Landscape);
// set proxy location
// by default first component location
ULandscapeComponent* FirstComponent = *TargetSelectedComponents.CreateConstIterator();
LandscapeProxy->GetRootComponent()->SetWorldLocationAndRotation(FirstComponent->GetComponentLocation(), FirstComponent->GetComponentRotation());
LandscapeProxy->LandscapeSectionOffset = FirstComponent->GetSectionBase();
// Hide(unregister) the new landscape if owning level currently in hidden state
if (LandscapeProxy->GetLevel()->bIsVisible == false)
{
LandscapeProxy->UnregisterAllComponents();
}
}
for (ALandscapeProxy* Proxy : SelectProxies)
{
Proxy->Modify();
}
LandscapeProxy->Modify();
LandscapeProxy->MarkPackageDirty();
// Change Weight maps...
{
FLandscapeEditDataInterface LandscapeEdit(LandscapeInfo);
for (ULandscapeComponent* Component : TargetSelectedComponents)
{
int32 TotalNeededChannels = Component->WeightmapLayerAllocations.Num();
int32 CurrentLayer = 0;
TArray<UTexture2D*> NewWeightmapTextures;
// Code from ULandscapeComponent::ReallocateWeightmaps
// Move to other channels left
while (TotalNeededChannels > 0)
{
// UE_LOG(LogLandscape, Log, TEXT("Still need %d channels"), TotalNeededChannels);
UTexture2D* CurrentWeightmapTexture = nullptr;
FLandscapeWeightmapUsage* CurrentWeightmapUsage = nullptr;
if (TotalNeededChannels < 4)
{
// UE_LOG(LogLandscape, Log, TEXT("Looking for nearest"));
// see if we can find a suitable existing weightmap texture with sufficient channels
int32 BestDistanceSquared = MAX_int32;
for (auto& WeightmapUsagePair : LandscapeProxy->WeightmapUsageMap)
{
FLandscapeWeightmapUsage* TryWeightmapUsage = &WeightmapUsagePair.Value;
if (TryWeightmapUsage->FreeChannelCount() >= TotalNeededChannels)
{
// See if this candidate is closer than any others we've found
for (int32 ChanIdx = 0; ChanIdx < 4; ChanIdx++)
{
if (TryWeightmapUsage->ChannelUsage[ChanIdx] != nullptr)
{
int32 TryDistanceSquared = (TryWeightmapUsage->ChannelUsage[ChanIdx]->GetSectionBase() - Component->GetSectionBase()).SizeSquared();
if (TryDistanceSquared < BestDistanceSquared)
{
CurrentWeightmapTexture = WeightmapUsagePair.Key;
CurrentWeightmapUsage = TryWeightmapUsage;
BestDistanceSquared = TryDistanceSquared;
}
}
}
}
}
}
bool NeedsUpdateResource = false;
// No suitable weightmap texture
if (CurrentWeightmapTexture == nullptr)
{
Component->MarkPackageDirty();
// Weightmap is sized the same as the component
int32 WeightmapSize = (Component->SubsectionSizeQuads + 1) * Component->NumSubsections;
// We need a new weightmap texture
CurrentWeightmapTexture = LandscapeProxy->CreateLandscapeTexture(WeightmapSize, WeightmapSize, TEXTUREGROUP_Terrain_Weightmap, TSF_BGRA8);
// Alloc dummy mips
Component->CreateEmptyTextureMips(CurrentWeightmapTexture);
CurrentWeightmapTexture->PostEditChange();
// Store it in the usage map
CurrentWeightmapUsage = &LandscapeProxy->WeightmapUsageMap.Add(CurrentWeightmapTexture, FLandscapeWeightmapUsage());
// UE_LOG(LogLandscape, Log, TEXT("Making a new texture %s"), *CurrentWeightmapTexture->GetName());
}
NewWeightmapTextures.Add(CurrentWeightmapTexture);
for (int32 ChanIdx = 0; ChanIdx < 4 && TotalNeededChannels > 0; ChanIdx++)
{
// UE_LOG(LogLandscape, Log, TEXT("Finding allocation for layer %d"), CurrentLayer);
if (CurrentWeightmapUsage->ChannelUsage[ChanIdx] == nullptr)
{
// Use this allocation
FWeightmapLayerAllocationInfo& AllocInfo = Component->WeightmapLayerAllocations[CurrentLayer];
if (AllocInfo.WeightmapTextureIndex == 255)
{
// New layer - zero out the data for this texture channel
LandscapeEdit.ZeroTextureChannel(CurrentWeightmapTexture, ChanIdx);
}
else
{
UTexture2D* OldWeightmapTexture = Component->WeightmapTextures[AllocInfo.WeightmapTextureIndex];
// Copy the data
LandscapeEdit.CopyTextureChannel(CurrentWeightmapTexture, ChanIdx, OldWeightmapTexture, AllocInfo.WeightmapTextureChannel);
LandscapeEdit.ZeroTextureChannel(OldWeightmapTexture, AllocInfo.WeightmapTextureChannel);
// Remove the old allocation
FLandscapeWeightmapUsage* OldWeightmapUsage = Component->GetLandscapeProxy()->WeightmapUsageMap.Find(OldWeightmapTexture);
OldWeightmapUsage->ChannelUsage[AllocInfo.WeightmapTextureChannel] = nullptr;
}
// Assign the new allocation
CurrentWeightmapUsage->ChannelUsage[ChanIdx] = Component;
AllocInfo.WeightmapTextureIndex = NewWeightmapTextures.Num() - 1;
AllocInfo.WeightmapTextureChannel = ChanIdx;
CurrentLayer++;
TotalNeededChannels--;
}
}
}
// Replace the weightmap textures
Component->WeightmapTextures = NewWeightmapTextures;
// Update the mipmaps for the textures we edited
for (UTexture2D* WeightmapTexture : Component->WeightmapTextures)
{
FLandscapeTextureDataInfo* WeightmapDataInfo = LandscapeEdit.GetTextureDataInfo(WeightmapTexture);
int32 NumMips = WeightmapTexture->Source.GetNumMips();
TArray<FColor*> WeightmapTextureMipData;
WeightmapTextureMipData.AddUninitialized(NumMips);
for (int32 MipIdx = 0; MipIdx < NumMips; MipIdx++)
{
WeightmapTextureMipData[MipIdx] = (FColor*)WeightmapDataInfo->GetMipData(MipIdx);
}
ULandscapeComponent::UpdateWeightmapMips(Component->NumSubsections, Component->SubsectionSizeQuads, WeightmapTexture, WeightmapTextureMipData, 0, 0, MAX_int32, MAX_int32, WeightmapDataInfo);
}
}
// Need to Repacking all the Weight map (to make it packed well...)
Landscape->RemoveInvalidWeightmaps();
}
// Move the components to the Proxy actor
// This does not use the MoveSelectedActorsToCurrentLevel path as there is no support to only move certain components.
