// Copyright Epic Games, Inc. All Rights Reserved. #include "LandscapeEdMode.h" #include "Algo/Accumulate.h" #include "SceneView.h" #include "Engine/Texture2D.h" #include "EditorViewportClient.h" #include "Misc/MessageDialog.h" #include "Modules/ModuleManager.h" #include "Engine/Light.h" #include "Engine/Selection.h" #include "EditorModeManager.h" #include "LandscapeFileFormatInterface.h" #include "LandscapeEditorModule.h" #include "LandscapeEditorObject.h" #include "Landscape.h" #include "LandscapeStreamingProxy.h" #include "LandscapeSubsystem.h" #include "LandscapeSettings.h" #include "EditorSupportDelegates.h" #include "ScopedTransaction.h" #include "LandscapeEdit.h" #include "LandscapeEditorUtils.h" #include "LandscapeRender.h" #include "LandscapeDataAccess.h" #include "Framework/Commands/UICommandList.h" #include "LevelEditor.h" #include "Toolkits/ToolkitManager.h" #include "LandscapeHeightfieldCollisionComponent.h" #include "InstancedFoliageActor.h" #include "EditorWorldExtension.h" #include "LandscapeEdModeTools.h" #include "LandscapeInfoMap.h" #include "LandscapeImportHelper.h" #include "LandscapeConfigHelper.h" #include "UObject/ObjectSaveContext.h" //Slate dependencies #include "Misc/FeedbackContext.h" #include "IAssetViewport.h" #include "SLevelViewport.h" #include "SLandscapeEditor.h" #include "Framework/Application/SlateApplication.h" // Classes #include "LandscapeMaterialInstanceConstant.h" #include "LandscapeSplinesComponent.h" #include "ComponentReregisterContext.h" #include "EngineUtils.h" #include "Misc/ScopedSlowTask.h" #include "LandscapeEditorCommands.h" #include "Framework/Commands/InputBindingManager.h" #include "MouseDeltaTracker.h" #include "Interfaces/IMainFrameModule.h" #include "LandscapeBlueprintBrushBase.h" #include "Engine/TextureRenderTarget2D.h" #include "Settings/EditorExperimentalSettings.h" #include "ComponentRecreateRenderStateContext.h" #define LOCTEXT_NAMESPACE "Landscape" DEFINE_LOG_CATEGORY(LogLandscapeEdMode); void FLandscapeTool::SetEditRenderType() { GLandscapeEditRenderMode = ELandscapeEditRenderMode::SelectRegion | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask); } namespace LandscapeTool { UMaterialInstance* CreateMaterialInstance(UMaterialInterface* BaseMaterial) { ULandscapeMaterialInstanceConstant* MaterialInstance = NewObject(GetTransientPackage()); MaterialInstance->bEditorToolUsage = true; MaterialInstance->SetParentEditorOnly(BaseMaterial); MaterialInstance->PostEditChange(); return MaterialInstance; } } // // FEdModeLandscape // /** Constructor */ FEdModeLandscape::FEdModeLandscape() : FEdMode() , UISettings(nullptr) , CurrentToolMode(nullptr) , CurrentTool(nullptr) , CurrentBrush(nullptr) , GizmoBrush(nullptr) , CurrentToolIndex(INDEX_NONE) , CurrentBrushSetIndex(0) , NewLandscapePreviewMode(ENewLandscapePreviewMode::None) , ImportExportMode(EImportExportMode::Import) , CurrentGizmoActor(nullptr) , CopyPasteTool(nullptr) , SplinesTool(nullptr) , TargetLayerStartingIndex(0) , CachedLandscapeMaterial(nullptr) , ToolActiveViewport(nullptr) , bIsPaintingInVR(false) , InteractorPainting(nullptr) , bNeedsUpdateShownLayerList(false) , bUpdatingLandscapeInfo(false) { GLayerDebugColorMaterial = LandscapeTool::CreateMaterialInstance(LoadObject(nullptr, TEXT("/Engine/EditorLandscapeResources/LayerVisMaterial.LayerVisMaterial"))); GSelectionColorMaterial = LandscapeTool::CreateMaterialInstance(LoadObject(nullptr, TEXT("/Engine/EditorLandscapeResources/SelectBrushMaterial_Selected.SelectBrushMaterial_Selected"))); GSelectionRegionMaterial = LandscapeTool::CreateMaterialInstance(LoadObject(nullptr, TEXT("/Engine/EditorLandscapeResources/SelectBrushMaterial_SelectedRegion.SelectBrushMaterial_SelectedRegion"))); GMaskRegionMaterial = LandscapeTool::CreateMaterialInstance(LoadObject(nullptr, TEXT("/Engine/EditorLandscapeResources/MaskBrushMaterial_MaskedRegion.MaskBrushMaterial_MaskedRegion"))); GColorMaskRegionMaterial = LandscapeTool::CreateMaterialInstance(LoadObject(nullptr, TEXT("/Engine/EditorLandscapeResources/ColorMaskBrushMaterial_MaskedRegion.ColorMaskBrushMaterial_MaskedRegion"))); GLandscapeDirtyMaterial = LandscapeTool::CreateMaterialInstance(LoadObject(nullptr, TEXT("/Engine/EditorLandscapeResources/LandscapeDirtyMaterial.LandscapeDirtyMaterial"))); GLandscapeBlackTexture = LoadObject(nullptr, TEXT("/Engine/EngineResources/Black.Black")); GLandscapeLayerUsageMaterial = LandscapeTool::CreateMaterialInstance(LoadObject(nullptr, TEXT("/Engine/EditorLandscapeResources/LandscapeLayerUsageMaterial.LandscapeLayerUsageMaterial"))); // Initialize modes UpdateToolModes(); // Initialize tools. InitializeTool_Paint(); InitializeTool_Smooth(); InitializeTool_Flatten(); InitializeTool_Erosion(); InitializeTool_HydraErosion(); InitializeTool_Noise(); InitializeTool_Retopologize(); InitializeTool_NewLandscape(); InitializeTool_ResizeLandscape(); InitializeTool_ImportExport(); InitializeTool_Select(); InitializeTool_AddComponent(); InitializeTool_DeleteComponent(); InitializeTool_MoveToLevel(); InitializeTool_Mask(); InitializeTool_CopyPaste(); InitializeTool_Visibility(); InitializeTool_Splines(); InitializeTool_Ramp(); InitializeTool_Mirror(); InitializeTool_BlueprintBrush(); // Initialize brushes InitializeBrushes(); CurrentBrush = LandscapeBrushSets[0].Brushes[0]; CurrentToolTarget.LandscapeInfo = nullptr; CurrentToolTarget.TargetType = ELandscapeToolTargetType::Heightmap; CurrentToolTarget.LayerInfo = nullptr; UISettings = NewObject(GetTransientPackage(), TEXT("UISettings"), RF_Transactional); UISettings->SetParent(this); ILandscapeEditorModule& LandscapeEditorModule = FModuleManager::GetModuleChecked("LandscapeEditor"); TSharedPtr CommandList = LandscapeEditorModule.GetLandscapeLevelViewportCommandList(); const FLandscapeEditorCommands& LandscapeActions = FLandscapeEditorCommands::Get(); CommandList->MapAction(LandscapeActions.IncreaseBrushSize, FExecuteAction::CreateRaw(this, &FEdModeLandscape::ChangeBrushSize, true), FCanExecuteAction(), FIsActionChecked()); CommandList->MapAction(LandscapeActions.DecreaseBrushSize, FExecuteAction::CreateRaw(this, &FEdModeLandscape::ChangeBrushSize, false), FCanExecuteAction(), FIsActionChecked()); CommandList->MapAction(LandscapeActions.IncreaseBrushFalloff, FExecuteAction::CreateRaw(this, &FEdModeLandscape::ChangeBrushFalloff, true), FCanExecuteAction(), FIsActionChecked()); CommandList->MapAction(LandscapeActions.DecreaseBrushFalloff, FExecuteAction::CreateRaw(this, &FEdModeLandscape::ChangeBrushFalloff, false), FCanExecuteAction(), FIsActionChecked()); CommandList->MapAction(LandscapeActions.IncreaseBrushStrength, FExecuteAction::CreateRaw(this, &FEdModeLandscape::ChangeBrushStrength, true), FCanExecuteAction(), FIsActionChecked()); CommandList->MapAction(LandscapeActions.DecreaseBrushStrength, FExecuteAction::CreateRaw(this, &FEdModeLandscape::ChangeBrushStrength, false), FCanExecuteAction(), FIsActionChecked()); CommandList->MapAction(LandscapeActions.IncreaseAlphaBrushRotation, FExecuteAction::CreateRaw(this, &FEdModeLandscape::ChangeAlphaBrushRotation, true), FCanExecuteAction(), FIsActionChecked()); CommandList->MapAction(LandscapeActions.DecreaseAlphaBrushRotation, FExecuteAction::CreateRaw(this, &FEdModeLandscape::ChangeAlphaBrushRotation, false), FCanExecuteAction(), FIsActionChecked()); } /** Destructor */ FEdModeLandscape::~FEdModeLandscape() { // Destroy tools. LandscapeTools.Empty(); // Destroy brushes LandscapeBrushSets.Empty(); // Clean up Debug Materials FlushRenderingCommands(); GLayerDebugColorMaterial = nullptr; GSelectionColorMaterial = nullptr; GSelectionRegionMaterial = nullptr; GMaskRegionMaterial = nullptr; GColorMaskRegionMaterial = nullptr; GLandscapeBlackTexture = nullptr; GLandscapeLayerUsageMaterial = nullptr; GLandscapeDirtyMaterial = nullptr; InteractorPainting = nullptr; } /** FGCObject interface */ void FEdModeLandscape::AddReferencedObjects(FReferenceCollector& Collector) { // Call parent implementation FEdMode::AddReferencedObjects(Collector); Collector.AddReferencedObject(UISettings); Collector.AddReferencedObject(GLayerDebugColorMaterial); Collector.AddReferencedObject(GSelectionColorMaterial); Collector.AddReferencedObject(GSelectionRegionMaterial); Collector.AddReferencedObject(GMaskRegionMaterial); Collector.AddReferencedObject(GColorMaskRegionMaterial); Collector.AddReferencedObject(GLandscapeBlackTexture); Collector.AddReferencedObject(GLandscapeLayerUsageMaterial); Collector.AddReferencedObject(GLandscapeDirtyMaterial); } void FEdModeLandscape::UpdateToolModes() { // Keep mapping of CurrentTool and CurrentTargetLayer TMap PreviousTools; TMap PreviousTargetLayerNames; for (const FLandscapeToolMode& Previous : LandscapeToolModes) { PreviousTools.Add(Previous.ToolModeName, Previous.CurrentToolName); PreviousTargetLayerNames.Add(Previous.ToolModeName, Previous.CurrentTargetLayerName); } LandscapeToolModes.Reset(); FLandscapeToolMode* ToolMode_Manage = new(LandscapeToolModes)FLandscapeToolMode(TEXT("ToolMode_Manage"), ELandscapeToolTargetTypeMask::NA); ToolMode_Manage->ValidTools.Add(TEXT("NewLandscape")); ToolMode_Manage->ValidTools.Add(TEXT("Select")); ToolMode_Manage->ValidTools.Add(TEXT("AddComponent")); ToolMode_Manage->ValidTools.Add(TEXT("DeleteComponent")); ToolMode_Manage->ValidTools.Add(TEXT("MoveToLevel")); ToolMode_Manage->ValidTools.Add(TEXT("ResizeLandscape")); ToolMode_Manage->ValidTools.Add(TEXT("Splines")); ToolMode_Manage->ValidTools.Add(TEXT("ImportExport")); // Restore FName* PreviousToolName = PreviousTools.Find(ToolMode_Manage->ToolModeName); ToolMode_Manage->CurrentToolName = PreviousToolName ? *PreviousToolName : TEXT("Select"); FName* PreviousTargetLayerName = PreviousTargetLayerNames.Find(ToolMode_Manage->ToolModeName); ToolMode_Manage->CurrentTargetLayerName = PreviousTargetLayerName ? *PreviousTargetLayerName : NAME_None; FLandscapeToolMode* ToolMode_Sculpt = new(LandscapeToolModes)FLandscapeToolMode(TEXT("ToolMode_Sculpt"), ELandscapeToolTargetTypeMask::Heightmap | ELandscapeToolTargetTypeMask::Visibility); ToolMode_Sculpt->ValidTools.Add(TEXT("Sculpt")); if (CanHaveLandscapeLayersContent()) { ToolMode_Sculpt->ValidTools.Add(TEXT("Erase")); } ToolMode_Sculpt->ValidTools.Add(TEXT("Smooth")); ToolMode_Sculpt->ValidTools.Add(TEXT("Flatten")); ToolMode_Sculpt->ValidTools.Add(TEXT("Ramp")); ToolMode_Sculpt->ValidTools.Add(TEXT("Noise")); ToolMode_Sculpt->ValidTools.Add(TEXT("Erosion")); ToolMode_Sculpt->ValidTools.Add(TEXT("HydraErosion")); ToolMode_Sculpt->ValidTools.Add(TEXT("Retopologize")); ToolMode_Sculpt->ValidTools.Add(TEXT("Visibility")); if (CanHaveLandscapeLayersContent()) { ToolMode_Sculpt->ValidTools.Add(TEXT("BlueprintBrush")); } ToolMode_Sculpt->ValidTools.Add(TEXT("Mask")); ToolMode_Sculpt->ValidTools.Add(TEXT("CopyPaste")); ToolMode_Sculpt->ValidTools.Add(TEXT("Mirror")); // Restore PreviousToolName = PreviousTools.Find(ToolMode_Sculpt->ToolModeName); ToolMode_Sculpt->CurrentToolName = PreviousToolName ? *PreviousToolName : TEXT("Sculpt"); PreviousTargetLayerName = PreviousTargetLayerNames.Find(ToolMode_Sculpt->ToolModeName); ToolMode_Sculpt->CurrentTargetLayerName = PreviousTargetLayerName ? *PreviousTargetLayerName : NAME_None; FLandscapeToolMode* ToolMode_Paint = new(LandscapeToolModes)FLandscapeToolMode(TEXT("ToolMode_Paint"), ELandscapeToolTargetTypeMask::Weightmap); ToolMode_Paint->ValidTools.Add(TEXT("Paint")); ToolMode_Paint->ValidTools.Add(TEXT("Smooth")); ToolMode_Paint->ValidTools.Add(TEXT("Flatten")); ToolMode_Paint->ValidTools.Add(TEXT("Noise")); ToolMode_Paint->ValidTools.Add(TEXT("Visibility")); if (CanHaveLandscapeLayersContent()) { ToolMode_Paint->ValidTools.Add(TEXT("BlueprintBrush")); } PreviousToolName = PreviousTools.Find(ToolMode_Paint->ToolModeName); ToolMode_Paint->CurrentToolName = PreviousToolName ? *PreviousToolName : TEXT("Paint"); PreviousTargetLayerName = PreviousTargetLayerNames.Find(ToolMode_Paint->ToolModeName); ToolMode_Paint->CurrentTargetLayerName = PreviousTargetLayerName ? *PreviousTargetLayerName : NAME_None; // Since available tools might have changed try and reset the current tool if (CurrentToolMode && CurrentToolIndex != INDEX_NONE) { SetCurrentTool(CurrentToolIndex, CurrentToolMode->CurrentTargetLayerName); } } bool FEdModeLandscape::UsesToolkits() const { return true; } TSharedRef FEdModeLandscape::GetUICommandList() const { check(Toolkit.IsValid()); return Toolkit->GetToolkitCommands(); } void FEdModeLandscape::OnCanHaveLayersContentChanged() { RefreshDetailPanel(); UpdateToolModes(); } void FEdModeLandscape::PostUpdateLayerContent() { if (bNeedsUpdateShownLayerList) { UpdateShownLayerList(); } } ELandscapeToolTargetType::Type FEdModeLandscape::GetLandscapeToolTargetType() const { if (CurrentToolMode) { if (CurrentToolMode->ToolModeName == "ToolMode_Sculpt") { return CurrentToolTarget.TargetType == ELandscapeToolTargetType::Visibility ? ELandscapeToolTargetType::Visibility : ELandscapeToolTargetType::Heightmap; } else if (CurrentToolMode->ToolModeName == "ToolMode_Paint") { return