// Copyright Epic Games, Inc. All Rights Reserved. #include "SelectToggleGeometryCollectionCommand.h" #include "Editor.h" #include "EditorSupportDelegates.h" #include "Engine/Selection.h" #include "Framework/Commands/UIAction.h" #include "GeometryCollection/GeometryCollection.h" #include "GeometryCollection/GeometryCollectionClusteringUtility.h" #include "GeometryCollection/GeometryCollectionComponent.h" #include "GeometryCollection/GeometryCollectionObject.h" #include "IMeshEditorModeEditingContract.h" #include "IMeshEditorModeUIContract.h" #include "MeshFractureSettings.h" #include "ScopedTransaction.h" #define LOCTEXT_NAMESPACE "SelectedToggleGeometryCollectionCommand" DEFINE_LOG_CATEGORY(LogSelectToggleGeometryCommand); FUIAction USelectToggleGeometryCollectionCommand::MakeUIAction(class IMeshEditorModeUIContract& MeshEditorMode) { FUIAction UIAction; { FExecuteAction ExecuteAction(FExecuteAction::CreateLambda([&MeshEditorMode, this] { this->Execute(MeshEditorMode); })); UIAction = FUIAction( ExecuteAction, FCanExecuteAction::CreateLambda([&MeshEditorMode] { return (MeshEditorMode.GetSelectedEditableMeshes().Num() > 0); })); } return UIAction; } void USelectToggleGeometryCollectionCommand::RegisterUICommand( FBindingContext* BindingContext ) { UI_COMMAND_EXT( BindingContext, /* Out */ UICommandInfo, "SelectToggleMeshChunks", "Select Toggle", "Select Toggle Mesh Chunks.", EUserInterfaceActionType::Button, FInputChord() ); } void USelectToggleGeometryCollectionCommand::Execute(IMeshEditorModeEditingContract& MeshEditorMode) { if (MeshEditorMode.GetActiveAction() != NAME_None) { return; } if (MeshEditorMode.GetSelectedEditableMeshes().Num() == 0) { return; } FScopedTransaction Transaction(LOCTEXT("SelectAllMeshChunks", "Select Toggle Mesh Chunks")); MeshEditorMode.CommitSelectedMeshes(); TArray SelectedMeshes = MeshEditorMode.GetSelectedEditableMeshes(); for (UEditableMesh* Mesh : SelectedMeshes) { UGeometryCollectionComponent* GeometryCollectionComponent = GetGeometryCollectionComponent(Mesh); if (GeometryCollectionComponent) { FScopedColorEdit EditBoneColor = GeometryCollectionComponent->EditBoneSelection(); EditBoneColor.SelectBones(GeometryCollection::ESelectionMode::InverseGeometry); } } } #undef LOCTEXT_NAMESPACE