for (ULandscapeComponent* Component :TargetSelectedComponents)
{
// Need to move or recreate all related data (Height map, Weight map, maybe collision components, allocation info)
Component->GetLandscapeProxy()->LandscapeComponents.Remove(Component);
Component->UnregisterComponent();
Component->DetachFromParent(true);
Component->InvalidateLightingCache();
Component->Rename(nullptr, LandscapeProxy);
LandscapeProxy->LandscapeComponents.Add(Component);
Component->AttachTo(LandscapeProxy->GetRootComponent(), NAME_None, EAttachLocation::KeepWorldPosition);
Component->UpdateMaterialInstances();
FFormatNamedArguments Args;
Args.Add(TEXT("ComponentName"), FText::FromString(Component->GetName()));
GWarn->StatusUpdate(Progress++, TotalProgress, FText::Format(LOCTEXT("MovingComponentStatus", "Moving Component: {ComponentName}"), Args));
}
for (ULandscapeHeightfieldCollisionComponent* Component : TargetSelectedCollisionComponents)
{
// Need to move or recreate all related data (Height map, Weight map, maybe collision components, allocation info)
// Move any foliage associated
AInstancedFoliageActor::MoveInstancesForComponentToCurrentLevel(Component);
Component->GetLandscapeProxy()->CollisionComponents.Remove(Component);
Component->UnregisterComponent();
Component->DetachFromParent(true);
Component->Rename(nullptr, LandscapeProxy);
LandscapeProxy->CollisionComponents.Add(Component);
Component->AttachTo(LandscapeProxy->GetRootComponent(), NAME_None, EAttachLocation::KeepWorldPosition);
FFormatNamedArguments Args;
Args.Add(TEXT("ComponentName"), FText::FromString(Component->GetName()));
GWarn->StatusUpdate(Progress++, TotalProgress, FText::Format(LOCTEXT("MovingComponentStatus", "Moving Component: {ComponentName}"), Args));
}
GEditor->SelectNone(false, true);
GEditor->SelectActor(LandscapeProxy, true, false, true);
GEditor->SelectNone(false, true);
// Register our new components if destination landscape is registered in scene
if (LandscapeProxy->GetRootComponent()->IsRegistered())
{
LandscapeProxy->RegisterAllComponents();
}
for (ALandscapeProxy* Proxy : SelectProxies)
{
if (Proxy->GetRootComponent()->IsRegistered())
{
Proxy->RegisterAllComponents();
}
}
//Landscape->bLockLocation = (LandscapeInfo->XYtoComponentMap.Num() != Landscape->LandscapeComponents.Num());
GWarn->EndSlowTask();
// Remove Selection
LandscapeInfo->ClearSelectedRegion(true);
//EdMode->SetMaskEnable(Landscape->SelectedRegion.Num());
}
}
}
protected:
ULandscapeInfo* LandscapeInfo;
};
//
// FLandscapeToolMoveToLevel
//
class FLandscapeToolMoveToLevel : public FLandscapeToolBase<FLandscapeToolStrokeMoveToLevel>
{
public:
FLandscapeToolMoveToLevel(FEdModeLandscape* InEdMode)
: FLandscapeToolBase<FLandscapeToolStrokeMoveToLevel>(InEdMode)
{
}
virtual const TCHAR* GetToolName() override { return TEXT("MoveToLevel"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_MoveToLevel", "Move to Streaming Level"); };
virtual void SetEditRenderType() override { GLandscapeEditRenderMode = ELandscapeEditRenderMode::SelectComponent | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask); }
virtual bool SupportsMask() override { return false; }
};
class FLandscapeToolStrokeAddComponent : public FLandscapeToolStrokeBase
{
public:
FLandscapeToolStrokeAddComponent(FEdModeLandscape* InEdMode, const FLandscapeToolTarget& InTarget)
: EdMode(InEdMode)
, LandscapeInfo(InTarget.LandscapeInfo.Get())
, HeightCache(InTarget)
, XYOffsetCache(InTarget)
{
}
virtual ~FLandscapeToolStrokeAddComponent()
{
// We flush here so here ~FXYOffsetmapAccessor can safely lock the heightmap data to update bounds
HeightCache.Flush();
XYOffsetCache.Flush();
}
virtual void Apply(FEditorViewportClient* ViewportClient, FLandscapeBrush* Brush, const ULandscapeEditorObject* UISettings, const TArray<FLandscapeToolMousePosition>& MousePositions)
{
ALandscapeProxy* Landscape = LandscapeInfo ? LandscapeInfo->GetCurrentLevelLandscapeProxy(true) : nullptr;
if (Landscape && EdMode->LandscapeRenderAddCollision)
{
check(Brush->GetBrushType() == ELandscapeBrushType::Component);
// Get list of verts to update
// TODO - only retrieve bounds as we don't need the data
FLandscapeBrushData BrushInfo = Brush->ApplyBrush(MousePositions);
if (!BrushInfo)
{
return;
}
int32 X1, Y1, X2, Y2;
BrushInfo.GetInclusiveBounds(X1, Y1, X2, Y2);
// Find component range for this block of data, non shared vertices
int32 ComponentIndexX1, ComponentIndexY1, ComponentIndexX2, ComponentIndexY2;
ALandscape::CalcComponentIndicesNoOverlap(X1, Y1, X2, Y2, Landscape->ComponentSizeQuads, ComponentIndexX1, ComponentIndexY1, ComponentIndexX2, ComponentIndexY2);
// expand the area by one vertex in each direction to ensure normals are calculated correctly
X1 -= 1;
Y1 -= 1;
X2 += 1;
Y2 += 1;
TArray<uint16> Data;
TArray<FVector> XYOffsetData;
HeightCache.CacheData(X1, Y1, X2, Y2);
XYOffsetCache.CacheData(X1, Y1, X2, Y2);
HeightCache.GetCachedData(X1, Y1, X2, Y2, Data);
bool bHasXYOffset = XYOffsetCache.GetCachedData(X1, Y1, X2, Y2, XYOffsetData);
TArray<ULandscapeComponent*> NewComponents;
Landscape->Modify();
LandscapeInfo->Modify();
for (int32 ComponentIndexY = ComponentIndexY1; ComponentIndexY <= ComponentIndexY2; ComponentIndexY++)
{
for (int32 ComponentIndexX = ComponentIndexX1; ComponentIndexX <= ComponentIndexX2; ComponentIndexX++)
{
ULandscapeComponent* Component = LandscapeInfo->XYtoComponentMap.FindRef(FIntPoint(ComponentIndexX, ComponentIndexY));
if (!Component)
{
// Add New component...
FIntPoint ComponentBase = FIntPoint(ComponentIndexX, ComponentIndexY)*Landscape->ComponentSizeQuads;
ULandscapeComponent* LandscapeComponent = NewObject<ULandscapeComponent>(Landscape, NAME_None, RF_Transactional);
Landscape->LandscapeComponents.Add(LandscapeComponent);
NewComponents.Add(LandscapeComponent);
LandscapeComponent->Init(
ComponentBase.X, ComponentBase.Y,
Landscape->ComponentSizeQuads,
Landscape->NumSubsections,
Landscape->SubsectionSizeQuads
);
LandscapeComponent->AttachTo(Landscape->GetRootComponent(), NAME_None);
// Assign shared properties
LandscapeComponent->bCastStaticShadow = Landscape->bCastStaticShadow;
LandscapeComponent->bCastShadowAsTwoSided = Landscape->bCastShadowAsTwoSided;
int32 ComponentVerts = (Landscape->SubsectionSizeQuads + 1) * Landscape->NumSubsections;
// Update Weightmap Scale Bias
LandscapeComponent->WeightmapScaleBias = FVector4(1.0f / (float)ComponentVerts, 1.0f / (float)ComponentVerts, 0.5f / (float)ComponentVerts, 0.5f / (float)ComponentVerts);
LandscapeComponent->WeightmapSubsectionOffset = (float)(LandscapeComponent->SubsectionSizeQuads + 1) / (float)ComponentVerts;
TArray<FColor> HeightData;
HeightData.Empty(FMath::Square(ComponentVerts));
HeightData.AddZeroed(FMath::Square(ComponentVerts));
LandscapeComponent->InitHeightmapData(HeightData, true);
LandscapeComponent->UpdateMaterialInstances();
}
}
}
// Need to register to use general height/xyoffset data update
for (int32 Idx = 0; Idx < NewComponents.Num(); Idx++)
{
NewComponents[Idx]->RegisterComponent();
}
if (bHasXYOffset)
{
XYOffsetCache.SetCachedData(X1, Y1, X2, Y2, XYOffsetData);
XYOffsetCache.Flush();
}
HeightCache.SetCachedData(X1, Y1, X2, Y2, Data);