ELandscapeToolTargetType::Weightmap; } } return ELandscapeToolTargetType::Invalid; } const FLandscapeLayer* FEdModeLandscape::GetLandscapeSelectedLayer() const { return GetCurrentLayer(); } ULandscapeLayerInfoObject* FEdModeLandscape::GetSelectedLandscapeLayerInfo() const { return CurrentToolTarget.LayerInfo.Get(); } void FEdModeLandscape::SetLandscapeInfo(ULandscapeInfo* InLandscapeInfo) { check(!InLandscapeInfo || InLandscapeInfo->SupportsLandscapeEditing()); if (CurrentToolTarget.LandscapeInfo != InLandscapeInfo) { { TGuardValue GuardFlag(bUpdatingLandscapeInfo, true); CurrentToolTarget.LandscapeInfo = InLandscapeInfo; UpdateTargetList(); UpdateToolModes(); } RefreshDetailPanel(); } } int32 FEdModeLandscape::GetAccumulatedAllLandscapesResolution() const { int32 TotalResolution = 0; TotalResolution = Algo::Accumulate(LandscapeList, TotalResolution, [](int32 Accum, const FLandscapeListInfo& LandscapeListInfo) { return Accum + ((LandscapeListInfo.Width > 0) ? LandscapeListInfo.Width : 1) * ((LandscapeListInfo.Height > 0) ? LandscapeListInfo.Height : 1); }); return TotalResolution; } bool FEdModeLandscape::IsLandscapeResolutionCompliant() const { const TObjectPtr Settings = GetDefault(); check(!Settings.IsNull()); if (Settings->IsLandscapeResolutionRestricted()) { int32 TotalResolution = (CurrentTool != nullptr) ? CurrentTool->GetToolActionResolutionDelta() : 0; TotalResolution += GetAccumulatedAllLandscapesResolution(); return TotalResolution <= Settings->GetTotalResolutionLimit(); } return true; } bool FEdModeLandscape::DoesCurrentToolAffectEditLayers() const { return (CurrentTool != nullptr) ? CurrentTool->AffectsEditLayers() : false; } FText FEdModeLandscape::GetLandscapeResolutionErrorText() const { const TObjectPtr Settings = GetDefault(); check(!Settings.IsNull()); return FText::Format(LOCTEXT("LandscapeResolutionError", "Total resolution for all Landscape actors cannot exceed the equivalent of {0} x {0}."), Settings->GetSideResolutionLimit()); } int32 FEdModeLandscape::GetNewLandscapeResolutionX() const { return UISettings->NewLandscape_ComponentCount.X * UISettings->NewLandscape_SectionsPerComponent * UISettings->NewLandscape_QuadsPerSection + 1; } int32 FEdModeLandscape::GetNewLandscapeResolutionY() const { return UISettings->NewLandscape_ComponentCount.Y * UISettings->NewLandscape_SectionsPerComponent * UISettings->NewLandscape_QuadsPerSection + 1; } /** FEdMode: Called when the mode is entered */ void FEdModeLandscape::Enter() { ErrorReasonOnMouseUp = FText::GetEmpty(); // Call parent implementation FEdMode::Enter(); if (UWorld* World = GetWorld()) { for (auto It = ULandscapeInfoMap::GetLandscapeInfoMap(World).Map.CreateIterator(); It; ++It) { if (ULandscapeInfo* LandscapeInfo = It.Value()) { if (ALandscape* Landscape = (IsValid(LandscapeInfo) && LandscapeInfo->SupportsLandscapeEditing()) ? LandscapeInfo->LandscapeActor.Get() : nullptr) { Landscape->RegisterLandscapeEdMode(this); } } } } OnLevelActorDeletedDelegateHandle = GEngine->OnLevelActorDeleted().AddSP(this, &FEdModeLandscape::OnLevelActorRemoved); OnLevelActorAddedDelegateHandle = GEngine->OnLevelActorAdded().AddSP(this, &FEdModeLandscape::OnLevelActorAdded); PreSaveWorldHandle = FEditorDelegates::PreSaveWorldWithContext.AddSP(this, &FEdModeLandscape::OnPreSaveWorld); UpdateToolModes(); ALandscapeProxy* SelectedLandscape = GEditor->GetSelectedActors()->GetTop(); if (SelectedLandscape && SelectedLandscape->GetLandscapeInfo()->SupportsLandscapeEditing()) { SetLandscapeInfo(SelectedLandscape->GetLandscapeInfo()); GEditor->SelectNone(false, true); GEditor->SelectActor(SelectedLandscape, true, false); } else { GEditor->SelectNone(true, true); } for (TActorIterator It(GetWorld()); It; ++It) { ALandscapeGizmoActiveActor* GizmoActor = *It; if (GizmoActor->HasAnyFlags(RF_Transient)) { CurrentGizmoActor = *It; break; } } if (!CurrentGizmoActor.IsValid()) { FActorSpawnParameters SpawnParams; SpawnParams.ObjectFlags |= RF_Transient; CurrentGizmoActor = GetWorld()->SpawnActor(SpawnParams); CurrentGizmoActor->ImportFromClipboard(); } // Update list of landscapes and layers // For now depends on the SpawnActor() above in order to get the current editor world as edmodes don't get told UpdateLandscapeList(); UpdateBrushList(); OnWorldChangeDelegateHandle = FEditorSupportDelegates::WorldChange.AddRaw(this, &FEdModeLandscape::HandleLevelsChanged, true); OnLevelsChangedDelegateHandle = GetWorld()->OnLevelsChanged().AddRaw(this, &FEdModeLandscape::HandleLevelsChanged, true); OnMaterialCompilationFinishedDelegateHandle = UMaterial::OnMaterialCompilationFinished().AddRaw(this, &FEdModeLandscape::OnMaterialCompilationFinished); if (CurrentToolTarget.LandscapeInfo.IsValid()) { ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy(); LandscapeProxy->OnMaterialChangedDelegate().AddRaw(this, &FEdModeLandscape::OnLandscapeMaterialChangedDelegate); if (ALandscape* Landscape = GetLandscape()) { Landscape->OnBlueprintBrushChangedDelegate().AddRaw(this, &FEdModeLandscape::RefreshDetailPanel); if (Landscape->HasLayersContent()) { if (Landscape->GetLandscapeSplinesReservedLayer()) { Landscape->RequestSplineLayerUpdate(); } Landscape->RequestLayersContentUpdateForceAll(); } } } if (CurrentGizmoActor.IsValid()) { CurrentGizmoActor->SetTargetLandscape(CurrentToolTarget.LandscapeInfo.Get()); CurrentGizmoActor.Get()->bSnapToLandscapeGrid = UISettings->bSnapGizmo; } int32 SquaredDataTex = ALandscapeGizmoActiveActor::DataTexSize * ALandscapeGizmoActiveActor::DataTexSize; if (CurrentGizmoActor.IsValid() && !CurrentGizmoActor->GizmoTexture) { // Init Gizmo Texture... CurrentGizmoActor->GizmoTexture = NewObject(GetTransientPackage(), NAME_None, RF_Transient); if (CurrentGizmoActor->GizmoTexture) { CurrentGizmoActor->GizmoTexture->Source.Init( ALandscapeGizmoActiveActor::DataTexSize, ALandscapeGizmoActiveActor::DataTexSize, 1, 1, TSF_G8 ); CurrentGizmoActor->GizmoTexture->SRGB = false; CurrentGizmoActor->GizmoTexture->CompressionNone = true; CurrentGizmoActor->GizmoTexture->MipGenSettings = TMGS_NoMipmaps; CurrentGizmoActor->GizmoTexture->AddressX = TA_Clamp; CurrentGizmoActor->GizmoTexture->AddressY = TA_Clamp; CurrentGizmoActor->GizmoTexture->LODGroup = TEXTUREGROUP_Terrain_Weightmap; uint8* TexData = CurrentGizmoActor->GizmoTexture->Source.LockMip(0); FMemory::Memset(TexData, 0, SquaredDataTex*sizeof(uint8)); // Restore Sampled Data if exist... if (CurrentGizmoActor->CachedScaleXY > 0.0f) { int32 SizeX = FMath::CeilToInt(CurrentGizmoActor->CachedWidth / CurrentGizmoActor->CachedScaleXY); int32 SizeY = FMath::CeilToInt(CurrentGizmoActor->CachedHeight / CurrentGizmoActor->CachedScaleXY); for (int32 Y = 0; Y < CurrentGizmoActor->SampleSizeY; ++Y) { for (int32 X = 0; X < CurrentGizmoActor->SampleSizeX; ++X) { float TexX = X * SizeX / CurrentGizmoActor->SampleSizeX; float TexY = Y * SizeY / CurrentGizmoActor->SampleSizeY; int32 LX = FMath::FloorToInt(TexX); int32 LY = FMath::FloorToInt(TexY); float FracX = TexX - LX; float FracY = TexY - LY; FGizmoSelectData* Data00 = CurrentGizmoActor->SelectedData.Find(FIntPoint(LX, LY)); FGizmoSelectData* Data10 = CurrentGizmoActor->SelectedData.Find(FIntPoint(LX + 1, LY)); FGizmoSelectData* Data01 = CurrentGizmoActor->SelectedData.Find(FIntPoint(LX, LY + 1)); FGizmoSelectData* Data11 = CurrentGizmoActor->SelectedData.Find(FIntPoint(LX + 1, LY + 1)); TexData[X + Y*ALandscapeGizmoActiveActor::DataTexSize] = FMath::Lerp( FMath::Lerp(Data00 ? Data00->Ratio : 0, Data10 ? Data10->Ratio : 0, FracX), FMath::Lerp(Data01 ? Data01->Ratio : 0, Data11 ? Data11->Ratio : 0, FracX), FracY ) * 255; } } } CurrentGizmoActor->GizmoTexture->Source.UnlockMip(0); CurrentGizmoActor->GizmoTexture->PostEditChange(); FlushRenderingCommands(); } } if (CurrentGizmoActor.IsValid() && CurrentGizmoActor->SampledHeight.Num() != SquaredDataTex) { CurrentGizmoActor->SampledHeight.Empty(SquaredDataTex); CurrentGizmoActor->SampledHeight.AddZeroed(SquaredDataTex); CurrentGizmoActor->DataType = LGT_None; } if (CurrentGizmoActor.IsValid()) // Update Scene Proxy { CurrentGizmoActor->ReregisterAllComponents(); } GLandscapeEditRenderMode = ELandscapeEditRenderMode::None; GLandscapeEditModeActive = true; // Load UI settings from config file UISettings->Load(); // It is cleared on exit so update here even if LandscapeInfo hasn't changed UpdateTargetList(); UpdateShownLayerList(); FName ToolkitPalette = NAME_None; // Initialize current tool prior to creating the landscape toolkit in case it has a dependency on it if (LandscapeList.Num() == 0) { SetCurrentToolMode("ToolMode_Manage", false); SetCurrentTool("NewLandscape"); ToolkitPalette = "ToolMode_Manage"; } else { if (CurrentToolMode == nullptr || (CurrentToolMode->CurrentToolName == FName("NewLandscape")) || CurrentToolMode->CurrentToolName == NAME_None) { SetCurrentToolMode("ToolMode_Sculpt", false); SetCurrentTool("Sculpt"); ToolkitPalette = "ToolMode_Sculpt"; } else { SetCurrentTool(CurrentToolMode->CurrentToolName); ToolkitPalette = CurrentToolMode->ToolModeName; } } // Create the landscape editor window if (!Toolkit.IsValid()) { Toolkit = MakeShareable(new FLandscapeToolKit); Toolkit->Init(Owner->GetToolkitHost()); Toolkit->SetCurrentPalette(ToolkitPalette); } // Force real-time viewports. We'll back up the current viewport state so we can restore it when the // user exits this mode. const bool bWantRealTime = true; ForceRealTimeViewports(bWantRealTime); CurrentBrush->EnterBrush(); if (GizmoBrush) { GizmoBrush->EnterBrush(); } } /** FEdMode: Called when the mode is exited */ void FEdModeLandscape::Exit() { if (UWorld* World = GetWorld()) { for (auto It = ULandscapeInfoMap::GetLandscapeInfoMap(World).Map.CreateIterator(); It; ++It) { if (ULandscapeInfo* LandscapeInfo = It.Value()) { if (ALandscape* Landscape = (IsValid(LandscapeInfo) && LandscapeInfo->SupportsLandscapeEditing()) ? LandscapeInfo->LandscapeActor.Get() : nullptr) { Landscape->UnregisterLandscapeEdMode(); } } } } FEditorDelegates::PreSaveWorldWithContext.Remove(PreSaveWorldHandle); GEngine->OnLevelActorDeleted().Remove(OnLevelActorDeletedDelegateHandle); GEngine->OnLevelActorAdded().Remove(OnLevelActorAddedDelegateHandle); FEditorSupportDelegates::WorldChange.Remove(OnWorldChangeDelegateHandle); GetWorld()->OnLevelsChanged().Remove(OnLevelsChangedDelegateHandle); UMaterial::OnMaterialCompilationFinished().Remove(OnMaterialCompilationFinishedDelegateHandle); if (CurrentToolTarget.LandscapeInfo.IsValid()) { if (ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy()) { LandscapeProxy->OnMaterialChangedDelegate().RemoveAll(this); } if (ALandscape* Landscape = GetLandscape()) { Landscape->OnBlueprintBrushChangedDelegate().RemoveAll(this); } } // Restore real-time viewport state if we changed it const bool bWantRealTimeOverride = false; ForceRealTimeViewports(bWantRealTimeOverride); if (Toolkit.IsValid()) { FToolkitManager::Get().CloseToolkit(Toolkit.ToSharedRef()); Toolkit.Reset(); } CurrentBrush->LeaveBrush(); if (GizmoBrush) { GizmoBrush->LeaveBrush(); } if (CurrentTool) { CurrentTool->PreviousBrushIndex = CurrentBrushSetIndex; CurrentTool->ExitTool(); } CurrentTool = nullptr; // Leave CurrentToolIndex set so we can restore the active tool on re-opening the landscape editor LandscapeList.Empty(); LandscapeTargetList.Empty(); TargetLayerStartingIndex = 0; // Save UI settings to config file UISettings->Save(); GLandscapeViewMode = ELandscapeViewMode::Normal; GLandscapeEditRenderMode = ELandscapeEditRenderMode::None; GLandscapeEditModeActive = false; CurrentGizmoActor = nullptr; GEditor->SelectNone(false, true); // Clear all GizmoActors if there is no Landscape in World bool bIsLandscapeExist = false; for (TActorIterator It(GetWorld()); It; ++It) { bIsLandscapeExist = true; break; } if (!bIsLandscapeExist) { for (TActorIterator It(GetWorld()); It; ++It) { GetWorld()->DestroyActor(*It, false, false); } } // Redraw one last time to remove any landscape editor stuff from view GEditor->RedrawLevelEditingViewports(); // Call parent implementation FEdMode::Exit(); } void FEdModeLandscape::OnPreSaveWorld(UWorld* InWorld, FObjectPreSaveContext ObjectSaveContext) { // If the mode is pending deletion, don't run the presave routine. if (!Owner->IsModeActive(GetID())) { return; } // Avoid doing this during procedural saves to keep determinism and we don't want to do this on GameWorlds. if (!InWorld->IsGameWorld() && !ObjectSaveContext.IsProceduralSave()) { ULandscapeInfoMap& LandscapeInfoMap = ULandscapeInfoMap::GetLandscapeInfoMap(InWorld); for (const TPair& Pair : LandscapeInfoMap.Map) { if (const ULandscapeInfo* LandscapeInfo = Pair.Value) { if (ALandscape* LandscapeActor = LandscapeInfo->LandscapeActor.Get()) { LandscapeActor->OnPreSave(); } } } } } /** FEdMode: Called once per frame */ void FEdModeLandscape::Tick(FEditorViewportClient* ViewportClient, float DeltaTime) { FEdMode::Tick(ViewportClient, DeltaTime); if (!IsEditingEnabled()) { return; } FViewport* const Viewport = ViewportClient->Viewport; if (ToolActiveViewport && ToolActiveViewport == Viewport && ensure(CurrentTool) && !bIsPaintingInVR) { // Require Ctrl or not as per user preference const ELandscapeFoliageEditorControlType LandscapeEditorControlType = GetDefault()->LandscapeEditorControlType; if (!Viewport->KeyState(EKeys::LeftMouseButton) || (LandscapeEditorControlType == ELandscapeFoliageEditorControlType::RequireCtrl && !IsCtrlDown(Viewport))) { // Don't end the current tool if we are just modifying it if (!IsAdjustingBrush(Viewport) && CurrentTool->IsToolActive()) { CurrentTool->EndTool(ViewportClient); Viewport->CaptureMouse(false); ToolActiveViewport = nullptr; } } } if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { const bool bStaleTargetLandscapeInfo = CurrentToolTarget.LandscapeInfo.IsStale(); const bool bStaleTargetLandscape = CurrentToolTarget.LandscapeInfo.IsValid() && (CurrentToolTarget.LandscapeInfo->GetLandscapeProxy() != nullptr); if (bStaleTargetLandscapeInfo || bStaleTargetLandscape) { UpdateLandscapeList(); } if (CurrentToolTarget.LandscapeInfo.IsValid()) { ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy(); if (LandscapeProxy == nullptr || LandscapeProxy->GetLandscapeMaterial() != CachedLandscapeMaterial) { UpdateTargetList(); } else { if (CurrentTool) { CurrentTool->Tick(ViewportClient, DeltaTime); } if (CurrentBrush) { CurrentBrush->Tick(ViewportClient, DeltaTime); } if (CurrentBrush != GizmoBrush && CurrentGizmoActor.IsValid() && GizmoBrush && (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo)) { GizmoBrush->Tick(ViewportClient, DeltaTime); } } } } static int32 LastLandscapeSplineFalloffModulationValue = CVarLandscapeSplineFalloffModulation.GetValueOnAnyThread(); if (LastLandscapeSplineFalloffModulationValue != CVarLandscapeSplineFalloffModulation.GetValueOnAnyThread()) { if (ALandscape* Landscape = GetLandscape()) { Landscape->RequestSplineLayerUpdate(); } LastLandscapeSplineFalloffModulationValue = CVarLandscapeSplineFalloffModulation.GetValueOnAnyThread(); } } /** FEdMode: Called when the mouse is moved over the viewport */ bool FEdModeLandscape::MouseMove(FEditorViewportClient* InViewportClient, FViewport* InViewport, int32 MouseX, int32 MouseY) { // due to mouse capture this should only ever be called on the active viewport // if it ever gets called on another viewport the mouse has been released without us picking it up if (ToolActiveViewport && ensure(CurrentTool) && !bIsPaintingInVR) { int32 MouseXDelta = MouseX - InViewportClient->GetCachedMouseX(); int32 MouseYDelta = MouseY - InViewportClient->GetCachedMouseY(); if (FMath::Abs(MouseXDelta) > 0 || FMath::Abs(MouseYDelta) > 0) { const bool bSizeChange = FMath::Abs(MouseXDelta) > FMath::Abs(MouseYDelta) ? MouseXDelta > 0 : MouseYDelta < 0; // The way y position is stored here is inverted relative to expected mouse movement to change brush size // Are we altering something about the brush? FInputChord CompareChord; FInputBindingManager::Get().GetUserDefinedChord(FLandscapeEditorCommands::LandscapeContext, TEXT("DragBrushSize"), EMultipleKeyBindingIndex::Primary, CompareChord); if (InViewport->KeyState(CompareChord.Key)) { ChangeBrushSize(bSizeChange); return true; } FInputBindingManager::Get().GetUserDefinedChord(FLandscapeEditorCommands::LandscapeContext, TEXT("DragBrushStrength"), EMultipleKeyBindingIndex::Primary, CompareChord); if (InViewport->KeyState(CompareChord.Key)) { ChangeBrushStrength(bSizeChange); return true; } FInputBindingManager::Get().GetUserDefinedChord(FLandscapeEditorCommands::LandscapeContext, TEXT("DragBrushFalloff"), EMultipleKeyBindingIndex::Primary, CompareChord); if (InViewport->KeyState(CompareChord.Key)) { ChangeBrushFalloff(bSizeChange); return true; } } // Require Ctrl or not as per user preference const ELandscapeFoliageEditorControlType LandscapeEditorControlType = GetDefault()->LandscapeEditorControlType; if (ToolActiveViewport != InViewport || !InViewport->KeyState(EKeys::LeftMouseButton) || (LandscapeEditorControlType == ELandscapeFoliageEditorControlType::RequireCtrl && !IsCtrlDown(InViewport))) { if (CurrentTool->IsToolActive()) { CurrentTool->EndTool(InViewportClient); } InViewport->CaptureMouse(false); ToolActiveViewport = nullptr; } } if (!IsEditingEnabled()) { return false; } bool Result = false; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool) { Result = CurrentTool->MouseMove(InViewportClient, InViewport, MouseX, MouseY); InViewportClient->Invalidate(false, false); } } return Result; } bool FEdModeLandscape::GetCursor(EMouseCursor::Type& OutCursor) const { if (!IsEditingEnabled()) { return false; } bool Result = false; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool) { Result = CurrentTool->GetCursor(OutCursor); } } return Result; } bool FEdModeLandscape::GetOverrideCursorVisibility(bool& bWantsOverride, bool& bHardwareCursorVisible, bool bSoftwareCursorVisible) const { if (!IsEditingEnabled()) { return false; } bool Result = false; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool) { Result = CurrentTool->GetOverrideCursorVisibility(bWantsOverride, bHardwareCursorVisible, bSoftwareCursorVisible); } } return Result; } bool FEdModeLandscape::PreConvertMouseMovement(FEditorViewportClient* InViewportClient) { if (!IsEditingEnabled()) { return false; } bool Result = false; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool) { Result = CurrentTool->PreConvertMouseMovement(InViewportClient); } } return Result; } bool FEdModeLandscape::PostConvertMouseMovement(FEditorViewportClient* InViewportClient) { if (!IsEditingEnabled()) { return false; } bool Result = false; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool) { Result = CurrentTool->PostConvertMouseMovement(InViewportClient); } } return Result; } bool FEdModeLandscape::DisallowMouseDeltaTracking() const { // We never want to use the mouse delta tracker while painting return (ToolActiveViewport != nullptr); } /** * Called when the mouse is moved while a window input capture is in effect * * @param InViewportClient Level editor viewport client that captured the mouse input * @param InViewport Viewport that captured the mouse input * @param InMouseX New mouse cursor X coordinate * @param InMouseY New mouse cursor Y coordinate * * @return true if input was handled */ bool FEdModeLandscape::CapturedMouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 MouseX, int32 MouseY) { return MouseMove(ViewportClient, Viewport, MouseX, MouseY); } namespace { bool GIsGizmoDragging = false; } /** FEdMode: Called when a mouse button is pressed */ bool FEdModeLandscape::StartTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport) { if (CurrentGizmoActor.IsValid() && CurrentGizmoActor->IsSelected() && GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo) { GIsGizmoDragging = true; return true; } return false; } /** FEdMode: Called when the a mouse button is released */ bool FEdModeLandscape::EndTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport) { if (GIsGizmoDragging) { GIsGizmoDragging = false; return true; } return false; } /** Trace under the mouse cursor and return the landscape hit and the hit location (in landscape quad space) */ bool FEdModeLandscape::LandscapeMouseTrace(FEditorViewportClient* ViewportClient, float& OutHitX, float& OutHitY) { int32 MouseX = ViewportClient->Viewport->GetMouseX(); int32 MouseY = ViewportClient->Viewport->GetMouseY(); return LandscapeMouseTrace(ViewportClient, MouseX, MouseY, OutHitX, OutHitY); } bool FEdModeLandscape::LandscapeMouseTrace(FEditorViewportClient* ViewportClient, FVector& OutHitLocation) { int32 MouseX = ViewportClient->Viewport->GetMouseX(); int32 MouseY = ViewportClient->Viewport->GetMouseY(); return LandscapeMouseTrace(ViewportClient, MouseX, MouseY, OutHitLocation); } /** Trace under the specified coordinates and return the landscape hit and the hit location (in landscape quad space) */ bool FEdModeLandscape::LandscapeMouseTrace(FEditorViewportClient* ViewportClient, int32 MouseX, int32 MouseY, float& OutHitX, float& OutHitY) { FVector HitLocation; bool bResult = LandscapeMouseTrace(ViewportClient, MouseX, MouseY, HitLocation); OutHitX = HitLocation.X; OutHitY = HitLocation.Y; return bResult; } bool FEdModeLandscape::LandscapeMouseTrace(FEditorViewportClient* ViewportClient, int32 MouseX, int32 MouseY, FVector& OutHitLocation) { // Cache a copy of the world pointer UWorld* World = ViewportClient->GetWorld(); // Compute a world space ray from the screen space mouse coordinates FSceneViewFamilyContext ViewFamily(FSceneViewFamilyContext::ConstructionValues(ViewportClient->Viewport, ViewportClient->GetScene(), ViewportClient->EngineShowFlags) .SetRealtimeUpdate(ViewportClient->IsRealtime())); FSceneView* View = ViewportClient->CalcSceneView(&ViewFamily); FViewportCursorLocation MouseViewportRay(View, ViewportClient, MouseX, MouseY); FVector MouseViewportRayDirection = MouseViewportRay.GetDirection(); FVector Start = MouseViewportRay.GetOrigin(); FVector End = Start + WORLD_MAX * MouseViewportRayDirection; if (ViewportClient->IsOrtho()) { Start -= WORLD_MAX * MouseViewportRayDirection; } return LandscapeTrace(Start, End, OutHitLocation); } bool FEdModeLandscape::LandscapeTrace(const FVector& InRayOrigin, const FVector& InRayEnd, FVector& OutHitLocation) { if (!CurrentTool || !CurrentToolTarget.LandscapeInfo.IsValid()) { return false; } FVector Start = InRayOrigin; FVector End = InRayEnd; // Cache a copy of the world pointer UWorld* World = GetWorld(); // Check Tool Trace first if (CurrentTool->HitTrace(Start, End, OutHitLocation)) { return true; } TArray Results; // Each landscape component has 2 collision shapes, 1 of them is specific to landscape editor // Trace only ECC_Visibility channel, so we do hit only Editor specific shape World->LineTraceMultiByObjectType(Results, Start, End, FCollisionObjectQueryParams(ECollisionChannel::ECC_Visibility), FCollisionQueryParams(SCENE_QUERY_STAT(LandscapeTrace), true)); for (int32 i = 0; i < Results.Num(); i++) { const FHitResult& Hit = Results[i]; ULandscapeHeightfieldCollisionComponent* CollisionComponent = Cast(Hit.Component.Get()); if (CollisionComponent) { ALandscapeProxy* HitLandscape = CollisionComponent->GetLandscapeProxy(); if (HitLandscape && CurrentToolTarget.LandscapeInfo.IsValid() && CurrentToolTarget.LandscapeInfo->LandscapeGuid == HitLandscape->GetLandscapeGuid()) { OutHitLocation = HitLandscape->LandscapeActorToWorld().InverseTransformPosition(Hit.Location); return true; } } } return false; } bool FEdModeLandscape::LandscapePlaneTrace(FEditorViewportClient* ViewportClient, const FPlane& Plane, FVector& OutHitLocation) { int32 MouseX = ViewportClient->Viewport->GetMouseX(); int32 MouseY = ViewportClient->Viewport->GetMouseY(); return LandscapePlaneTrace(ViewportClient, MouseX, MouseY, Plane, OutHitLocation); } bool FEdModeLandscape::LandscapePlaneTrace(FEditorViewportClient* ViewportClient, int32 MouseX, int32 MouseY, const FPlane& Plane, FVector& OutHitLocation) { // Compute a world space ray from the screen space mouse coordinates FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues( ViewportClient->Viewport, ViewportClient->GetScene(), ViewportClient->EngineShowFlags) .SetRealtimeUpdate(ViewportClient->IsRealtime())); FSceneView* View = ViewportClient->CalcSceneView(&ViewFamily); FViewportCursorLocation MouseViewportRay(View, ViewportClient, MouseX, MouseY); FVector Start = MouseViewportRay.GetOrigin(); FVector End = Start + WORLD_MAX * MouseViewportRay.GetDirection(); OutHitLocation = FMath::LinePlaneIntersection(Start, End, Plane); return true; } namespace { const int32 SelectionSizeThresh = 2 * 256 * 256; FORCEINLINE bool IsSlowSelect(ULandscapeInfo* LandscapeInfo) { if (LandscapeInfo) { int32 MinX = MAX_int32, MinY = MAX_int32, MaxX = MIN_int32, MaxY = MIN_int32; LandscapeInfo->GetSelectedExtent(MinX, MinY, MaxX, MaxY); return (MinX != MAX_int32 && ((MaxX - MinX) * (MaxY - MinY))); } return false; } }; EEditAction::Type FEdModeLandscape::GetActionEditDuplicate() { EEditAction::Type Result = EEditAction::Skip; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool != nullptr) { Result = CurrentTool->GetActionEditDuplicate(); } } return Result; } EEditAction::Type FEdModeLandscape::GetActionEditDelete() { EEditAction::Type Result = EEditAction::Skip; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool != nullptr) { Result = CurrentTool->GetActionEditDelete(); } if (Result == EEditAction::Skip) { // Prevent deleting Gizmo during LandscapeEdMode if (CurrentGizmoActor.IsValid()) { if (CurrentGizmoActor->IsSelected()) { if (GEditor->GetSelectedActors()->Num() > 1) { GEditor->GetSelectedActors()->Deselect(CurrentGizmoActor.Get()); Result = EEditAction::Skip; } else { Result = EEditAction::Halt; } } } } } return Result; } EEditAction::Type FEdModeLandscape::GetActionEditCut() { EEditAction::Type Result = EEditAction::Skip; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool != nullptr) { Result = CurrentTool->GetActionEditCut(); } } if (Result == EEditAction::Skip) { // Special case: we don't want the 'normal' cut