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UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/PropertySets/PolygroupLayersProperties.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "PropertySets/PolygroupLayersProperties.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "DynamicMesh/DynamicMeshAttributeSet.h"
#include "Polygroups/PolygroupUtil.h"
using namespace UE::Geometry;
void UPolygroupLayersProperties::InitializeGroupLayers(const FDynamicMesh3* Mesh)
{
GroupLayersList.Reset();
GroupLayersList.Add(TEXT("Default")); // always have standard group
if (Mesh->Attributes())
{
for (int32 k = 0; k < Mesh->Attributes()->NumPolygroupLayers(); k++)
{
FName Name = Mesh->Attributes()->GetPolygroupLayer(k)->GetName();
GroupLayersList.Add(Name.ToString());
}
}
if (GroupLayersList.Contains(ActiveGroupLayer.ToString()) == false) // discard restored value if it doesn't apply
{
ActiveGroupLayer = FName(GroupLayersList[0]);
}
}
void UPolygroupLayersProperties::InitializeGroupLayers(const TSet<FName>& LayerNames)
{
GroupLayersList.Reset();
GroupLayersList.Add(TEXT("Default")); // always have standard group
for (const FName& Name : LayerNames)
{
GroupLayersList.Add(Name.ToString());
}
if (GroupLayersList.Contains(ActiveGroupLayer.ToString()) == false) // discard restored value if it doesn't apply
{
ActiveGroupLayer = FName(GroupLayersList[0]);
}
}
bool UPolygroupLayersProperties::HasSelectedPolygroup() const
{
return ActiveGroupLayer != FName(GroupLayersList[0]);
}
void UPolygroupLayersProperties::SetSelectedFromPolygroupIndex(int32 Index)
{
if (Index < 0)
{
ActiveGroupLayer = FName(GroupLayersList[0]);
}
else
{
ActiveGroupLayer = FName(GroupLayersList[Index+1]);
}
}
UE::Geometry::FPolygroupLayer UPolygroupLayersProperties::GetSelectedLayer(const FDynamicMesh3& FromMesh)
{
if (HasSelectedPolygroup() == false)
{
return FPolygroupLayer::Default();
}
else
{
int32 Index = UE::Geometry::FindPolygroupLayerIndexByName(FromMesh, ActiveGroupLayer);
return (Index >= 0) ? FPolygroupLayer::Layer(Index) : FPolygroupLayer::Default();
}
}