HeightCache.Flush();
for (int32 Idx = 0; Idx < NewComponents.Num(); Idx++)
{
// Update Collision
NewComponents[Idx]->UpdateCachedBounds();
NewComponents[Idx]->UpdateBounds();
NewComponents[Idx]->MarkRenderStateDirty();
ULandscapeHeightfieldCollisionComponent* CollisionComp = NewComponents[Idx]->CollisionComponent.Get();
if (CollisionComp && !bHasXYOffset)
{
CollisionComp->MarkRenderStateDirty();
CollisionComp->RecreateCollision();
}
}
EdMode->LandscapeRenderAddCollision = nullptr;
GEngine->BroadcastOnActorMoved(Landscape);
}
}
protected:
FEdModeLandscape* EdMode;
ULandscapeInfo* LandscapeInfo;
FLandscapeHeightCache HeightCache;
FLandscapeXYOffsetCache<true> XYOffsetCache;
};
//
// FLandscapeToolAddComponent
//
class FLandscapeToolAddComponent : public FLandscapeToolBase<FLandscapeToolStrokeAddComponent>
{
public:
FLandscapeToolAddComponent(FEdModeLandscape* InEdMode)
: FLandscapeToolBase<FLandscapeToolStrokeAddComponent>(InEdMode)
{
}
virtual const TCHAR* GetToolName() override { return TEXT("AddComponent"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_AddComponent", "Add New Landscape Component"); };
virtual void SetEditRenderType() override { GLandscapeEditRenderMode = ELandscapeEditRenderMode::None | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask); }
virtual bool SupportsMask() override { return false; }
virtual void ExitTool() override
{
FLandscapeToolBase<FLandscapeToolStrokeAddComponent>::ExitTool();
EdMode->LandscapeRenderAddCollision = nullptr;
}
};
class FLandscapeToolStrokeDeleteComponent : public FLandscapeToolStrokeBase
{
public:
FLandscapeToolStrokeDeleteComponent(FEdModeLandscape* InEdMode, const FLandscapeToolTarget& InTarget)
: LandscapeInfo(InTarget.LandscapeInfo.Get())
{
}
void Apply(FEditorViewportClient* ViewportClient, FLandscapeBrush* Brush, const ULandscapeEditorObject* UISettings, const TArray<FLandscapeToolMousePosition>& MousePositions)
{
if (LandscapeInfo)
{
LandscapeInfo->Modify();
auto SelectedComponents = LandscapeInfo->GetSelectedComponents();
if (!SelectedComponents.Num())
{
// Get list of verts to update
// TODO - only retrieve bounds as we don't need the data
FLandscapeBrushData BrushInfo = Brush->ApplyBrush(MousePositions);
if (!BrushInfo)
{
return;
}
int32 X1, Y1, X2, Y2;
BrushInfo.GetInclusiveBounds(X1, Y1, X2, Y2);
// Shrink bounds by 1,1 to avoid GetComponentsInRegion picking up extra components on all sides due to the overlap between components
LandscapeInfo->GetComponentsInRegion(X1 + 1, Y1 + 1, X2 - 1, Y2 - 1, SelectedComponents);
}
int32 ComponentSizeVerts = LandscapeInfo->ComponentNumSubsections * (LandscapeInfo->SubsectionSizeQuads + 1);
int32 NeedHeightmapSize = 1 << FMath::CeilLogTwo(ComponentSizeVerts);
TSet<ULandscapeComponent*> HeightmapUpdateComponents;
// Need to split all the component which share Heightmap with selected components
// Search neighbor only
for (ULandscapeComponent* Component : SelectedComponents)
{
int32 SearchX = Component->HeightmapTexture->Source.GetSizeX() / NeedHeightmapSize;
int32 SearchY = Component->HeightmapTexture->Source.GetSizeY() / NeedHeightmapSize;
FIntPoint ComponentBase = Component->GetSectionBase() / Component->ComponentSizeQuads;
for (int32 Y = 0; Y < SearchY; ++Y)
{
for (int32 X = 0; X < SearchX; ++X)
{
// Search for four directions...
for (int32 Dir = 0; Dir < 4; ++Dir)
{
int32 XDir = (Dir >> 1) ? 1 : -1;
int32 YDir = (Dir % 2) ? 1 : -1;
ULandscapeComponent* Neighbor = LandscapeInfo->XYtoComponentMap.FindRef(ComponentBase + FIntPoint(XDir*X, YDir*Y));
if (Neighbor && Neighbor->HeightmapTexture == Component->HeightmapTexture && !HeightmapUpdateComponents.Contains(Neighbor))
{
Neighbor->Modify();
HeightmapUpdateComponents.Add(Neighbor);
}
}
}
}
}
// Changing Heightmap format for selected components
for (TSet<ULandscapeComponent*>::TConstIterator It(HeightmapUpdateComponents); It; ++It)
{
ULandscapeComponent* Component = *It;
ALandscape::SplitHeightmap(Component, false);
}
// Remove attached foliage
for (TSet<ULandscapeComponent*>::TIterator It(SelectedComponents); It; ++It)
{
ULandscapeHeightfieldCollisionComponent* CollisionComp = (*It)->CollisionComponent.Get();
if (CollisionComp)
{
AInstancedFoliageActor::DeleteInstancesForComponent(ViewportClient->GetWorld(), CollisionComp);
}
}
TArray<FIntPoint> DeletedNeighborKeys;
// Check which ones are need for height map change
for (TSet<ULandscapeComponent*>::TIterator It(SelectedComponents); It; ++It)
{
ULandscapeComponent* Component = *It;
ALandscapeProxy* Proxy = Component->GetLandscapeProxy();
Proxy->Modify();
//Component->Modify();
// Reset neighbors LOD information
FIntPoint ComponentBase = Component->GetSectionBase() / Component->ComponentSizeQuads;
FIntPoint LandscapeKey[8] =
{
ComponentBase + FIntPoint(-1, -1),
ComponentBase + FIntPoint(+0, -1),
ComponentBase + FIntPoint(+1, -1),
ComponentBase + FIntPoint(-1, +0),
ComponentBase + FIntPoint(+1, +0),
ComponentBase + FIntPoint(-1, +1),
ComponentBase + FIntPoint(+0, +1),
ComponentBase + FIntPoint(+1, +1)
};
for (int32 Idx = 0; Idx < 8; ++Idx)
{
ULandscapeComponent* NeighborComp = LandscapeInfo->XYtoComponentMap.FindRef(LandscapeKey[Idx]);
if (NeighborComp)
{
NeighborComp->Modify();
NeighborComp->InvalidateLightingCache();
FComponentReregisterContext ReregisterContext(NeighborComp);
}
}
// Remove Selected Region in deleted Component
for (int32 Y = 0; Y < Component->ComponentSizeQuads; ++Y)
{
for (int32 X = 0; X < Component->ComponentSizeQuads; ++X)
{
LandscapeInfo->SelectedRegion.Remove(FIntPoint(X, Y) + Component->GetSectionBase());
}
}
if (Component->HeightmapTexture)
{
Component->HeightmapTexture->SetFlags(RF_Transactional);
Component->HeightmapTexture->Modify();
Component->HeightmapTexture->MarkPackageDirty();
Component->HeightmapTexture->ClearFlags(RF_Standalone); // Remove when there is no reference for this Heightmap...
}
for (int32 i = 0; i < Component->WeightmapTextures.Num(); ++i)
{
Component->WeightmapTextures[i]->SetFlags(RF_Transactional);
Component->WeightmapTextures[i]->Modify();
Component->WeightmapTextures[i]->MarkPackageDirty();
Component->WeightmapTextures[i]->ClearFlags(RF_Standalone);
}
if (Component->XYOffsetmapTexture)
{
Component->XYOffsetmapTexture->SetFlags(RF_Transactional);
Component->XYOffsetmapTexture->Modify();
Component->XYOffsetmapTexture->MarkPackageDirty();
Component->XYOffsetmapTexture->ClearFlags(RF_Standalone);
}
FIntPoint Key = Component->GetSectionBase() / Component->ComponentSizeQuads;
DeletedNeighborKeys.AddUnique(Key + FIntPoint(-1, -1));
DeletedNeighborKeys.AddUnique(Key + FIntPoint(+0, -1));
DeletedNeighborKeys.AddUnique(Key + FIntPoint(+1, -1));
DeletedNeighborKeys.AddUnique(Key + FIntPoint(-1, +0));
DeletedNeighborKeys.AddUnique(Key + FIntPoint(+1, +0));
DeletedNeighborKeys.AddUnique(Key + FIntPoint(-1, +1));
DeletedNeighborKeys.AddUnique(Key + FIntPoint(+0, +1));
DeletedNeighborKeys.AddUnique(Key + FIntPoint(+1, +1));
ULandscapeHeightfieldCollisionComponent* CollisionComp = Component->CollisionComponent.Get();
if (CollisionComp)
{
CollisionComp->DestroyComponent();
}
Component->DestroyComponent();
}
// Update AddCollisions...