operation to be possible at all while in this mode, // so we need to stop evaluating the others in-case they come back as true. return EEditAction::Halt; } return Result; } EEditAction::Type FEdModeLandscape::GetActionEditCopy() { EEditAction::Type Result = EEditAction::Skip; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool != nullptr) { Result = CurrentTool->GetActionEditCopy(); } if (Result == EEditAction::Skip) { if (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo || GLandscapeEditRenderMode & (ELandscapeEditRenderMode::Select)) { if (CurrentGizmoActor.IsValid() && GizmoBrush && CurrentGizmoActor->TargetLandscapeInfo) { Result = EEditAction::Process; } } } } return Result; } EEditAction::Type FEdModeLandscape::GetActionEditPaste() { EEditAction::Type Result = EEditAction::Skip; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool != nullptr) { Result = CurrentTool->GetActionEditPaste(); } if (Result == EEditAction::Skip) { if (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo || GLandscapeEditRenderMode & (ELandscapeEditRenderMode::Select)) { if (CurrentGizmoActor.IsValid() && GizmoBrush && CurrentGizmoActor->TargetLandscapeInfo) { Result = EEditAction::Process; } } } } return Result; } bool FEdModeLandscape::ProcessEditDuplicate() { if (!IsEditingEnabled()) { return true; } bool Result = false; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool != nullptr) { Result = CurrentTool->ProcessEditDuplicate(); } } return Result; } bool FEdModeLandscape::ProcessEditDelete() { if (!IsEditingEnabled()) { return true; } bool Result = false; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool != nullptr) { Result = CurrentTool->ProcessEditDelete(); } } return Result; } bool FEdModeLandscape::ProcessEditCut() { if (!IsEditingEnabled()) { return true; } bool Result = false; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool != nullptr) { Result = CurrentTool->ProcessEditCut(); } } return Result; } bool FEdModeLandscape::ProcessEditCopy() { if (!IsEditingEnabled()) { return true; } bool Result = false; if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool != nullptr) { Result = CurrentTool->ProcessEditCopy(); } if (!Result) { ALandscapeBlueprintBrushBase* CurrentlySelectedBPBrush = nullptr; for (FSelectionIterator It(GEditor->GetSelectedActorIterator()); It; ++It) { CurrentlySelectedBPBrush = Cast(*It); if (CurrentlySelectedBPBrush) { break; } } if (!CurrentlySelectedBPBrush) { bool IsSlowTask = IsSlowSelect(CurrentGizmoActor->TargetLandscapeInfo); if (IsSlowTask) { GWarn->BeginSlowTask(LOCTEXT("BeginFitGizmoAndCopy", "Fit Gizmo to Selected Region and Copy Data..."), true); } FScopedTransaction Transaction(LOCTEXT("LandscapeGizmo_Copy", "Copy landscape data to Gizmo")); CurrentGizmoActor->Modify(); CurrentGizmoActor->FitToSelection(); CopyDataToGizmo(); SetCurrentTool(FName("CopyPaste")); if (IsSlowTask) { GWarn->EndSlowTask(); } Result = true; } } } return Result; } bool FEdModeLandscape::ProcessEditPaste() { if (!IsEditingEnabled()) { return true; } bool Result = false; FLandscapeLayer* SplinesLayer = nullptr; if (CurrentTool == (FLandscapeTool*)SplinesTool) { ALandscape* Landscape = GetLandscape(); SplinesLayer = Landscape ? Landscape->GetLandscapeSplinesReservedLayer() : nullptr; } FText Reason; if (!CanEditLayer(&Reason, SplinesLayer)) { FMessageDialog::Open(EAppMsgType::Ok, Reason); return Result; } if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { if (CurrentTool != nullptr) { Result = CurrentTool->ProcessEditPaste(); } if (!Result) { ALandscapeBlueprintBrushBase* CurrentlySelectedBPBrush = nullptr; for (FSelectionIterator It(GEditor->GetSelectedActorIterator()); It; ++It) { CurrentlySelectedBPBrush = Cast(*It); if (CurrentlySelectedBPBrush) { break; } } if (!CurrentlySelectedBPBrush) { bool IsSlowTask = IsSlowSelect(CurrentGizmoActor->TargetLandscapeInfo); if (IsSlowTask) { GWarn->BeginSlowTask(LOCTEXT("BeginPasteGizmoDataTask", "Paste Gizmo Data..."), true); } PasteDataFromGizmo(); SetCurrentTool(FName("CopyPaste")); if (IsSlowTask) { GWarn->EndSlowTask(); } Result = true; } } } return Result; } bool FEdModeLandscape::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click) { if (!IsEditingEnabled()) { return false; } if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None) { return false; } // Override Click Input for Splines Tool if (CurrentTool && CurrentTool->HandleClick(HitProxy, Click)) { return true; } return false; } bool FEdModeLandscape::IsAdjustingBrush(FViewport* InViewport) const { FInputChord CompareChord; FInputBindingManager::Get().GetUserDefinedChord(FLandscapeEditorCommands::LandscapeContext, TEXT("DragBrushSize"), EMultipleKeyBindingIndex::Primary, CompareChord); if (InViewport->KeyState(CompareChord.Key)) { return true; } FInputBindingManager::Get().GetUserDefinedChord(FLandscapeEditorCommands::LandscapeContext, TEXT("DragBrushFalloff"), EMultipleKeyBindingIndex::Primary, CompareChord); if (InViewport->KeyState(CompareChord.Key)) { return true; } FInputBindingManager::Get().GetUserDefinedChord(FLandscapeEditorCommands::LandscapeContext, TEXT("DragBrushStrength"), EMultipleKeyBindingIndex::Primary, CompareChord); if (InViewport->KeyState(CompareChord.Key)) { return true; } return false; } void FEdModeLandscape::ChangeBrushSize(bool bIncrease) { UISettings->Modify(); if (CurrentBrush->GetBrushType() == ELandscapeBrushType::Component) { int32 Radius = UISettings->BrushComponentSize; if (bIncrease) { ++Radius; } else { --Radius; } Radius = (int32)FMath::Clamp(Radius, 1, 64); UISettings->BrushComponentSize = Radius; } else { float Radius = UISettings->BrushRadius; const float SliderMin = 10.0f; const float SliderMax = 8192.0f; float Diff = 0.05f; //6.0f / SliderMax; if (!bIncrease) { Diff = -Diff; } float NewValue = Radius * (1.0f + Diff); if (bIncrease) { NewValue = FMath::Max(NewValue, Radius + 1.0f); } else { NewValue = FMath::Min(NewValue, Radius - 1.0f); } NewValue = (int32)FMath::Clamp(NewValue, SliderMin, SliderMax); UISettings->BrushRadius = NewValue; } } void FEdModeLandscape::ChangeBrushFalloff(bool bIncrease) { UISettings->Modify(); float Falloff = UISettings->BrushFalloff; const float SliderMin = 0.0f; const float SliderMax = 1.0f; float Diff = 0.05f; if (!bIncrease) { Diff = -Diff; } float NewValue = Falloff * (1.0f + Diff); if (bIncrease) { NewValue = FMath::Max(NewValue, Falloff + 0.05f); } else { NewValue = FMath::Min(NewValue, Falloff - 0.05f); } NewValue = FMath::Clamp(NewValue, SliderMin, SliderMax); UISettings->BrushFalloff = NewValue; } void FEdModeLandscape::ChangeBrushStrength(bool bIncrease) { UISettings->Modify(); float Strength = UISettings->ToolStrength; const float SliderMin = 0.01f; const float SliderMax = 10.0f; float Diff = 0.05f; //6.0f / SliderMax; if (!bIncrease) { Diff = -Diff; } float NewValue = Strength * (1.0f + Diff); if (bIncrease) { NewValue = FMath::Max(NewValue, Strength + 0.05f); } else { NewValue = FMath::Min(NewValue, Strength - 0.05f); } NewValue = FMath::Clamp(NewValue, SliderMin, SliderMax); UISettings->ToolStrength = NewValue; } void FEdModeLandscape::ChangeAlphaBrushRotation(bool bIncrease) { const float SliderMin = -180.f; const float SliderMax = 180.f; const float DefaultDiffValue = 10.f; const float Diff = bIncrease ? DefaultDiffValue : -DefaultDiffValue; UISettings->Modify(); UISettings->AlphaBrushRotation = FMath::Clamp(UISettings->AlphaBrushRotation + Diff, SliderMin, SliderMax); } /** FEdMode: Called when a key is pressed */ bool FEdModeLandscape::InputKey(FEditorViewportClient* ViewportClient, FViewport* Viewport, FKey Key, EInputEvent Event) { if (!IsEditingEnabled()) { return false; } if (!ErrorReasonOnMouseUp.IsEmpty() && Key == EKeys::LeftMouseButton && Event == IE_Released) { FMessageDialog::Open(EAppMsgType::Ok, ErrorReasonOnMouseUp); ErrorReasonOnMouseUp = FText::GetEmpty(); return false; } if(IsAdjustingBrush(Viewport)) { ToolActiveViewport = Viewport; return false; // false to let FEditorViewportClient.InputKey start mouse tracking and enable InputDelta() so we can use it } if (Event != IE_Released) { ILandscapeEditorModule& LandscapeEditorModule = FModuleManager::GetModuleChecked("LandscapeEditor"); if (LandscapeEditorModule.GetLandscapeLevelViewportCommandList()->ProcessCommandBindings(Key, FSlateApplication::Get().GetModifierKeys(), false/*Event == IE_Repeat*/)) { return true; } } if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None) { if (CurrentTool && CurrentTool->InputKey(ViewportClient, Viewport, Key, Event)) { return false; // false to let FEditorViewportClient.InputKey start/end mouse tracking and enable InputDelta() so we can use it } } else { // Override Key Input for Selection Brush if (CurrentBrush) { TOptional BrushKeyOverride = CurrentBrush->InputKey(ViewportClient, Viewport, Key, Event); if (BrushKeyOverride.IsSet()) { return BrushKeyOverride.GetValue(); } } if (CurrentTool && CurrentTool->InputKey(ViewportClient, Viewport, Key, Event) == true) { return true; } // Require Ctrl or not as per user preference ELandscapeFoliageEditorControlType LandscapeEditorControlType = GetDefault()->LandscapeEditorControlType; // HACK - Splines tool has not yet been updated to support not using ctrl if (CurrentBrush->GetBrushType() == ELandscapeBrushType::Splines) { LandscapeEditorControlType = ELandscapeFoliageEditorControlType::RequireCtrl; } // Special case to handle where user paint with Left Click then pressing a moving camera input, we do not want to process them so as long as the tool is active ignore other input if (CurrentTool != nullptr && CurrentTool->IsToolActive()) { return true; } if (Key == EKeys::LeftMouseButton && Event == IE_Pressed) { // When debugging it's possible to miss the "mouse released" event, if we get a "mouse pressed" event when we think it's already pressed then treat it as release first if (ToolActiveViewport) { CurrentTool->EndTool(ViewportClient); //-V595 Viewport->CaptureMouse(false); ToolActiveViewport = nullptr; } // Only activate tool if we're not already moving the camera and we're not trying to drag a transform widget // Not using "if (!ViewportClient->IsMovingCamera())" because it's wrong in ortho viewports :D bool bMovingCamera = Viewport->KeyState(EKeys::MiddleMouseButton) || Viewport->KeyState(EKeys::RightMouseButton) || IsAltDown(Viewport); if ((Viewport->IsPenActive() && Viewport->GetTabletPressure() > 0.0f) || (!bMovingCamera && ViewportClient->GetCurrentWidgetAxis() == EAxisList::None && ((LandscapeEditorControlType == ELandscapeFoliageEditorControlType::IgnoreCtrl) || (LandscapeEditorControlType == ELandscapeFoliageEditorControlType::RequireCtrl && IsCtrlDown(Viewport)) || (LandscapeEditorControlType == ELandscapeFoliageEditorControlType::RequireNoCtrl && !IsCtrlDown(Viewport))))) { if (CurrentTool && (CurrentTool->GetSupportedTargetTypes() == ELandscapeToolTargetTypeMask::NA || CurrentToolTarget.TargetType != ELandscapeToolTargetType::Invalid)) { FVector HitLocation; if (LandscapeMouseTrace(ViewportClient, HitLocation)) { if (CurrentTool->AffectsEditLayers() && !CanEditLayer(&ErrorReasonOnMouseUp)) { return true; } Viewport->CaptureMouse(true); if (CurrentTool->CanToolBeActivated()) { bool bToolActive = CurrentTool->BeginTool(ViewportClient, CurrentToolTarget, HitLocation); if (bToolActive) { ToolActiveViewport = Viewport; } else { ToolActiveViewport = nullptr; Viewport->CaptureMouse(false); } ViewportClient->Invalidate(false, false); return bToolActive; } } } return true; } } if (Key == EKeys::LeftMouseButton || (LandscapeEditorControlType == ELandscapeFoliageEditorControlType::RequireCtrl && (Key == EKeys::LeftControl || Key == EKeys::RightControl))) { if (Event == IE_Released && CurrentTool && CurrentTool->IsToolActive() && ToolActiveViewport) { //Set the cursor position to that of the slate cursor so it wont snap back Viewport->SetPreCaptureMousePosFromSlateCursor(); CurrentTool->EndTool(ViewportClient); Viewport->CaptureMouse(false); ToolActiveViewport = nullptr; return true; } } // Prev tool if (Event == IE_Pressed && Key == EKeys::Comma) { if (CurrentTool && CurrentTool->IsToolActive() && ToolActiveViewport) { CurrentTool->EndTool(ViewportClient); Viewport->CaptureMouse(false); ToolActiveViewport = nullptr; } int32 OldToolIndex = CurrentToolMode->ValidTools.Find(CurrentTool->GetToolName()); int32 NewToolIndex = FMath::Max(OldToolIndex - 1, 0); SetCurrentTool(CurrentToolMode->ValidTools[NewToolIndex]); return true; } // Next tool if (Event == IE_Pressed && Key == EKeys::Period) { if (CurrentTool && ToolActiveViewport) { CurrentTool->EndTool(ViewportClient); Viewport->CaptureMouse(false); ToolActiveViewport = nullptr; } int32 OldToolIndex = CurrentToolMode->ValidTools.Find(CurrentTool->GetToolName()); int32 NewToolIndex = FMath::Min(OldToolIndex + 1, CurrentToolMode->ValidTools.Num() - 1); SetCurrentTool(CurrentToolMode->ValidTools[NewToolIndex]); return true; } } return false; } /** FEdMode: Called when mouse drag input is applied */ bool FEdModeLandscape::InputDelta(FEditorViewportClient* InViewportClient, FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale) { if (!IsEditingEnabled()) { return false; } if (CurrentTool && CurrentTool->InputDelta(InViewportClient, InViewport, InDrag, InRot, InScale)) { return true; } return false; } void FEdModeLandscape::SetCurrentToolMode(FName ToolModeName, bool bRestoreCurrentTool /*= true*/) { if (CurrentToolMode == nullptr || ToolModeName != CurrentToolMode->ToolModeName) { for (int32 i = 0; i < LandscapeToolModes.Num(); ++i) { if (LandscapeToolModes[i].ToolModeName == ToolModeName) { CurrentToolMode = &LandscapeToolModes[i]; if (bRestoreCurrentTool) { if (CurrentToolMode->CurrentToolName == NAME_None) { CurrentToolMode->CurrentToolName = CurrentToolMode->ValidTools[0]; CurrentToolMode->CurrentTargetLayerName = NAME_None; } SetCurrentTool(CurrentToolMode->CurrentToolName, CurrentToolMode->CurrentTargetLayerName); } if (Toolkit.IsValid()) { Toolkit->SetCurrentPalette(ToolModeName); } break; } } } } void FEdModeLandscape::SetCurrentTool(FName ToolName, FName TargetLayerName) { // Several tools have identically named versions for sculpting and painting // Prefer the one with the same target type as the current mode int32 BackupToolIndex = INDEX_NONE; int32 ToolIndex = INDEX_NONE; for (int32 i = 0; i < LandscapeTools.Num(); ++i) { FLandscapeTool* Tool = LandscapeTools[i].Get(); if (ToolName == Tool->GetToolName()) { if ((Tool->GetSupportedTargetTypes() & CurrentToolMode->SupportedTargetTypes) != 0) { ToolIndex = i; break; } else if (BackupToolIndex == INDEX_NONE) { BackupToolIndex = i; } } } if (ToolIndex == INDEX_NONE) { checkf(BackupToolIndex != INDEX_NONE, TEXT("Tool '%s' not found, please check name is correct!"), *ToolName.ToString()); ToolIndex = BackupToolIndex; } check(ToolIndex != INDEX_NONE); SetCurrentTool(ToolIndex, TargetLayerName); } void FEdModeLandscape::SetCurrentTargetLayer(FName TargetLayerName, TWeakObjectPtr LayerInfo) { if (CurrentToolMode) { // Cache current Layer Name so we can set it back when switching between Modes CurrentToolMode->CurrentTargetLayerName = TargetLayerName; } CurrentToolTarget.LayerName = TargetLayerName; CurrentToolTarget.LayerInfo = LayerInfo; } void FEdModeLandscape::SetCurrentTool(int32 ToolIndex, FName TargetLayerName) { if (CurrentTool) { CurrentTool->PreviousBrushIndex = CurrentBrushSetIndex; CurrentTool->ExitTool(); CurrentTool = nullptr; } CurrentToolIndex = LandscapeTools.IsValidIndex(ToolIndex) ? ToolIndex : 0; FLandscapeTool* NewTool = LandscapeTools[CurrentToolIndex].Get(); if (!CurrentToolMode->ValidTools.Contains(NewTool->GetToolName())) { // if tool isn't valid for this mode then automatically switch modes // this mostly happens with shortcut keys bool bFoundValidMode = false; for (int32 i = 0; i < LandscapeToolModes.Num(); ++i) { if (LandscapeToolModes[i].ValidTools.Contains(NewTool->GetToolName())) { SetCurrentToolMode(LandscapeToolModes[i].ToolModeName, false); bFoundValidMode = true; break; } } // default to first valid tool of current mode if (!bFoundValidMode) { SetCurrentTool(CurrentToolMode->ValidTools[0]); return; } } // Assign CurrentTool = NewTool; // Set target type appropriate for tool if (CurrentTool->GetSupportedTargetTypes() == ELandscapeToolTargetTypeMask::NA) { CurrentToolTarget.TargetType = ELandscapeToolTargetType::Invalid; SetCurrentTargetLayer(NAME_None, nullptr); } else { const uint8 TargetTypeMask = CurrentToolMode->SupportedTargetTypes & CurrentTool->GetSupportedTargetTypes(); checkSlow(TargetTypeMask != 0); if ((TargetTypeMask & ELandscapeToolTargetTypeMask::FromType(CurrentToolTarget.TargetType)) == 0) { auto filter = [TargetTypeMask, TargetLayerName](const TSharedRef& Target){ return (TargetTypeMask & ELandscapeToolTargetTypeMask::FromType(Target->TargetType)) != 0 && (TargetLayerName == NAME_None || TargetLayerName == Target->LayerName); }; const TSharedRef* Target = LandscapeTargetList.FindByPredicate(filter); if (Target != nullptr) { check(CurrentToolTarget.LandscapeInfo == (*Target)->LandscapeInfo); CurrentToolTarget.TargetType = (*Target)->TargetType; SetCurrentTargetLayer((*Target)->LayerName, (*Target)->LayerInfoObj); } else // can happen with for example paint tools if there are no paint layers defined { CurrentToolTarget.TargetType = ELandscapeToolTargetType::Invalid; SetCurrentTargetLayer(NAME_None, nullptr); } } } CurrentTool->EnterTool(); CurrentTool->SetEditRenderType(); //bool MaskEnabled = CurrentTool->SupportsMask() && CurrentToolTarget.LandscapeInfo.IsValid() && CurrentToolTarget.LandscapeInfo->SelectedRegion.Num(); CurrentToolMode->CurrentToolName = CurrentTool->GetToolName(); // Set Brush if (!LandscapeBrushSets.IsValidIndex(CurrentTool->PreviousBrushIndex)) { SetCurrentBrushSet(CurrentTool->ValidBrushes[0]); } else { SetCurrentBrushSet(CurrentTool->PreviousBrushIndex); } // Update GizmoActor Landscape Target (is this necessary?) if (CurrentGizmoActor.IsValid() && CurrentToolTarget.LandscapeInfo.IsValid()) { CurrentGizmoActor->SetTargetLandscape(CurrentToolTarget.LandscapeInfo.Get()); } if (Toolkit.IsValid()) { StaticCastSharedPtr(Toolkit)->NotifyToolChanged(); } GEditor->RedrawLevelEditingViewports(); } void FEdModeLandscape::RefreshDetailPanel() { if (Toolkit.IsValid() && !bUpdatingLandscapeInfo) { StaticCastSharedPtr(Toolkit)->RefreshDetailPanel(); } } void FEdModeLandscape::SetCurrentBrushSet(FName BrushSetName) { for (int32 BrushIndex = 0; BrushIndex < LandscapeBrushSets.Num(); BrushIndex++) { if (BrushSetName == LandscapeBrushSets[BrushIndex].BrushSetName) { SetCurrentBrushSet(BrushIndex); return; } } } void FEdModeLandscape::SetCurrentBrushSet(int32 BrushSetIndex) { if (CurrentBrushSetIndex != BrushSetIndex) { LandscapeBrushSets[CurrentBrushSetIndex].PreviousBrushIndex = LandscapeBrushSets[CurrentBrushSetIndex].Brushes.IndexOfByKey(CurrentBrush); CurrentBrushSetIndex = BrushSetIndex; if (CurrentTool) { CurrentTool->PreviousBrushIndex = BrushSetIndex; } SetCurrentBrush(LandscapeBrushSets[CurrentBrushSetIndex].PreviousBrushIndex); } } void FEdModeLandscape::SetCurrentBrush(FName BrushName) { for (int32 BrushIndex = 0; BrushIndex < LandscapeBrushSets[CurrentBrushSetIndex].Brushes.Num(); BrushIndex++) { if (BrushName == LandscapeBrushSets[CurrentBrushSetIndex].Brushes[BrushIndex]->GetBrushName()) { SetCurrentBrush(BrushIndex); return; } } } void FEdModeLandscape::SetCurrentBrush(int32 BrushIndex) { if (CurrentBrush != LandscapeBrushSets[CurrentBrushSetIndex].Brushes[BrushIndex]) { CurrentBrush->LeaveBrush(); CurrentBrush = LandscapeBrushSets[CurrentBrushSetIndex].Brushes[BrushIndex]; CurrentBrush->EnterBrush(); if (Toolkit.IsValid()) { StaticCastSharedPtr(Toolkit)->NotifyBrushChanged(); } } } const TArray& FEdModeLandscape::GetBrushList() const { return BrushList; } const TArray>& FEdModeLandscape::GetTargetList() const { return LandscapeTargetList; } const TArray& FEdModeLandscape::GetLandscapeList() { return LandscapeList; } void FEdModeLandscape::AddLayerInfo(ULandscapeLayerInfoObject* LayerInfo) { if (CurrentToolTarget.LandscapeInfo.IsValid() && CurrentToolTarget.LandscapeInfo->GetLayerInfoIndex(LayerInfo) == INDEX_NONE) { ALandscapeProxy* Proxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy(); CurrentToolTarget.LandscapeInfo->Layers.Add(FLandscapeInfoLayerSettings(LayerInfo, Proxy)); UpdateTargetList(); } } int32 FEdModeLandscape::UpdateLandscapeList() { LandscapeList.Empty(); if (!CurrentGizmoActor.IsValid()) { ALandscapeGizmoActiveActor* GizmoActor = nullptr; for (TActorIterator It(GetWorld()); It; ++It) { GizmoActor = *It; break; } } int32 CurrentIndex = INDEX_NONE; UWorld* World = GetWorld(); if (World) { int32 Index = 0; auto& LandscapeInfoMap = ULandscapeInfoMap::GetLandscapeInfoMap(World); for (auto It = LandscapeInfoMap.Map.CreateIterator(); It; ++It) { ULandscapeInfo* LandscapeInfo = It.Value(); if (IsValid(LandscapeInfo) && LandscapeInfo->SupportsLandscapeEditing()) { if (ALandscape* Landscape = LandscapeInfo->LandscapeActor.Get()) { Landscape->RegisterLandscapeEdMode(this); } ALandscapeProxy* LandscapeProxy = LandscapeInfo->GetLandscapeProxy(); if (LandscapeProxy) { if (CurrentToolTarget.LandscapeInfo == LandscapeInfo) { CurrentIndex = Index; // Update GizmoActor Landscape Target (is this necessary?) if (CurrentGizmoActor.IsValid()) { CurrentGizmoActor->SetTargetLandscape(LandscapeInfo); } } int32 MinX, MinY, MaxX, MaxY; int32 Width = 0, Height = 0; if (LandscapeInfo->GetLandscapeExtent(MinX, MinY, MaxX, MaxY)) { Width = MaxX - MinX + 1; Height = MaxY - MinY + 1; } LandscapeList.Add(FLandscapeListInfo(*LandscapeProxy->GetName(), LandscapeInfo, LandscapeInfo->ComponentSizeQuads, LandscapeInfo->ComponentNumSubsections, Width, Height)); Index++; } } } } if (CurrentIndex == INDEX_NONE) { if (LandscapeList.Num() > 0) { FName CurrentToolName = CurrentTool != nullptr ? CurrentTool->GetToolName() : FName(); SetLandscapeInfo(LandscapeList[0].Info); CurrentIndex = 0; SetCurrentLayer(0); UpdateShownLayerList(); if (!CurrentToolName.IsNone()) { SetCurrentTool(CurrentToolName); } } else { // no landscape, switch to "new landscape" tool SetLandscapeInfo(nullptr); SetCurrentToolMode("ToolMode_Manage", false); SetCurrentTool("NewLandscape"); } } else if (!HasValidLandscapeEditLayerSelection()) { SetCurrentLayer(0); } if (!CanEditCurrentTarget()) { SetCurrentToolMode("ToolMode_Manage", false); SetCurrentTool("NewLandscape"); } return CurrentIndex; } bool FEdModeLandscape::IsGridBased() const { return GetWorld()->GetSubsystem()->IsGridBased(); } bool FEdModeLandscape::HasValidLandscapeEditLayerSelection() const { return !CanHaveLandscapeLayersContent() || GetCurrentLayer(); } void FEdModeLandscape::SetTargetLandscape(const TWeakObjectPtr& InLandscapeInfo) { if ((CurrentToolTarget.LandscapeInfo == InLandscapeInfo) || !InLandscapeInfo.IsValid()) { return; } // Unregister from old one if (CurrentToolTarget.LandscapeInfo.IsValid()) { ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy(); LandscapeProxy->OnMaterialChangedDelegate().RemoveAll(this); if (ALandscape* Landscape = GetLandscape()) { Landscape->OnBlueprintBrushChangedDelegate().RemoveAll(this); } } SetLandscapeInfo(InLandscapeInfo.Get()); // force a Leave and Enter the current tool, in case it has something about the current landscape cached SetCurrentTool(CurrentToolIndex); if (CurrentGizmoActor.IsValid()) { CurrentGizmoActor->SetTargetLandscape(CurrentToolTarget.LandscapeInfo.Get()); } // register to new one if (CurrentToolTarget.LandscapeInfo.IsValid()) { ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy(); LandscapeProxy->OnMaterialChangedDelegate().AddRaw(this, &FEdModeLandscape::OnLandscapeMaterialChangedDelegate); if (ALandscape* Landscape = GetLandscape()) { Landscape->OnBlueprintBrushChangedDelegate().AddRaw(this, &FEdModeLandscape::RefreshDetailPanel); } } UpdateShownLayerList(); } bool FEdModeLandscape::CanEditCurrentTarget(FText* Reason) const { static FText DummyReason; FText& LocalReason = Reason ? *Reason : DummyReason; if (!CurrentToolTarget.LandscapeInfo.IsValid()) { LocalReason = NSLOCTEXT("UnrealEd", "LandscapeInvalidTarget", "No landscape selected."); return false; } ALandscapeProxy* Proxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy(); // Landscape Layer Editing not available without a loaded Landscape Actor if (GetLandscape() == nullptr) { if (!Proxy) { LocalReason = NSLOCTEXT("UnrealEd", "LandscapeNotFound", "No Landscape found."); return false; } if (Proxy->HasLayersContent()) { LocalReason = NSLOCTEXT("UnrealEd", "LandscapeActorNotLoaded", "Landscape actor is not loaded. It is needed to do layer editing."); return false; } } // To edit a Landscape with layers all components need to be registered if(Proxy && Proxy->HasLayersContent() && !CurrentToolTarget.LandscapeInfo->AreAllComponentsRegistered()) { LocalReason = NSLOCTEXT("UnrealEd", "LandscapeMissingComponents", "Landscape has some unregistered components (hidden levels)."); return false; } return true; } void FEdModeLandscape::UpdateTargetList() { LandscapeTargetList.Empty(); TargetLayerStartingIndex = 0; if (CurrentToolTarget.LandscapeInfo.IsValid()) { ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy(); if (LandscapeProxy != nullptr) { CachedLandscapeMaterial = LandscapeProxy->GetLandscapeMaterial(); bool bFoundSelected = false; // Add heightmap LandscapeTargetList.Add(MakeShareable(new FLandscapeTargetListInfo(LOCTEXT("Heightmap", "Heightmap"), ELandscapeToolTargetType::Heightmap, CurrentToolTarget.LandscapeInfo.Get(), UISettings->CurrentLayerIndex))); if (CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap) { bFoundSelected = true; } // Add visibility FLandscapeInfoLayerSettings VisibilitySettings(ALandscapeProxy::VisibilityLayer, LandscapeProxy); LandscapeTargetList.Add(MakeShareable(new FLandscapeTargetListInfo(LOCTEXT("Visibility", "Visibility"), ELandscapeToolTargetType::Visibility, VisibilitySettings, UISettings->CurrentLayerIndex))); if (CurrentToolTarget.TargetType == ELandscapeToolTargetType::Visibility) { bFoundSelected = true; } // Add