for (int32 i = 0; i < DeletedNeighborKeys.Num(); ++i)
{
LandscapeInfo->XYtoAddCollisionMap.Remove(DeletedNeighborKeys[i]);
}
for (int32 i = 0; i < DeletedNeighborKeys.Num(); ++i)
{
ULandscapeComponent* Component = LandscapeInfo->XYtoComponentMap.FindRef(DeletedNeighborKeys[i]);
if (Component)
{
ULandscapeHeightfieldCollisionComponent* CollisionComp = Component->CollisionComponent.Get();
if (CollisionComp)
{
CollisionComp->UpdateAddCollisions();
}
}
}
// Remove Selection
LandscapeInfo->ClearSelectedRegion(true);
//EdMode->SetMaskEnable(Landscape->SelectedRegion.Num());
GEngine->BroadcastLevelActorListChanged();
}
}
protected:
ULandscapeInfo* LandscapeInfo;
};
//
// FLandscapeToolDeleteComponent
//
class FLandscapeToolDeleteComponent : public FLandscapeToolBase<FLandscapeToolStrokeDeleteComponent>
{
public:
FLandscapeToolDeleteComponent(FEdModeLandscape* InEdMode)
: FLandscapeToolBase<FLandscapeToolStrokeDeleteComponent>(InEdMode)
{
}
virtual const TCHAR* GetToolName() override { return TEXT("DeleteComponent"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_DeleteComponent", "Delete Landscape Components"); };
virtual void SetEditRenderType() override { GLandscapeEditRenderMode = ELandscapeEditRenderMode::SelectComponent | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask); }
virtual bool SupportsMask() override { return false; }
};
template<class ToolTarget>
class FLandscapeToolStrokeCopy : public FLandscapeToolStrokeBase
{
public:
FLandscapeToolStrokeCopy(FEdModeLandscape* InEdMode, const FLandscapeToolTarget& InTarget)
: EdMode(InEdMode)
, LandscapeInfo(InTarget.LandscapeInfo.Get())
, Cache(InTarget)
, HeightCache(InTarget)
, WeightCache(InTarget)
{
}
struct FGizmoPreData
{
float Ratio;
float Data;
};
void Apply(FEditorViewportClient* ViewportClient, FLandscapeBrush* Brush, const ULandscapeEditorObject* UISettings, const TArray<FLandscapeToolMousePosition>& MousePositions)
{
//ULandscapeInfo* LandscapeInfo = EdMode->CurrentToolTarget.LandscapeInfo;
ALandscapeGizmoActiveActor* Gizmo = EdMode->CurrentGizmoActor.Get();
if (LandscapeInfo && Gizmo && Gizmo->GizmoTexture && Gizmo->GetRootComponent())
{
Gizmo->TargetLandscapeInfo = LandscapeInfo;
// Get list of verts to update
// TODO - only retrieve bounds as we don't need the data
FLandscapeBrushData BrushInfo = Brush->ApplyBrush(MousePositions);
if (!BrushInfo)
{
return;
}
int32 X1, Y1, X2, Y2;
BrushInfo.GetInclusiveBounds(X1, Y1, X2, Y2);
//Gizmo->Modify(); // No transaction for Copied data as other tools...
//Gizmo->SelectedData.Empty();
Gizmo->ClearGizmoData();
// Tablet pressure
//float Pressure = ViewportClient->Viewport->IsPenActive() ? ViewportClient->Viewport->GetTabletPressure() : 1.0f;
bool bApplyToAll = EdMode->UISettings->bApplyToAllTargets;
const int32 LayerNum = LandscapeInfo->Layers.Num();
TArray<uint16> HeightData;
TArray<uint8> WeightDatas; // Weight*Layers...
TArray<typename ToolTarget::CacheClass::DataType> Data;
TSet<ULandscapeLayerInfoObject*> LayerInfoSet;
if (bApplyToAll)
{
HeightCache.CacheData(X1, Y1, X2, Y2);
HeightCache.GetCachedData(X1, Y1, X2, Y2, HeightData);
WeightCache.CacheData(X1, Y1, X2, Y2);
WeightCache.GetCachedData(X1, Y1, X2, Y2, WeightDatas, LayerNum);
}
else
{
Cache.CacheData(X1, Y1, X2, Y2);
Cache.GetCachedData(X1, Y1, X2, Y2, Data);
}
const float ScaleXY = LandscapeInfo->DrawScale.X;
float Width = Gizmo->GetWidth();
float Height = Gizmo->GetHeight();
Gizmo->CachedWidth = Width;
Gizmo->CachedHeight = Height;
Gizmo->CachedScaleXY = ScaleXY;
// Rasterize Gizmo regions
int32 SizeX = FMath::CeilToInt(Width / ScaleXY);
int32 SizeY = FMath::CeilToInt(Height / ScaleXY);
const float W = (Width - ScaleXY) / (2 * ScaleXY);
const float H = (Height - ScaleXY) / (2 * ScaleXY);
FMatrix WToL = LandscapeInfo->GetLandscapeProxy()->LandscapeActorToWorld().ToMatrixWithScale().InverseFast();
//FMatrix LToW = Landscape->LocalToWorld();
FVector BaseLocation = WToL.TransformPosition(Gizmo->GetActorLocation());
FMatrix GizmoLocalToLandscape = FRotationTranslationMatrix(FRotator(0, Gizmo->GetActorRotation().Yaw, 0), FVector(BaseLocation.X, BaseLocation.Y, 0));
const int32 NeighborNum = 4;
bool bDidCopy = false;
bool bFullCopy = !EdMode->UISettings->bUseSelectedRegion || !LandscapeInfo->SelectedRegion.Num();
//bool bInverted = EdMode->UISettings->bUseSelectedRegion && EdMode->UISettings->bUseNegativeMask;
// TODO: This is a mess and badly needs refactoring
for (int32 Y = 0; Y < SizeY; ++Y)
{
for (int32 X = 0; X < SizeX; ++X)
{
FVector LandscapeLocal = GizmoLocalToLandscape.TransformPosition(FVector(-W + X, -H + Y, 0));
int32 LX = FMath::FloorToInt(LandscapeLocal.X);
int32 LY = FMath::FloorToInt(LandscapeLocal.Y);
{
for (int32 i = -1; (!bApplyToAll && i < 0) || i < LayerNum; ++i)
{
// Don't try to copy data for null layers
if ((bApplyToAll && i >= 0 && !LandscapeInfo->Layers[i].LayerInfoObj) ||
(!bApplyToAll && !EdMode->CurrentToolTarget.LayerInfo.Get()))
{
continue;
}
FGizmoPreData GizmoPreData[NeighborNum];
for (int32 LocalY = 0; LocalY < 2; ++LocalY)
{
for (int32 LocalX = 0; LocalX < 2; ++LocalX)
{
int32 x = FMath::Clamp(LX + LocalX, X1, X2);
int32 y = FMath::Clamp(LY + LocalY, Y1, Y2);
GizmoPreData[LocalX + LocalY * 2].Ratio = LandscapeInfo->SelectedRegion.FindRef(FIntPoint(x, y));
int32 index = (x - X1) + (y - Y1)*(1 + X2 - X1);
if (bApplyToAll)
{
if (i < 0)
{
GizmoPreData[LocalX + LocalY * 2].Data = Gizmo->GetNormalizedHeight(HeightData[index]);
}
else
{
GizmoPreData[LocalX + LocalY * 2].Data = WeightDatas[index*LayerNum + i];
}
}
else
{
typename ToolTarget::CacheClass::DataType OriginalValue = Data[index];
if (EdMode->CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap)
{