layers UTexture2D* ThumbnailWeightmap = nullptr; UTexture2D* ThumbnailHeightmap = nullptr; TargetLayerStartingIndex = LandscapeTargetList.Num(); for (auto It = CurrentToolTarget.LandscapeInfo->Layers.CreateIterator(); It; It++) { FLandscapeInfoLayerSettings& LayerSettings = *It; FName LayerName = LayerSettings.GetLayerName(); if (LayerSettings.LayerInfoObj == ALandscapeProxy::VisibilityLayer) { // Already handled above continue; } if (!bFoundSelected && CurrentToolTarget.TargetType == ELandscapeToolTargetType::Weightmap && CurrentToolTarget.LayerInfo == LayerSettings.LayerInfoObj && CurrentToolTarget.LayerName == LayerSettings.LayerName) { bFoundSelected = true; } // Ensure thumbnails are up valid if (LayerSettings.ThumbnailMIC == nullptr) { if (ThumbnailWeightmap == nullptr) { ThumbnailWeightmap = LoadObject(nullptr, TEXT("/Engine/EditorLandscapeResources/LandscapeThumbnailWeightmap.LandscapeThumbnailWeightmap"), nullptr, LOAD_None, nullptr); } if (ThumbnailHeightmap == nullptr) { ThumbnailHeightmap = LoadObject(nullptr, TEXT("/Engine/EditorLandscapeResources/LandscapeThumbnailHeightmap.LandscapeThumbnailHeightmap"), nullptr, LOAD_None, nullptr); } // Construct Thumbnail MIC UMaterialInterface* LandscapeMaterial = LayerSettings.Owner ? LayerSettings.Owner->GetLandscapeMaterial() : UMaterial::GetDefaultMaterial(MD_Surface); LayerSettings.ThumbnailMIC = ALandscapeProxy::GetLayerThumbnailMIC(LandscapeMaterial, LayerName, ThumbnailWeightmap, ThumbnailHeightmap, LayerSettings.Owner); } // Add the layer LandscapeTargetList.Add(MakeShareable(new FLandscapeTargetListInfo(FText::FromName(LayerName), ELandscapeToolTargetType::Weightmap, LayerSettings, UISettings->CurrentLayerIndex))); } if (!bFoundSelected) { CurrentToolTarget.TargetType = ELandscapeToolTargetType::Invalid; SetCurrentTargetLayer(NAME_None, nullptr); } UISettings->TargetDisplayOrder = LandscapeProxy->TargetDisplayOrder; UpdateTargetLayerDisplayOrder(UISettings->TargetDisplayOrder); } } TargetsListUpdated.Broadcast(); UpdateShownLayerList(); } void FEdModeLandscape::UpdateTargetLayerDisplayOrder(ELandscapeLayerDisplayMode InTargetDisplayOrder) { if (!CurrentToolTarget.LandscapeInfo.IsValid()) { return; } ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy(); if (LandscapeProxy == nullptr) { return; } bool DetailPanelRefreshRequired = false; // Save value to landscape LandscapeProxy->TargetDisplayOrder = InTargetDisplayOrder; TArray& SavedTargetNameList = LandscapeProxy->TargetDisplayOrderList; switch (InTargetDisplayOrder) { case ELandscapeLayerDisplayMode::Default: { SavedTargetNameList.Empty(); for (const TSharedRef& TargetInfo : LandscapeTargetList) { SavedTargetNameList.Add(TargetInfo->LayerName); } DetailPanelRefreshRequired = true; } break; case ELandscapeLayerDisplayMode::Alphabetical: { SavedTargetNameList.Empty(); // Add only layers to be able to sort them by name for (int32 i = GetTargetLayerStartingIndex(); i < LandscapeTargetList.Num(); ++i) { SavedTargetNameList.Add(LandscapeTargetList[i]->LayerName); } SavedTargetNameList.Sort(FNameLexicalLess()); // Then insert the non layer target that shouldn't be sorted for (int32 i = 0; i < GetTargetLayerStartingIndex(); ++i) { SavedTargetNameList.Insert(LandscapeTargetList[i]->LayerName, i); } DetailPanelRefreshRequired = true; } break; case ELandscapeLayerDisplayMode::UserSpecific: { for (const TSharedRef& TargetInfo : LandscapeTargetList) { bool Found = false; for (const FName& LayerName : SavedTargetNameList) { if (TargetInfo->LayerName == LayerName) { Found = true; break; } } if (!Found) { DetailPanelRefreshRequired = true; SavedTargetNameList.Add(TargetInfo->LayerName); } } // Handle the removing of elements from material for (int32 i = SavedTargetNameList.Num() - 1; i >= 0; --i) { bool Found = false; for (const TSharedRef& TargetInfo : LandscapeTargetList) { if (SavedTargetNameList[i] == TargetInfo->LayerName) { Found = true; break; } } if (!Found) { DetailPanelRefreshRequired = true; SavedTargetNameList.RemoveSingle(SavedTargetNameList[i]); } } } break; } if (DetailPanelRefreshRequired) { if (Toolkit.IsValid()) { StaticCastSharedPtr(Toolkit)->RefreshDetailPanel(); } } } void FEdModeLandscape::OnLandscapeMaterialChangedDelegate() { UpdateTargetList(); } void FEdModeLandscape::RequestUpdateShownLayerList() { bNeedsUpdateShownLayerList = true; if (CurrentToolTarget.LandscapeInfo.IsValid() && !CurrentToolTarget.LandscapeInfo->CanHaveLayersContent()) { UpdateShownLayerList(); // do it sync when not in lanscape mode. } } void FEdModeLandscape::UpdateShownLayerList() { bNeedsUpdateShownLayerList = false; if (!CurrentToolTarget.LandscapeInfo.IsValid()) { return; } // Make sure usage information is up to date UpdateLayerUsageInformation(); bool DetailPanelRefreshRequired = false; ShownTargetLayerList.Empty(); const TArray* DisplayOrderList = GetTargetDisplayOrderList(); if (DisplayOrderList == nullptr) { return; } for (const FName& LayerName : *DisplayOrderList) { for (const TSharedRef& TargetInfo : GetTargetList()) { if (TargetInfo->LayerName == LayerName) { // Keep a mapping of visible layer name to display order list so we can drag & drop proper items if (ShouldShowLayer(TargetInfo)) { ShownTargetLayerList.Add(TargetInfo->LayerName); DetailPanelRefreshRequired = true; } break; } } } if (DetailPanelRefreshRequired) { if (Toolkit.IsValid()) { StaticCastSharedPtr(Toolkit)->RefreshDetailPanel(); } } } void FEdModeLandscape::UpdateLayerUsageInformation(TWeakObjectPtr* LayerInfoObjectThatChanged) { if (!CurrentToolTarget.LandscapeInfo.IsValid()) { return; } bool DetailPanelRefreshRequired = false; TArray> LayerInfoObjectToProcess; const TArray>& TargetList = GetTargetList(); if (LayerInfoObjectThatChanged != nullptr) { if ((*LayerInfoObjectThatChanged).IsValid()) { LayerInfoObjectToProcess.Add(*LayerInfoObjectThatChanged); } } else { LayerInfoObjectToProcess.Reserve(TargetList.Num()); for (const TSharedRef& TargetInfo : TargetList) { if (!TargetInfo->LayerInfoObj.IsValid() || TargetInfo->TargetType != ELandscapeToolTargetType::Weightmap) { continue; } LayerInfoObjectToProcess.Add(TargetInfo->LayerInfoObj); } } TArray UsedLayerInfos; CurrentToolTarget.LandscapeInfo->GetUsedPaintLayers(FGuid(), UsedLayerInfos); for (const TWeakObjectPtr& LayerInfoObj : LayerInfoObjectToProcess) { if (ULandscapeLayerInfoObject* LayerInfo = LayerInfoObj.Get()) { bool bUsed = UsedLayerInfos.Contains(LayerInfo); if (LayerInfo->IsReferencedFromLoadedData != bUsed) { LayerInfo->IsReferencedFromLoadedData = bUsed; DetailPanelRefreshRequired = true; } } } if (DetailPanelRefreshRequired) { if (Toolkit.IsValid()) { StaticCastSharedPtr(Toolkit)->RefreshDetailPanel(); } } } bool FEdModeLandscape::ShouldShowLayer(TSharedRef Target) const { if (!UISettings->ShowUnusedLayers) { return Target->LayerInfoObj.IsValid() && Target->LayerInfoObj.Get()->IsReferencedFromLoadedData; } return true; } const TArray& FEdModeLandscape::GetTargetShownList() const { return ShownTargetLayerList; } int32 FEdModeLandscape::GetTargetLayerStartingIndex() const { return TargetLayerStartingIndex; } const TArray* FEdModeLandscape::GetTargetDisplayOrderList() const { if (!CurrentToolTarget.LandscapeInfo.IsValid()) { return nullptr; } ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy(); if (LandscapeProxy == nullptr) { return nullptr; } return &LandscapeProxy->TargetDisplayOrderList; } void FEdModeLandscape::MoveTargetLayerDisplayOrder(int32 IndexToMove, int32 IndexToDestination) { if (!CurrentToolTarget.LandscapeInfo.IsValid()) { return; } ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy(); if (LandscapeProxy == nullptr) { return; } FName Data = LandscapeProxy->TargetDisplayOrderList[IndexToMove]; LandscapeProxy->TargetDisplayOrderList.RemoveAt(IndexToMove); LandscapeProxy->TargetDisplayOrderList.Insert(Data, IndexToDestination); LandscapeProxy->TargetDisplayOrder = ELandscapeLayerDisplayMode::UserSpecific; UISettings->TargetDisplayOrder = ELandscapeLayerDisplayMode::UserSpecific; // Everytime we move something from the display order we must rebuild the shown layer list UpdateShownLayerList(); } FEdModeLandscape::FTargetsListUpdated FEdModeLandscape::TargetsListUpdated; void FEdModeLandscape::HandleLevelsChanged(bool ShouldExitMode) { bool bHadLandscape = (NewLandscapePreviewMode == ENewLandscapePreviewMode::None); UpdateLandscapeList(); UpdateTargetList(); UpdateBrushList(); // if the Landscape is deleted then close the landscape editor if (ShouldExitMode && bHadLandscape && CurrentToolTarget.LandscapeInfo == nullptr) { RequestDeletion(); } // if a landscape is added somehow then switch to sculpt if (!bHadLandscape && CanEditCurrentTarget()) { SetCurrentTool("Select"); SetCurrentTool("Sculpt"); } } void FEdModeLandscape::OnMaterialCompilationFinished(UMaterialInterface* MaterialInterface) { if (CurrentToolTarget.LandscapeInfo.IsValid() && CurrentToolTarget.LandscapeInfo->GetLandscapeProxy() != nullptr && CurrentToolTarget.LandscapeInfo->GetLandscapeProxy()->GetLandscapeMaterial() != nullptr && CurrentToolTarget.LandscapeInfo->GetLandscapeProxy()->GetLandscapeMaterial()->IsDependent(MaterialInterface)) { CurrentToolTarget.LandscapeInfo->UpdateLayerInfoMap(); UpdateTargetList(); } } /** FEdMode: Render the mesh paint tool */ void FEdModeLandscape::Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI) { /** Call parent implementation */ FEdMode::Render(View, Viewport, PDI); if (!IsEditingEnabled()) { return; } // Override Rendering for Splines Tool if (CurrentTool) { CurrentTool->Render(View, Viewport, PDI); } } /** FEdMode: Render HUD elements for this tool */ void FEdModeLandscape::DrawHUD(FEditorViewportClient* ViewportClient, FViewport* Viewport, const FSceneView* View, FCanvas* Canvas) { } bool FEdModeLandscape::UsesTransformWidget() const { if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None) { return true; } // Override Widget for Splines Tool if (CurrentTool && CurrentTool->UsesTransformWidget()) { return true; } return (CurrentGizmoActor.IsValid() && CurrentGizmoActor->IsSelected() && (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo)); } bool FEdModeLandscape::ShouldDrawWidget() const { return UsesTransformWidget(); } EAxisList::Type FEdModeLandscape::GetWidgetAxisToDraw(UE::Widget::EWidgetMode InWidgetMode) const { if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None) { // Override Widget for Splines Tool if (CurrentTool) { return CurrentTool->GetWidgetAxisToDraw(InWidgetMode); } } switch (InWidgetMode) { case UE::Widget::WM_Translate: return EAxisList::XYZ; case UE::Widget::WM_Rotate: return EAxisList::Z; case UE::Widget::WM_Scale: return EAxisList::XYZ; default: return EAxisList::None; } } FVector FEdModeLandscape::GetWidgetLocation() const { if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None) { return UISettings->NewLandscape_Location; } if (CurrentGizmoActor.IsValid() && (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo) && CurrentGizmoActor->IsSelected()) { if (CurrentGizmoActor->TargetLandscapeInfo && CurrentGizmoActor->TargetLandscapeInfo->GetLandscapeProxy()) { // Apply Landscape transformation when it is available ULandscapeInfo* LandscapeInfo = CurrentGizmoActor->TargetLandscapeInfo; return CurrentGizmoActor->GetActorLocation() + FQuatRotationMatrix(LandscapeInfo->GetLandscapeProxy()->GetActorQuat()).TransformPosition(FVector(0, 0, CurrentGizmoActor->GetLength())); } return CurrentGizmoActor->GetActorLocation(); } // Override Widget for Splines Tool if (CurrentTool && CurrentTool->OverrideWidgetLocation()) { return CurrentTool->GetWidgetLocation(); } return FEdMode::GetWidgetLocation(); } bool FEdModeLandscape::GetCustomDrawingCoordinateSystem(FMatrix& InMatrix, void* InData) { if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None) { InMatrix = FRotationMatrix(UISettings->NewLandscape_Rotation); return true; } // Override Widget for Splines Tool if (CurrentTool && CurrentTool->OverrideWidgetRotation()) { InMatrix = CurrentTool->GetWidgetRotation(); return true; } return false; } bool FEdModeLandscape::GetCustomInputCoordinateSystem(FMatrix& InMatrix, void* InData) { return GetCustomDrawingCoordinateSystem(InMatrix, InData); } /** FEdMode: Handling SelectActor */ bool FEdModeLandscape::Select(AActor* InActor, bool bInSelected) { if (!IsEditingEnabled()) { return false; } if (InActor->IsA() && bInSelected) { ALandscapeProxy* Landscape = CastChecked(InActor); if (Landscape->GetLandscapeInfo()->SupportsLandscapeEditing()) { if (CurrentToolTarget.LandscapeInfo != Landscape->GetLandscapeInfo()) { SetLandscapeInfo(Landscape->GetLandscapeInfo()); // If we were in "New Landscape" mode and we select a landscape then switch to editing mode if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None) { SetCurrentTool("Sculpt"); } } } } if (IsSelectionAllowed(InActor, bInSelected)) { // false means "we haven't handled the selection", which allows the editor to perform the selection // so false means "allow" return false; } // true means "we have handled the selection", which