GizmoPreData[LocalX + LocalY * 2].Data = Gizmo->GetNormalizedHeight(OriginalValue);
}
else
{
GizmoPreData[LocalX + LocalY * 2].Data = OriginalValue;
}
}
}
}
FGizmoPreData LerpedData;
float FracX = LandscapeLocal.X - LX;
float FracY = LandscapeLocal.Y - LY;
LerpedData.Ratio = bFullCopy ? 1.0f :
FMath::Lerp(
FMath::Lerp(GizmoPreData[0].Ratio, GizmoPreData[1].Ratio, FracX),
FMath::Lerp(GizmoPreData[2].Ratio, GizmoPreData[3].Ratio, FracX),
FracY
);
LerpedData.Data = FMath::Lerp(
FMath::Lerp(GizmoPreData[0].Data, GizmoPreData[1].Data, FracX),
FMath::Lerp(GizmoPreData[2].Data, GizmoPreData[3].Data, FracX),
FracY
);
if (!bDidCopy && LerpedData.Ratio > 0.0f)
{
bDidCopy = true;
}
if (LerpedData.Ratio > 0.0f)
{
// Added for LayerNames
if (bApplyToAll)
{
if (i >= 0)
{
LayerInfoSet.Add(LandscapeInfo->Layers[i].LayerInfoObj);
}
}
else
{
if (EdMode->CurrentToolTarget.TargetType == ELandscapeToolTargetType::Weightmap)
{
LayerInfoSet.Add(EdMode->CurrentToolTarget.LayerInfo.Get());
}
}
FGizmoSelectData* GizmoSelectData = Gizmo->SelectedData.Find(ALandscape::MakeKey(X, Y));
if (GizmoSelectData)
{
if (bApplyToAll)
{
if (i < 0)
{
GizmoSelectData->HeightData = LerpedData.Data;
}
else
{
GizmoSelectData->WeightDataMap.Add(LandscapeInfo->Layers[i].LayerInfoObj, LerpedData.Data);
}
}
else
{
if (EdMode->CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap)
{
GizmoSelectData->HeightData = LerpedData.Data;
}
else
{
GizmoSelectData->WeightDataMap.Add(EdMode->CurrentToolTarget.LayerInfo.Get(), LerpedData.Data);
}
}
}
else
{
FGizmoSelectData NewData;
NewData.Ratio = LerpedData.Ratio;
if (bApplyToAll)
{
if (i < 0)
{
NewData.HeightData = LerpedData.Data;
}
else
{
NewData.WeightDataMap.Add(LandscapeInfo->Layers[i].LayerInfoObj, LerpedData.Data);
}
}
else
{
if (EdMode->CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap)
{
NewData.HeightData = LerpedData.Data;
}
else
{
NewData.WeightDataMap.Add(EdMode->CurrentToolTarget.LayerInfo.Get(), LerpedData.Data);
}
}
Gizmo->SelectedData.Add(ALandscape::MakeKey(X, Y), NewData);
}
}
}
}
}
}
if (bDidCopy)
{
if (!bApplyToAll)
{
if (EdMode->CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap)
{
Gizmo->DataType = ELandscapeGizmoType(Gizmo->DataType | LGT_Height);
}
else
{
Gizmo->DataType = ELandscapeGizmoType(Gizmo->DataType | LGT_Weight);
}
}
else
{
if (LayerNum > 0)
{
Gizmo->DataType = ELandscapeGizmoType(Gizmo->DataType | LGT_Height);
Gizmo->DataType = ELandscapeGizmoType(Gizmo->DataType | LGT_Weight);
}
else
{
Gizmo->DataType = ELandscapeGizmoType(Gizmo->DataType | LGT_Height);
}
}
Gizmo->SampleData(SizeX, SizeY);
// Update LayerInfos
for (ULandscapeLayerInfoObject* LayerInfo : LayerInfoSet)
{
Gizmo->LayerInfos.Add(LayerInfo);
}
}
//// Clean up Ratio 0 regions... (That was for sampling...)
//for ( TMap<uint64, FGizmoSelectData>::TIterator It(Gizmo->SelectedData); It; ++It )
//{
// FGizmoSelectData& Data = It.Value();
// if (Data.Ratio <= 0.0f)
// {
// Gizmo->SelectedData.Remove(It.Key());
// }
//}
Gizmo->ExportToClipboard();
GEngine->BroadcastLevelActorListChanged();
}
}
protected:
FEdModeLandscape* EdMode;
ULandscapeInfo* LandscapeInfo;
typename ToolTarget::CacheClass Cache;
FLandscapeHeightCache HeightCache;
FLandscapeFullWeightCache WeightCache;
};
//
// FLandscapeToolCopy
//
template<class ToolTarget>
class FLandscapeToolCopy : public FLandscapeToolBase<FLandscapeToolStrokeCopy<ToolTarget>>
{
public:
FLandscapeToolCopy(FEdModeLandscape* InEdMode)
: FLandscapeToolBase<FLandscapeToolStrokeCopy<ToolTarget> >(InEdMode)
, BackupCurrentBrush(nullptr)
{
}
virtual const TCHAR* GetToolName() override { return TEXT("Copy"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Copy", "Copy"); };
virtual void SetEditRenderType() override
{
GLandscapeEditRenderMode = ELandscapeEditRenderMode::Gizmo | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask);
GLandscapeEditRenderMode |= (this->EdMode && this->EdMode->CurrentToolTarget.LandscapeInfo.IsValid() && this->EdMode->CurrentToolTarget.LandscapeInfo->SelectedRegion.Num()) ? ELandscapeEditRenderMode::SelectRegion : ELandscapeEditRenderMode::SelectComponent;
}
virtual ELandscapeToolTargetTypeMask::Type GetSupportedTargetTypes() override
{
return ELandscapeToolTargetTypeMask::FromType(ToolTarget::TargetType);
}
virtual bool BeginTool(FEditorViewportClient* ViewportClient, const FLandscapeToolTarget& InTarget, const FVector& InHitLocation) override
{
this->EdMode->GizmoBrush->Tick(ViewportClient, 0.1f);
// horrible hack
// (but avoids duplicating the code from FLandscapeToolBase)
BackupCurrentBrush = this->EdMode->CurrentBrush;
this->EdMode->CurrentBrush = this->EdMode->GizmoBrush;
return FLandscapeToolBase<FLandscapeToolStrokeCopy<ToolTarget>>::BeginTool(ViewportClient, InTarget, InHitLocation);
}
virtual void EndTool(FEditorViewportClient* ViewportClient) override
{
FLandscapeToolBase<FLandscapeToolStrokeCopy<ToolTarget>>::EndTool(ViewportClient);
this->EdMode->CurrentBrush = BackupCurrentBrush;
}
protected:
FLandscapeBrush* BackupCurrentBrush;
};
template<class ToolTarget>
class FLandscapeToolStrokePaste : public FLandscapeToolStrokeBase
{
public:
FLandscapeToolStrokePaste(FEdModeLandscape* InEdMode, const FLandscapeToolTarget& InTarget)
: EdMode(InEdMode)
, LandscapeInfo(InTarget.LandscapeInfo.Get())
, Cache(InTarget)
, HeightCache(InTarget)
, WeightCache(InTarget)
{
}
void Apply(FEditorViewportClient* ViewportClient, FLandscapeBrush* Brush, const ULandscapeEditorObject* UISettings, const TArray<FLandscapeToolMousePosition>& MousePositions)
{
//ULandscapeInfo* LandscapeInfo = EdMode->CurrentToolTarget.LandscapeInfo;
ALandscapeGizmoActiveActor* Gizmo = EdMode->CurrentGizmoActor.Get();
// Cache and copy in Gizmo's region...
if (LandscapeInfo && Gizmo && Gizmo->GetRootComponent())
{
if (Gizmo->SelectedData.Num() == 0)
{
return;
}
// Automatically fill in any placeholder layers
// This gives a much better user experience when copying data to a newly created landscape
for (ULandscapeLayerInfoObject* LayerInfo : Gizmo->LayerInfos)
{
int32 LayerInfoIndex = LandscapeInfo->GetLayerInfoIndex(LayerInfo);
if (LayerInfoIndex == INDEX_NONE)
{
LayerInfoIndex = LandscapeInfo->GetLayerInfoIndex(LayerInfo->LayerName);
if (LayerInfoIndex != INDEX_NONE)
{
FLandscapeInfoLayerSettings& LayerSettings = LandscapeInfo->Layers[LayerInfoIndex];
if (LayerSettings.LayerInfoObj == nullptr)
{
LayerSettings.Owner = LandscapeInfo->GetLandscapeProxy(); // this isn't strictly accurate, but close enough
LayerSettings.LayerInfoObj = LayerInfo;
LayerSettings.bValid = true;
}
}
}
}
Gizmo->TargetLandscapeInfo = LandscapeInfo;
float ScaleXY = LandscapeInfo->DrawScale.X;
//LandscapeInfo->Modify();
// Get list of verts to update
FLandscapeBrushData BrushInfo = Brush->ApplyBrush(MousePositions);
if (!BrushInfo)
{
return;
}
int32 X1, Y1, X2, Y2;
BrushInfo.GetInclusiveBounds(X1, Y1, X2, Y2);
// Tablet pressure
float Pressure = (ViewportClient && ViewportClient->Viewport->IsPenActive()) ? ViewportClient->Viewport->GetTabletPressure() : 1.0f;
// expand the area by one vertex in each direction to ensure normals are calculated correctly
X1 -= 1;
Y1 -= 1;
X2 += 1;
Y2 += 1;
const bool bApplyToAll = EdMode->UISettings->bApplyToAllTargets;
const int32 LayerNum = Gizmo->LayerInfos.Num() > 0 ? LandscapeInfo->Layers.Num() : 0;
TArray<uint16> HeightData;
TArray<uint8> WeightDatas; // Weight*Layers...
TArray<typename ToolTarget::CacheClass::DataType> Data;
if (bApplyToAll)
{
HeightCache.CacheData(X1, Y1, X2, Y2);
HeightCache.GetCachedData(X1, Y1, X2, Y2, HeightData);
if (LayerNum > 0)
{
WeightCache.CacheData(X1, Y1, X2, Y2);
WeightCache.GetCachedData(X1, Y1, X2, Y2, WeightDatas, LayerNum);
}
}
else
{
Cache.CacheData(X1, Y1, X2, Y2);
Cache.GetCachedData(X1, Y1, X2, Y2, Data);
}
const float Width = Gizmo->GetWidth();
const float Height = Gizmo->GetHeight();
const float W = Gizmo->GetWidth() / (2 * ScaleXY);
const float H = Gizmo->GetHeight() / (2 * ScaleXY);
const float SignX = Gizmo->GetRootComponent()->RelativeScale3D.X > 0.0f ? 1.0f : -1.0f;
const float SignY = Gizmo->GetRootComponent()->RelativeScale3D.Y > 0.0f ? 1.0f : -1.0f;
const float ScaleX = Gizmo->CachedWidth / Width * ScaleXY / Gizmo->CachedScaleXY;
const float ScaleY = Gizmo->CachedHeight / Height * ScaleXY / Gizmo->CachedScaleXY;
FMatrix WToL = LandscapeInfo->GetLandscapeProxy()->LandscapeActorToWorld().ToMatrixWithScale().InverseFast();
//FMatrix LToW = Landscape->LocalToWorld();
FVector BaseLocation = WToL.TransformPosition(Gizmo->GetActorLocation());
//FMatrix LandscapeLocalToGizmo = FRotationTranslationMatrix(FRotator(0, Gizmo->Rotation.Yaw, 0), FVector(BaseLocation.X - W + 0.5, BaseLocation.Y - H + 0.5, 0));
FMatrix LandscapeToGizmoLocal =
(FTranslationMatrix(FVector((-W + 0.5)*SignX, (-H + 0.5)*SignY, 0)) * FScaleRotationTranslationMatrix(FVector(SignX, SignY, 1.0f), FRotator(0, Gizmo->GetActorRotation().Yaw, 0), FVector(BaseLocation.X, BaseLocation.Y, 0))).InverseFast();
for (int32 Y = BrushInfo.GetBounds().Min.Y; Y < BrushInfo.GetBounds().Max.Y; Y++)
{
const float* BrushScanline = BrushInfo.GetDataPtr(FIntPoint(0, Y));
for (int32 X = BrushInfo.GetBounds().Min.X; X < BrushInfo.GetBounds().Max.X; X++)
{
const float BrushValue = BrushScanline[X];
if (BrushValue > 0.0f)
{
// TODO: This is a mess and badly needs refactoring
// Value before we apply our painting
int32 index = (X - X1) + (Y - Y1)*(1 + X2 - X1);
float PaintAmount = (Brush->GetBrushType() == ELandscapeBrushType::Gizmo) ? BrushValue : BrushValue * EdMode->UISettings->ToolStrength * Pressure;
FVector GizmoLocal = LandscapeToGizmoLocal.TransformPosition(FVector(X, Y, 0));
GizmoLocal.X *= ScaleX * SignX;
GizmoLocal.Y *= ScaleY * SignY;
int32 LX = FMath::FloorToInt(GizmoLocal.X);
int32 LY = FMath::FloorToInt(GizmoLocal.Y);
float FracX = GizmoLocal.X - LX;
float FracY = GizmoLocal.Y - LY;
FGizmoSelectData* Data00 = Gizmo->SelectedData.Find(ALandscape::MakeKey(LX, LY));
FGizmoSelectData* Data10 = Gizmo->SelectedData.Find(ALandscape::MakeKey(LX + 1, LY));
FGizmoSelectData* Data01 = Gizmo->SelectedData.Find(ALandscape::MakeKey(LX, LY + 1));
FGizmoSelectData* Data11 = Gizmo->SelectedData.Find(ALandscape::MakeKey(LX + 1, LY + 1));
for (int32 i = -1; (!bApplyToAll && i < 0) || i < LayerNum; ++i)
{
if ((bApplyToAll && (i < 0)) || (!bApplyToAll && EdMode->CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap))
{
float OriginalValue;
if (bApplyToAll)
{
OriginalValue = HeightData[index];
}
else
{
OriginalValue = Data[index];
}
float Value = LandscapeDataAccess::GetLocalHeight(OriginalValue);
float DestValue = FLandscapeHeightCache::ClampValue(
LandscapeDataAccess::GetTexHeight(
FMath::Lerp(
FMath::Lerp(Data00 ? FMath::Lerp(Value, Gizmo->GetLandscapeHeight(Data00->HeightData), Data00->Ratio) : Value,
Data10 ? FMath::Lerp(Value, Gizmo->GetLandscapeHeight(Data10->HeightData), Data10->Ratio) : Value, FracX),
FMath::Lerp(Data01 ? FMath::Lerp(Value, Gizmo->GetLandscapeHeight(Data01->HeightData), Data01->Ratio) : Value,
Data11 ? FMath::Lerp(Value, Gizmo->GetLandscapeHeight(Data11->HeightData), Data11->Ratio) : Value, FracX),
FracY
))
);
switch (EdMode->UISettings->PasteMode)
{
case ELandscapeToolNoiseMode::Add:
PaintAmount = OriginalValue < DestValue ? PaintAmount : 0.0f;
break;
case ELandscapeToolNoiseMode::Sub:
PaintAmount = OriginalValue > DestValue ? PaintAmount : 0.0f;
break;
default:
break;
}
if (bApplyToAll)
{
HeightData[index] = FMath::Lerp(OriginalValue, DestValue, PaintAmount);
}
else
{
Data[index] = FMath::Lerp(OriginalValue, DestValue, PaintAmount);
}
}
else
{
ULandscapeLayerInfoObject* LayerInfo;
float OriginalValue;
if (bApplyToAll)
{
LayerInfo = LandscapeInfo->Layers[i].LayerInfoObj;
OriginalValue = WeightDatas[index*LayerNum + i];
}
else
{
LayerInfo = EdMode->CurrentToolTarget.LayerInfo.Get();
OriginalValue = Data[index];
}
float DestValue = FLandscapeAlphaCache::ClampValue(
FMath::Lerp(
FMath::Lerp(Data00 ? FMath::Lerp(OriginalValue, Data00->WeightDataMap.FindRef(LayerInfo), Data00->Ratio) : OriginalValue,
Data10 ? FMath::Lerp(OriginalValue, Data10->WeightDataMap.FindRef(LayerInfo), Data10->Ratio) : OriginalValue, FracX),
FMath::Lerp(Data01 ? FMath::Lerp(OriginalValue, Data01->WeightDataMap.FindRef(LayerInfo), Data01->Ratio) : OriginalValue,
Data11 ? FMath::Lerp(OriginalValue, Data11->WeightDataMap.FindRef(LayerInfo), Data11->Ratio) : OriginalValue, FracX),
FracY
));
if (bApplyToAll)
{
WeightDatas[index*LayerNum + i] = FMath::Lerp(OriginalValue, DestValue, PaintAmount);
}
else
{
Data[index] = FMath::Lerp(OriginalValue, DestValue, PaintAmount);
}
}
}
}
}
}
for (ULandscapeLayerInfoObject* LayerInfo : Gizmo->LayerInfos)
{
if (LandscapeInfo->GetLayerInfoIndex(LayerInfo) != INDEX_NONE)
{
WeightCache.AddDirtyLayer(LayerInfo);
}
}
if (bApplyToAll)
{
HeightCache.SetCachedData(X1, Y1, X2, Y2, HeightData);
HeightCache.Flush();
if (WeightDatas.Num())
{
// Set the layer data, bypassing painting restrictions because it doesn't work well when altering multiple layers
WeightCache.SetCachedData(X1, Y1, X2, Y2, WeightDatas, LayerNum, ELandscapeLayerPaintingRestriction::None);
}
WeightCache.Flush();
}
else
{
Cache.SetCachedData(X1, Y1, X2, Y2, Data);
Cache.Flush();
}
GEngine->BroadcastLevelActorListChanged();
}
}
protected:
FEdModeLandscape* EdMode;
ULandscapeInfo* LandscapeInfo;
typename ToolTarget::CacheClass Cache;
FLandscapeHeightCache HeightCache;
FLandscapeFullWeightCache WeightCache;
};
//
// FLandscapeToolPaste
//
template<class ToolTarget>
class FLandscapeToolPaste : public FLandscapeToolBase<FLandscapeToolStrokePaste<ToolTarget>>
{
public:
FLandscapeToolPaste(FEdModeLandscape* InEdMode)
: FLandscapeToolBase<FLandscapeToolStrokePaste<ToolTarget>>(InEdMode)
, bUseGizmoRegion(false)
, BackupCurrentBrush(nullptr)
{
}
virtual const TCHAR* GetToolName() override { return TEXT("Paste"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Region", "Region Copy/Paste"); };
virtual void SetEditRenderType() override
{
GLandscapeEditRenderMode = ELandscapeEditRenderMode::Gizmo | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask);
GLandscapeEditRenderMode |= (this->EdMode && this->EdMode->CurrentToolTarget.LandscapeInfo.IsValid() && this->EdMode->CurrentToolTarget.LandscapeInfo->SelectedRegion.Num()) ? ELandscapeEditRenderMode::SelectRegion : ELandscapeEditRenderMode::SelectComponent;
}
void SetGizmoMode(bool InbUseGizmoRegion)
{
bUseGizmoRegion = InbUseGizmoRegion;
}
virtual ELandscapeToolTargetTypeMask::Type GetSupportedTargetTypes() override
{
return ELandscapeToolTargetTypeMask::FromType(ToolTarget::TargetType);
}
virtual bool BeginTool(FEditorViewportClient* ViewportClient, const FLandscapeToolTarget& InTarget, const FVector& InHitLocation) override
{
this->EdMode->GizmoBrush->Tick(ViewportClient, 0.1f);
// horrible hack
// (but avoids duplicating the code from FLandscapeToolBase)
BackupCurrentBrush = this->EdMode->CurrentBrush;
if (bUseGizmoRegion)
{
this->EdMode->CurrentBrush = this->EdMode->GizmoBrush;
}
return FLandscapeToolBase<FLandscapeToolStrokePaste<ToolTarget>>::BeginTool(ViewportClient, InTarget, InHitLocation);
}
virtual void EndTool(FEditorViewportClient* ViewportClient) override
{
FLandscapeToolBase<FLandscapeToolStrokePaste<ToolTarget>>::EndTool(ViewportClient);
if (bUseGizmoRegion)
{
this->EdMode->CurrentBrush = BackupCurrentBrush;
}
check(this->EdMode->CurrentBrush == BackupCurrentBrush);
}
virtual bool MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 x, int32 y) override
{
if (bUseGizmoRegion)
{
return true;
}
return FLandscapeToolBase<FLandscapeToolStrokePaste<ToolTarget>>::MouseMove(ViewportClient, Viewport, x, y);
}
protected:
bool bUseGizmoRegion;
FLandscapeBrush* BackupCurrentBrush;
};
template<class ToolTarget>
class FLandscapeToolCopyPaste : public FLandscapeToolPaste<ToolTarget>
{
public:
FLandscapeToolCopyPaste(FEdModeLandscape* InEdMode)
: FLandscapeToolPaste<ToolTarget>(InEdMode)
, CopyTool(InEdMode)
{
}
// Just hybrid of Copy and Paste tool
virtual const TCHAR* GetToolName() override { return TEXT("CopyPaste"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_Region", "Region Copy/Paste"); };
virtual void EnterTool() override
{
// Make sure gizmo actor is selected
ALandscapeGizmoActiveActor* Gizmo = this->EdMode->CurrentGizmoActor.Get();
if (Gizmo)
{
GEditor->SelectNone(false, true);
GEditor->SelectActor(Gizmo, true, false, true);
}
}
// Copy tool doesn't use any view information, so just do it as one function
void Copy()
{
CopyTool.BeginTool(nullptr, this->EdMode->CurrentToolTarget, FVector::ZeroVector);
CopyTool.EndTool(nullptr);
}
void Paste()
{
this->SetGizmoMode(true);
this->BeginTool(nullptr, this->EdMode->CurrentToolTarget, FVector::ZeroVector);
this->EndTool(nullptr);
this->SetGizmoMode(false);
}
protected:
FLandscapeToolCopy<ToolTarget> CopyTool;
};
void FEdModeLandscape::CopyDataToGizmo()
{
// For Copy operation...
if (CopyPasteTool /*&& CopyPasteTool == CurrentTool*/)
{
CopyPasteTool->Copy();
}
if (CurrentGizmoActor.IsValid())
{
GEditor->SelectNone(false, true);
GEditor->SelectActor(CurrentGizmoActor.Get(), true, true, true);
}
}
void FEdModeLandscape::PasteDataFromGizmo()
{
// For Paste for Gizmo Region operation...
if (CopyPasteTool /*&& CopyPasteTool == CurrentTool*/)
{
CopyPasteTool->Paste();
}
if (CurrentGizmoActor.IsValid())
{
GEditor->SelectNone(false, true);
GEditor->SelectActor(CurrentGizmoActor.Get(), true, true, true);
}
}
//
// FLandscapeToolNewLandscape
//
class FLandscapeToolNewLandscape : public FLandscapeTool
{
public:
FEdModeLandscape* EdMode;
ENewLandscapePreviewMode::Type NewLandscapePreviewMode;
FLandscapeToolNewLandscape(FEdModeLandscape* InEdMode)
: FLandscapeTool()
, EdMode(InEdMode)
, NewLandscapePreviewMode(ENewLandscapePreviewMode::NewLandscape)
{
}
virtual const TCHAR* GetToolName() override { return TEXT("NewLandscape"); }
virtual FText GetDisplayName() override { return NSLOCTEXT("UnrealEd", "LandscapeMode_NewLandscape", "New Landscape"); };
virtual void SetEditRenderType() override { GLandscapeEditRenderMode = ELandscapeEditRenderMode::None | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask); }
virtual bool SupportsMask() override { return false; }
virtual void EnterTool() override
{
EdMode->NewLandscapePreviewMode = NewLandscapePreviewMode;
}
virtual void ExitTool() override
{
NewLandscapePreviewMode = EdMode->NewLandscapePreviewMode;
EdMode->NewLandscapePreviewMode = ENewLandscapePreviewMode::None;
}
virtual bool BeginTool(FEditorViewportClient* ViewportClient, const FLandscapeToolTarget& Target, const FVector& InHitLocation) override
{
// does nothing
return false;
}
virtual void EndTool(FEditorViewportClient* ViewportClient) override
{
// does nothing
}
virtual bool MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 x, int32 y) override
{
// does nothing
return false;
}
};
//
// FLandscapeToolResizeLandscape
//
class FLandscapeToolResizeLandscape : public FLandscapeTool
{
public:
FEdModeLandscape* EdMode;
FLandscapeToolResizeLandscape(FEdModeLandscape* InEdMode)
: FLandscapeTool()
, EdMode(InEdMode)
{
}
virtual const TCHAR* GetToolName() override { return TEXT("ResizeLandscape"); }
virtual FText GetDisplayName() override { return LOCTEXT("LandscapeMode_ResizeLandscape", "Change Landscape Component Size"); };
virtual void SetEditRenderType() override { GLandscapeEditRenderMode = ELandscapeEditRenderMode::None | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask); }
virtual bool SupportsMask() override { return false; }
virtual void EnterTool() override
{
const int32 ComponentSizeQuads = EdMode->CurrentToolTarget.LandscapeInfo->ComponentSizeQuads;
int32 MinX, MinY, MaxX, MaxY;
if (EdMode->CurrentToolTarget.LandscapeInfo->GetLandscapeExtent(MinX, MinY, MaxX, MaxY))
{
EdMode->UISettings->ResizeLandscape_Original_ComponentCount.X = (MaxX - MinX) / ComponentSizeQuads;
EdMode->UISettings->ResizeLandscape_Original_ComponentCount.Y = (MaxY - MinY) / ComponentSizeQuads;
EdMode->UISettings->ResizeLandscape_ComponentCount = EdMode->UISettings->ResizeLandscape_Original_ComponentCount;
}
else
{
EdMode->UISettings->ResizeLandscape_Original_ComponentCount = FIntPoint::ZeroValue;
EdMode->UISettings->ResizeLandscape_ComponentCount = FIntPoint::ZeroValue;
}
EdMode->UISettings->ResizeLandscape_Original_QuadsPerSection = EdMode->CurrentToolTarget.LandscapeInfo->SubsectionSizeQuads;
EdMode->UISettings->ResizeLandscape_Original_SectionsPerComponent = EdMode->CurrentToolTarget.LandscapeInfo->ComponentNumSubsections;
EdMode->UISettings->ResizeLandscape_QuadsPerSection = EdMode->UISettings->ResizeLandscape_Original_QuadsPerSection;
EdMode->UISettings->ResizeLandscape_SectionsPerComponent = EdMode->UISettings->ResizeLandscape_Original_SectionsPerComponent;
}
virtual void ExitTool() override
{
}
virtual bool BeginTool(FEditorViewportClient* ViewportClient, const FLandscapeToolTarget& Target, const FVector& InHitLocation) override
{
// does nothing
return false;
}
virtual void EndTool(FEditorViewportClient* ViewportClient) override
{
// does nothing
}
virtual bool MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 x, int32 y) override
{
// does nothing
return false;
}
};
//////////////////////////////////////////////////////////////////////////
void FEdModeLandscape::InitializeTool_NewLandscape()
{
auto Tool_NewLandscape = MakeUnique<FLandscapeToolNewLandscape>(this);
Tool_NewLandscape->ValidBrushes.Add("BrushSet_Dummy");
LandscapeTools.Add(MoveTemp(Tool_NewLandscape));
}
void FEdModeLandscape::InitializeTool_ResizeLandscape()
{
auto Tool_ResizeLandscape = MakeUnique<FLandscapeToolResizeLandscape>(this);
Tool_ResizeLandscape->ValidBrushes.Add("BrushSet_Dummy");
LandscapeTools.Add(MoveTemp(Tool_ResizeLandscape));
}
void FEdModeLandscape::InitializeTool_Select()
{
auto Tool_Select = MakeUnique<FLandscapeToolSelect<FLandscapeToolStrokeSelect>>(this);
Tool_Select->ValidBrushes.Add("BrushSet_Component");
LandscapeTools.Add(MoveTemp(Tool_Select));
}
void FEdModeLandscape::InitializeTool_AddComponent()
{
auto Tool_AddComponent = MakeUnique<FLandscapeToolAddComponent>(this);
Tool_AddComponent->ValidBrushes.Add("BrushSet_Component");
LandscapeTools.Add(MoveTemp(Tool_AddComponent));
}
void FEdModeLandscape::InitializeTool_DeleteComponent()
{
auto Tool_DeleteComponent = MakeUnique<FLandscapeToolDeleteComponent>(this);
Tool_DeleteComponent->ValidBrushes.Add("BrushSet_Component");
LandscapeTools.Add(MoveTemp(Tool_DeleteComponent));
}
void FEdModeLandscape::InitializeTool_MoveToLevel()
{
auto Tool_MoveToLevel = MakeUnique<FLandscapeToolMoveToLevel>(this);
Tool_MoveToLevel->ValidBrushes.Add("BrushSet_Component");
LandscapeTools.Add(MoveTemp(Tool_MoveToLevel));
}
void FEdModeLandscape::InitializeTool_Mask()
{
auto Tool_Mask = MakeUnique<FLandscapeToolMask<FLandscapeToolStrokeSelect>>(this);
Tool_Mask->ValidBrushes.Add("BrushSet_Circle");
Tool_Mask->ValidBrushes.Add("BrushSet_Alpha");
Tool_Mask->ValidBrushes.Add("BrushSet_Pattern");
LandscapeTools.Add(MoveTemp(Tool_Mask));
}
void FEdModeLandscape::InitializeTool_CopyPaste()
{
auto Tool_CopyPaste_Heightmap = MakeUnique<FLandscapeToolCopyPaste<FHeightmapToolTarget>>(this);
Tool_CopyPaste_Heightmap->ValidBrushes.Add("BrushSet_Circle");
Tool_CopyPaste_Heightmap->ValidBrushes.Add("BrushSet_Alpha");
Tool_CopyPaste_Heightmap->ValidBrushes.Add("BrushSet_Pattern");
Tool_CopyPaste_Heightmap->ValidBrushes.Add("BrushSet_Gizmo");
CopyPasteTool = Tool_CopyPaste_Heightmap.Get();
LandscapeTools.Add(MoveTemp(Tool_CopyPaste_Heightmap));
//auto Tool_CopyPaste_Weightmap = MakeUnique<FLandscapeToolCopyPaste<FWeightmapToolTarget>>(this);
//Tool_CopyPaste_Weightmap->ValidBrushes.Add("BrushSet_Circle");
//Tool_CopyPaste_Weightmap->ValidBrushes.Add("BrushSet_Alpha");
//Tool_CopyPaste_Weightmap->ValidBrushes.Add("BrushSet_Pattern");
//Tool_CopyPaste_Weightmap->ValidBrushes.Add("BrushSet_Gizmo");
//LandscapeTools.Add(MoveTemp(Tool_CopyPaste_Weightmap));
}
void FEdModeLandscape::InitializeTool_Visibility()
{
auto Tool_Visibility = MakeUnique<FLandscapeToolVisibility>(this);
Tool_Visibility->ValidBrushes.Add("BrushSet_Circle");
Tool_Visibility->ValidBrushes.Add("BrushSet_Alpha");
Tool_Visibility->ValidBrushes.Add("BrushSet_Pattern");
LandscapeTools.Add(MoveTemp(Tool_Visibility));
}
#undef LOCTEXT_NAMESPACE