effectively blocks the selection from happening // so true means "block" return true; } /** FEdMode: Check to see if an actor can be selected in this mode - no side effects */ bool FEdModeLandscape::IsSelectionAllowed(AActor* InActor, bool bInSelection) const { if (!bInSelection) { // always allow de-selection return true; } if (!IsEditingEnabled()) { return false; } // Override Selection for Splines Tool if (CurrentTool && CurrentTool->OverrideSelection()) { return CurrentTool->IsSelectionAllowed(InActor, bInSelection); } if (InActor->IsA(ALandscapeProxy::StaticClass())) { return true; } else if (InActor->IsA(ALandscapeGizmoActor::StaticClass())) { return true; } else if (InActor->IsA(ALandscapeBlueprintBrushBase::StaticClass())) { return true; } return false; } /** FEdMode: Called when the currently selected actor has changed */ void FEdModeLandscape::ActorSelectionChangeNotify() { if (CurrentGizmoActor.IsValid() && CurrentGizmoActor->IsSelected() && (GEditor->GetSelectedActors()->CountSelections() != 1)) { GEditor->SelectNone(false, true); GEditor->SelectActor(CurrentGizmoActor.Get(), true, false, true); } } void FEdModeLandscape::ActorMoveNotify() { //GUnrealEd->UpdateFloatingPropertyWindows(); } void FEdModeLandscape::PostUndo() { HandleLevelsChanged(false); } /** Forces all level editor viewports to realtime mode */ void FEdModeLandscape::ForceRealTimeViewports(const bool bEnable) { FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked("LevelEditor"); TSharedPtr LevelEditor = LevelEditorModule.GetFirstLevelEditor(); if (LevelEditor.IsValid()) { TArray> Viewports = LevelEditor->GetViewports(); for (const TSharedPtr& ViewportWindow : Viewports) { if (ViewportWindow.IsValid()) { FEditorViewportClient& Viewport = ViewportWindow->GetAssetViewportClient(); const FText SystemDisplayName = LOCTEXT("RealtimeOverrideMessage_Landscape", "Landscape Mode"); if (bEnable) { Viewport.AddRealtimeOverride(bEnable, SystemDisplayName); } else { Viewport.RemoveRealtimeOverride(SystemDisplayName, false); } } } } } void FEdModeLandscape::ReimportData(const FLandscapeTargetListInfo& TargetInfo) { const FString& SourceFilePath = TargetInfo.GetReimportFilePath(); if (SourceFilePath.Len()) { FScopedSetLandscapeEditingLayer Scope(GetLandscape(), GetCurrentLayerGuid(), [&] { RequestLayersContentUpdateForceAll(); }); ImportData(TargetInfo, SourceFilePath); } else { FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "LandscapeReImport_BadFileName", "Reimport Source Filename is invalid")); } } template void ImportDataInternal(ULandscapeInfo* LandscapeInfo, const FString& Filename, FName LayerName, bool bSingleFile, bool bFlipYAxis, const FIntRect& ImportRegionVerts, ELandscapeImportTransformType TransformType, FIntPoint Offset, TFunctionRef&)> SetDataFunc) { if (LandscapeInfo) { const FLandscapeImportResolution LandscapeResolution = { (uint32)(ImportRegionVerts.Width()), (uint32)(ImportRegionVerts.Height()) }; FLandscapeImportDescriptor OutImportDescriptor; FText OutMessage; ELandscapeImportResult ImportResult = FLandscapeImportHelper::GetImportDescriptor(Filename, bSingleFile, bFlipYAxis, LayerName, OutImportDescriptor, OutMessage); if (ImportResult == ELandscapeImportResult::Error) { FMessageDialog::Open(EAppMsgType::Ok, OutMessage); return; } check(OutImportDescriptor.ImportResolutions.Num() > 0); int32 DescriptorIndex = 0; // If there is more than one possible res it needs to match perfectly (this constraint could probably removed) if (OutImportDescriptor.ImportResolutions.Num() > 1) { DescriptorIndex = OutImportDescriptor.FindDescriptorIndex(LandscapeResolution.Width, LandscapeResolution.Height); // if the file is a raw format with multiple possibly resolutions, only attempt import if one matches the current landscape if (DescriptorIndex == INDEX_NONE) { FFormatNamedArguments Args; Args.Add(TEXT("LandscapeSizeX"), LandscapeResolution.Width); Args.Add(TEXT("LandscapeSizeY"), LandscapeResolution.Height); FMessageDialog::Open(EAppMsgType::Ok, FText::Format(NSLOCTEXT("LandscapeEditor.Import", "Import_SizeMismatchRaw", "The file resolution does not match the current Landscape extent ({LandscapeSizeX}\u00D7{LandscapeSizeY}), and its exact resolution could not be determined"), Args)); return; } } // display warning message if there is one and allow user to cancel if (ImportResult == ELandscapeImportResult::Warning) { auto Result = FMessageDialog::Open(EAppMsgType::OkCancel, OutMessage); if (Result != EAppReturnType::Ok) { return; } } const FLandscapeImportResolution ImportResolution = OutImportDescriptor.ImportResolutions[DescriptorIndex]; bool bResolutionMismatch = false; // if the file is a format with resolution information, warn the user if the resolution doesn't match the current landscape // unlike for raw this is only a warning as we can pad/clip the data if we know what resolution it is if (ImportResolution != LandscapeResolution) { bResolutionMismatch = true; FFormatNamedArguments Args; Args.Add(TEXT("ImportSizeX"), ImportResolution.Width); Args.Add(TEXT("ImportSizeY"), ImportResolution.Height); Args.Add(TEXT("LandscapeSizeX"), LandscapeResolution.Width); Args.Add(TEXT("LandscapeSizeY"), LandscapeResolution.Height); auto Result = FMessageDialog::Open(EAppMsgType::OkCancel, FText::Format(NSLOCTEXT("LandscapeEditor.Import", "Import_SizeMismatch", "The import size ({ImportSizeX}\u00D7{ImportSizeY}) does not match the current Landscape extent ({LandscapeSizeX}\u00D7{LandscapeSizeY}), if you continue it will be padded/clipped to fit"), Args)); if (Result != EAppReturnType::Ok) { return; } } TArray ImportData; ImportResult = FLandscapeImportHelper::GetImportData(OutImportDescriptor, DescriptorIndex, LayerName, ImportData, OutMessage); if (ImportResult == ELandscapeImportResult::Error) { FMessageDialog::Open(EAppMsgType::Ok, OutMessage); return; } // Expand if necessary... { TArray FinalData; if (bResolutionMismatch) { FLandscapeImportHelper::TransformImportData(ImportData, FinalData, ImportResolution, LandscapeResolution, TransformType, Offset); } else { FinalData = MoveTemp(ImportData); } // Set Data is in Quads (so remove 1) SetDataFunc(ImportRegionVerts.Min.X, ImportRegionVerts.Min.Y, ImportRegionVerts.Max.X-1, ImportRegionVerts.Max.Y-1, FinalData); } } } void FEdModeLandscape::ImportHeightData(ULandscapeInfo* LandscapeInfo, const FGuid& LayerGuid, const FString& Filename, const FIntRect& ImportRegionVerts, ELandscapeImportTransformType TransformType, FIntPoint Offset, const ELandscapeLayerPaintingRestriction& PaintRestriction, bool bFlipYAxis) { ImportDataInternal(LandscapeInfo, Filename, NAME_None, UseSingleFileImport(), bFlipYAxis, ImportRegionVerts, TransformType, Offset, [LandscapeInfo, LayerGuid, PaintRestriction](int32 MinX, int32 MinY, int32 MaxX, int32 MaxY, const TArray& Data) { ALandscape* Landscape = LandscapeInfo->LandscapeActor.Get(); FScopedSetLandscapeEditingLayer Scope(Landscape, LayerGuid, [&] { check(Landscape); Landscape->RequestLayersContentUpdate(ELandscapeLayerUpdateMode::Update_Heightmap_All); }); FScopedTransaction Transaction(LOCTEXT("Undo_ImportHeightmap", "Importing Landscape Heightmap")); FHeightmapAccessor HeightmapAccessor(LandscapeInfo); HeightmapAccessor.SetData(MinX, MinY, MaxX, MaxY, Data.GetData()); }); } void FEdModeLandscape::ImportWeightData(ULandscapeInfo* LandscapeInfo, const FGuid& LayerGuid, ULandscapeLayerInfoObject* LayerInfo, const FString& Filename, const FIntRect& ImportRegionVerts, ELandscapeImportTransformType TransformType, FIntPoint Offset, const ELandscapeLayerPaintingRestriction& PaintRestriction, bool bFlipYAxis) { if (LayerInfo) { ImportDataInternal(LandscapeInfo, Filename, LayerInfo->LayerName, UseSingleFileImport(), bFlipYAxis, ImportRegionVerts, TransformType, Offset, [LandscapeInfo, LayerGuid, LayerInfo, PaintRestriction](int32 MinX, int32 MinY, int32 MaxX, int32 MaxY, const TArray& Data) { ALandscape* Landscape = LandscapeInfo->LandscapeActor.Get(); FScopedSetLandscapeEditingLayer Scope(Landscape, LayerGuid, [&] { check(Landscape); Landscape->RequestLayersContentUpdate(ELandscapeLayerUpdateMode::Update_Weightmap_All); }); FScopedTransaction Transaction(LOCTEXT("Undo_ImportWeightmap", "Importing Landscape Layer")); FAlphamapAccessor AlphamapAccessor(LandscapeInfo, LayerInfo); AlphamapAccessor.SetData(MinX, MinY, MaxX, MaxY, Data.GetData(), PaintRestriction); }); } } void FEdModeLandscape::ImportData(const FLandscapeTargetListInfo& TargetInfo, const FString& Filename) { ULandscapeInfo* LandscapeInfo = TargetInfo.LandscapeInfo.Get(); FIntRect ImportExtent; if (LandscapeInfo && LandscapeInfo->GetLandscapeExtent(ImportExtent)) { // Import is in Verts (Extent is in Quads) ImportExtent.Max.X += 1; ImportExtent.Max.Y += 1; if (TargetInfo.TargetType == ELandscapeToolTargetType::Heightmap) { FScopedSlowTask Progress(1, LOCTEXT("ImportingLandscapeHeightmapTask", "Importing Landscape Heightmap...")); Progress.MakeDialog(); ImportHeightData(LandscapeInfo, GetCurrentLayerGuid(), Filename, ImportExtent, ELandscapeImportTransformType::ExpandCentered); } else { FScopedSlowTask Progress(1, LOCTEXT("ImportingLandscapeWeightmapTask", "Importing Landscape Layer Weightmap...")); Progress.MakeDialog(); ImportWeightData(LandscapeInfo, GetCurrentLayerGuid(), TargetInfo.LayerInfoObj.Get(), Filename, ImportExtent, ELandscapeImportTransformType::ExpandCentered); } } } void FEdModeLandscape::DeleteLandscapeComponents(ULandscapeInfo* LandscapeInfo, TSet ComponentsToDelete) { LandscapeInfo->Modify(); ALandscapeProxy* Proxy = LandscapeInfo->GetLandscapeProxy(); Proxy->Modify(); for (ULandscapeComponent* Component : ComponentsToDelete) { Component->Modify(); ULandscapeHeightfieldCollisionComponent* CollisionComp = Component->CollisionComponent.Get(); if (CollisionComp) { CollisionComp->Modify(); } } int32 ComponentSizeVerts = LandscapeInfo->ComponentNumSubsections * (LandscapeInfo->SubsectionSizeQuads + 1); int32 NeedHeightmapSize = 1 << FMath::CeilLogTwo(ComponentSizeVerts); TSet HeightmapUpdateComponents; // Need to split all the component which share Heightmap with selected components // Search neighbor only for (ULandscapeComponent* Component : ComponentsToDelete) { int32 SearchX = Component->GetHeightmap()->Source.GetSizeX() / NeedHeightmapSize; int32 SearchY = Component->GetHeightmap()->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->GetHeightmap() == Component->GetHeightmap() && !HeightmapUpdateComponents.Contains(Neighbor)) { Neighbor->Modify(); HeightmapUpdateComponents.Add(Neighbor); } } } } } TArray RecreateRenderStateContexts; { TArray ComponentsToReregister(HeightmapUpdateComponents.Array()); FMaterialUpdateContext MaterialUpdateContext(FMaterialUpdateContext::EOptions::Default & ~FMaterialUpdateContext::EOptions::RecreateRenderStates); // Changing Heightmap format for selected components for (ULandscapeComponent* Component : HeightmapUpdateComponents) { ALandscape::SplitHeightmap(Component, nullptr, &MaterialUpdateContext, &RecreateRenderStateContexts, false); } FMultiComponentReregisterContext RegisterContext(ComponentsToReregister); } RecreateRenderStateContexts.Empty(); // Remove attached foliage for (ULandscapeComponent* Component : ComponentsToDelete) { ULandscapeHeightfieldCollisionComponent* CollisionComp = Component->CollisionComponent.Get(); if (CollisionComp) { AInstancedFoliageActor::DeleteInstancesForComponent(Proxy->GetWorld(), CollisionComp); } } TArray NeighborsComponentToReregister; // Check which ones are need for height map change for (ULandscapeComponent* Component : ComponentsToDelete) { // Reset neighbors LOD information FIntPoint ComponentBase = Component->GetSectionBase() / Component->ComponentSizeQuads; FIntPoint NeighborKeys[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 (const FIntPoint& NeighborKey : NeighborKeys) { ULandscapeComponent* NeighborComp = LandscapeInfo->XYtoComponentMap.FindRef(NeighborKey); if (NeighborComp && !ComponentsToDelete.Contains(NeighborComp)) { NeighborComp->Modify(); NeighborComp->InvalidateLightingCache(); NeighborsComponentToReregister.AddUnique(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()); } } { TSet OldHeightmapTextures; OldHeightmapTextures.Add(Component->GetHeightmap(FGuid())); // Also process all edit layers heightmaps : Component->ForEachLayer([&](const FGuid& LayerGuid, FLandscapeLayerComponentData& LayerData) { OldHeightmapTextures.Add(Component->GetHeightmap(LayerGuid)); }); for (UTexture2D* HeightmapTexture : OldHeightmapTextures) { check(HeightmapTexture != nullptr); HeightmapTexture->SetFlags(RF_Transactional); HeightmapTexture->Modify(); HeightmapTexture->MarkPackageDirty(); HeightmapTexture->ClearFlags(RF_Standalone); // Remove when there is no reference for this Heightmap... } } { TArray OldWeightmapTextures = Component->GetWeightmapTextures(FGuid()); // Also process all edit layers weightmaps : Component->ForEachLayer([&](const FGuid& LayerGuid, FLandscapeLayerComponentData& LayerData) { OldWeightmapTextures.Append(Component->GetWeightmapTextures(LayerGuid)); }); for (UTexture2D* WeightmapTexture : OldWeightmapTextures) { check(WeightmapTexture != nullptr); WeightmapTexture->SetFlags(RF_Transactional); WeightmapTexture->Modify(); WeightmapTexture->MarkPackageDirty(); WeightmapTexture->ClearFlags(RF_Standalone); } } { // The shared weightmap usages also need to be cleaned up, otherwise, one might still think these textures apply to deleted components : TArray ComponentWeightmapTexturesUsage = Component->GetWeightmapTexturesUsage(FGuid()); // Also process all edit layers weightmap textures usages : Component->ForEachLayer([&](const FGuid& LayerGuid, FLandscapeLayerComponentData& LayerData) { ComponentWeightmapTexturesUsage.Append(Component->GetWeightmapTexturesUsage(LayerGuid)); }); for (ULandscapeWeightmapUsage* Usage : ComponentWeightmapTexturesUsage) { // Make sure these usages don't reference this component anymore : Usage->ClearUsage(Component); } } if (Component->XYOffsetmapTexture) { Component->XYOffsetmapTexture->SetFlags(RF_Transactional); Component->XYOffsetmapTexture->Modify(); Component->XYOffsetmapTexture->MarkPackageDirty(); Component->XYOffsetmapTexture->ClearFlags(RF_Standalone); } ULandscapeHeightfieldCollisionComponent* CollisionComp = Component->CollisionComponent.Get(); if (CollisionComp) { CollisionComp->DestroyComponent(); } Component->DestroyComponent(); } { FMultiComponentReregisterContext RegisterContext(NeighborsComponentToReregister); } // Remove Selection LandscapeInfo->ClearSelectedRegion(true); //EdMode->SetMaskEnable(Landscape->SelectedRegion.Num()); GEngine->BroadcastLevelActorListChanged(); } ALandscape* FEdModeLandscape::ChangeComponentSetting(int32 NumComponentsX, int32 NumComponentsY, int32 NumSubsections, int32 SubsectionSizeQuads, bool bResample) { FScopedSlowTask Progress(3, LOCTEXT("LandscapeChangeComponentSetting", "Changing Landscape Component Settings...")); Progress.MakeDialog(); int32 CurrentTaskProgress = 0; check(NumComponentsX > 0); check(NumComponentsY > 0); check(NumSubsections > 0); check(SubsectionSizeQuads > 0); const int32 NewComponentSizeQuads = NumSubsections * SubsectionSizeQuads; ALandscape* NewLandscape = nullptr; ULandscapeInfo* LandscapeInfo = CurrentToolTarget.LandscapeInfo.Get(); if (ensure(LandscapeInfo != nullptr)) { int32 OldMinX, OldMinY, OldMaxX, OldMaxY; if (LandscapeInfo->GetLandscapeExtent(OldMinX, OldMinY, OldMaxX, OldMaxY)) { ALandscape* OldLandscape = LandscapeInfo->LandscapeActor.Get(); check(OldLandscape != nullptr); const int32 OldVertsX = OldMaxX - OldMinX + 1; const int32 OldVertsY = OldMaxY - OldMinY + 1; const int32 NewVertsX = NumComponentsX * NewComponentSizeQuads + 1; const int32 NewVertsY = NumComponentsY * NewComponentSizeQuads + 1; TMap> HeightDataPerLayers; TMap> ImportMaterialLayerInfosPerLayers; FVector LandscapeOffset = FVector::ZeroVector; FIntPoint LandscapeOffsetQuads = FIntPoint::ZeroValue; float LandscapeScaleFactor = bResample ? (float)OldLandscape->ComponentSizeQuads / NewComponentSizeQuads : 1.0f; int32 NewMinX, NewMinY, NewMaxX, NewMaxY; { // Scope to flush the texture update before doing the import FLandscapeEditDataInterface LandscapeEdit(LandscapeInfo); if (bResample) { NewMinX = OldMinX / LandscapeInfo->ComponentSizeQuads * NewComponentSizeQuads; NewMinY = OldMinY / LandscapeInfo->ComponentSizeQuads * NewComponentSizeQuads; NewMaxX = NewMinX + NewVertsX - 1; NewMaxY = NewMinY + NewVertsY - 1; } else { NewMinX = OldMinX + (OldVertsX - NewVertsX) / 2; NewMinY = OldMinY + (OldVertsY - NewVertsY) / 2; NewMaxX = NewMinX + NewVertsX - 1; NewMaxY = NewMinY + NewVertsY - 1; // offset landscape to component boundary LandscapeOffset = FVector(NewMinX, NewMinY, 0) * OldLandscape->GetActorScale(); LandscapeOffsetQuads = FIntPoint(NewMinX, NewMinY); } auto ExtractHeightmapWeightmapContent = [&](TArray& OutHeightData, TArray& OutImportMaterialLayerInfos) { if (bResample) { OutHeightData.AddZeroed(OldVertsX * OldVertsY); // GetHeightData alters its args, so make temp copies to avoid screwing things up int32 TMinX = OldMinX, TMinY = OldMinY, TMaxX = OldMaxX, TMaxY = OldMaxY; LandscapeEdit.GetHeightData(TMinX, TMinY, TMaxX, TMaxY, OutHeightData.GetData(), 0); TArray ResampledHeightData; FIntRect SrcRegion(0, 0, OldVertsX - 1, OldVertsY - 1); FIntRect DestRegion(0, 0, NewVertsX - 1, NewVertsY - 1); FLandscapeConfigHelper::ResampleData(OutHeightData, ResampledHeightData, SrcRegion, DestRegion); OutHeightData = MoveTemp(ResampledHeightData); TArray ResampledWeightData; for (const FLandscapeInfoLayerSettings& LayerSettings : LandscapeInfo->Layers) { if (LayerSettings.LayerInfoObj != nullptr) { auto ImportLayerInfo = new(OutImportMaterialLayerInfos) FLandscapeImportLayerInfo(LayerSettings); ImportLayerInfo->LayerData.AddZeroed(OldVertsX * OldVertsY); TMinX = OldMinX; TMinY = OldMinY; TMaxX = OldMaxX; TMaxY = OldMaxY; LandscapeEdit.GetWeightData(LayerSettings.LayerInfoObj, TMinX, TMinY, TMaxX, TMaxY, ImportLayerInfo->LayerData.GetData(), 0); FLandscapeConfigHelper::ResampleData(ImportLayerInfo->LayerData, ResampledWeightData, SrcRegion, DestRegion); ImportLayerInfo->LayerData = MoveTemp(ResampledWeightData); } } } else { const int32 RequestedMinX = FMath::Max(OldMinX, NewMinX); const int32 RequestedMinY = FMath::Max(OldMinY, NewMinY); const int32 RequestedMaxX = FMath::Min(OldMaxX, NewMaxX); const int32 RequestedMaxY = FMath::Min(OldMaxY, NewMaxY); const int32 RequestedVertsX = RequestedMaxX - RequestedMinX + 1; const int32 RequestedVertsY = RequestedMaxY - RequestedMinY + 1; OutHeightData.AddZeroed(RequestedVertsX * RequestedVertsY * sizeof(uint16)); // GetHeightData alters its args, so make temp copies to avoid screwing things up int32 TMinX = RequestedMinX, TMinY = RequestedMinY, TMaxX = RequestedMaxX, TMaxY = RequestedMaxY; LandscapeEdit.GetHeightData(TMinX, TMinY, TMaxX, OldMaxY, OutHeightData.GetData(), 0); FIntRect SrcRegion(RequestedMinX, RequestedMinY, RequestedMaxX, RequestedMaxY); FIntRect DestRegion(NewMinX, NewMinY, NewMaxX, NewMaxY); TArray ExpandedHeightData; FLandscapeConfigHelper::ExpandData(OutHeightData, ExpandedHeightData, SrcRegion, DestRegion, true); OutHeightData = MoveTemp(ExpandedHeightData); TArray ExpandedWeightData; for (const FLandscapeInfoLayerSettings& LayerSettings : LandscapeInfo->Layers) { if (LayerSettings.LayerInfoObj != nullptr) { auto ImportLayerInfo = new(OutImportMaterialLayerInfos) FLandscapeImportLayerInfo(LayerSettings); ImportLayerInfo->LayerData.AddZeroed(NewVertsX * NewVertsY * sizeof(uint8)); TMinX = RequestedMinX; TMinY = RequestedMinY; TMaxX = RequestedMaxX; TMaxY = RequestedMaxY; LandscapeEdit.GetWeightData(LayerSettings.LayerInfoObj, TMinX, TMinY, TMaxX, TMaxY, ImportLayerInfo->LayerData.GetData(), 0); FLandscapeConfigHelper::ExpandData(ImportLayerInfo->LayerData, ExpandedWeightData, SrcRegion, DestRegion, true); ImportLayerInfo->LayerData = MoveTemp(ExpandedWeightData); } } } }; if (HasLandscapeLayersContent()) { int32 HeightCount = 0; for (const FLandscapeLayer& OldLayer : OldLandscape->LandscapeLayers) { FScopedSetLandscapeEditingLayer Scope(OldLandscape, OldLayer.Guid); TArray HeightData; TArray ImportMaterialLayerInfos; ExtractHeightmapWeightmapContent(HeightData, ImportMaterialLayerInfos); HeightCount = FMath::Max(HeightCount, HeightData.Num()); HeightDataPerLayers.Add(OldLayer.Guid, MoveTemp(HeightData)); ImportMaterialLayerInfosPerLayers.Add(OldLayer.Guid, MoveTemp(ImportMaterialLayerInfos)); } TArray DefaultHeightData; DefaultHeightData.AddUninitialized(HeightCount); uint16 DefaultValue = LandscapeDataAccess::GetTexHeight(0.f); // Initialize blank heightmap data for (int32 i = 0; i < DefaultHeightData.Num(); i++) { DefaultHeightData[i] = DefaultValue; } HeightDataPerLayers.Add(FGuid(), DefaultHeightData); TArray EmptyImportLayer; ImportMaterialLayerInfosPerLayers.Add(FGuid(), EmptyImportLayer); } else { TArray HeightData; TArray ImportMaterialLayerInfos; ExtractHeightmapWeightmapContent(HeightData, ImportMaterialLayerInfos); HeightDataPerLayers.Add(FGuid(), MoveTemp(HeightData)); ImportMaterialLayerInfosPerLayers.Add(FGuid(), MoveTemp(ImportMaterialLayerInfos)); } if (!bResample) { NewMinX = 0; NewMinY = 0; NewMaxX = NewVertsX - 1; NewMaxY = NewVertsY - 1; } } Progress.EnterProgressFrame(CurrentTaskProgress++); const FVector Location = OldLandscape->GetActorLocation() + LandscapeOffset; FActorSpawnParameters SpawnParams; SpawnParams.OverrideLevel = OldLandscape->GetLevel(); NewLandscape = OldLandscape->GetWorld()->SpawnActor(Location, OldLandscape->GetActorRotation(), SpawnParams); NewLandscape->bCanHaveLayersContent = OldLandscape->bCanHaveLayersContent; const FVector OldScale = OldLandscape->GetActorScale(); NewLandscape->SetActorRelativeScale3D(FVector(OldScale.X * LandscapeScaleFactor, OldScale.Y * LandscapeScaleFactor, OldScale.Z)); NewLandscape->LandscapeMaterial = OldLandscape->LandscapeMaterial; NewLandscape->SetPerLODOverrideMaterials(OldLandscape->GetPerLODOverrideMaterials()); NewLandscape->CollisionMipLevel = OldLandscape->CollisionMipLevel; NewLandscape->MaxLODLevel = OldLandscape->MaxLODLevel; NewLandscape->LODDistanceFactor_DEPRECATED = OldLandscape->LODDistanceFactor_DEPRECATED; NewLandscape->LODFalloff_DEPRECATED = OldLandscape->LODFalloff_DEPRECATED; NewLandscape->ComponentScreenSizeToUseSubSections = OldLandscape->ComponentScreenSizeToUseSubSections; NewLandscape->LODDistributionSetting = OldLandscape->LODDistributionSetting; NewLandscape->LOD0DistributionSetting = OldLandscape->LOD0DistributionSetting; NewLandscape->ExportLOD = OldLandscape->ExportLOD; NewLandscape->StaticLightingLOD = OldLandscape->StaticLightingLOD; NewLandscape->NegativeZBoundsExtension = OldLandscape->NegativeZBoundsExtension; NewLandscape->PositiveZBoundsExtension = OldLandscape->PositiveZBoundsExtension; NewLandscape->DefaultPhysMaterial = OldLandscape->DefaultPhysMaterial; NewLandscape->StreamingDistanceMultiplier = OldLandscape->StreamingDistanceMultiplier; NewLandscape->LandscapeHoleMaterial = OldLandscape->LandscapeHoleMaterial; NewLandscape->StaticLightingResolution = OldLandscape->StaticLightingResolution; NewLandscape->bCastStaticShadow = OldLandscape->bCastStaticShadow; NewLandscape->bCastShadowAsTwoSided = OldLandscape->bCastShadowAsTwoSided; NewLandscape->LightingChannels = OldLandscape->LightingChannels; NewLandscape->bRenderCustomDepth = OldLandscape->bRenderCustomDepth; NewLandscape->CustomDepthStencilWriteMask = OldLandscape->CustomDepthStencilWriteMask; NewLandscape->CustomDepthStencilValue = OldLandscape->CustomDepthStencilValue; NewLandscape->LightmassSettings = OldLandscape->LightmassSettings; NewLandscape->CollisionThickness = OldLandscape->CollisionThickness; NewLandscape->BodyInstance.SetCollisionProfileName(OldLandscape->BodyInstance.GetCollisionProfileName()); if (NewLandscape->BodyInstance.DoesUseCollisionProfile() == false) { NewLandscape->BodyInstance.SetCollisionEnabled(OldLandscape->BodyInstance.GetCollisionEnabled()); NewLandscape->BodyInstance.SetObjectType(OldLandscape->BodyInstance.GetObjectType()); NewLandscape->BodyInstance.SetResponseToChannels(OldLandscape->BodyInstance.GetResponseToChannels()); } NewLandscape->EditorLayerSettings = OldLandscape->EditorLayerSettings; NewLandscape->bUsedForNavigation = OldLandscape->bUsedForNavigation; NewLandscape->MaxPaintedLayersPerComponent = OldLandscape->MaxPaintedLayersPerComponent; TArray* LandscapeLayers = CanHaveLandscapeLayersContent() ? &OldLandscape->LandscapeLayers : nullptr; NewLandscape->Import(FGuid::NewGuid(), NewMinX, NewMinY, NewMaxX, NewMaxY, NumSubsections, SubsectionSizeQuads, HeightDataPerLayers, *OldLandscape->ReimportHeightmapFilePath, ImportMaterialLayerInfosPerLayers, ELandscapeImportAlphamapType::Additive, LandscapeLayers); // Find the new layer that corresponds to the splines reserved layer in the original, if any, and setup the new Guid : if (const FLandscapeLayer* OldSplinesReservedLayer = OldLandscape->GetLandscapeSplinesReservedLayer()) { const FLandscapeLayer* NewSplinesReservedLayer = NewLandscape->GetLayer(OldSplinesReservedLayer->Name); check(NewSplinesReservedLayer != nullptr); NewLandscape->LandscapeSplinesTargetLayerGuid = NewSplinesReservedLayer->Guid; } ULandscapeInfo* NewLandscapeInfo = NewLandscape->GetLandscapeInfo(); check(NewLandscapeInfo); // Clone landscape splines ALandscape* OldLandscapeActor = LandscapeInfo->LandscapeActor.Get(); if (OldLandscapeActor != nullptr && OldLandscapeActor->GetSplinesComponent() != nullptr) { ULandscapeSplinesComponent* OldSplines = OldLandscapeActor->GetSplinesComponent(); ULandscapeSplinesComponent* NewSplines = DuplicateObject(OldSplines, NewLandscape, OldSplines->GetFName()); NewSplines->AttachToComponent(NewLandscape->GetRootComponent(), FAttachmentTransformRules::KeepWorldTransform); const FVector OldSplineScale = OldSplines->GetRelativeTransform().GetScale3D(); NewSplines->SetRelativeScale3D(FVector(OldSplineScale.X / LandscapeScaleFactor, OldSplineScale.Y / LandscapeScaleFactor, OldSplineScale.Z)); NewLandscape->SetSplinesComponent(NewSplines); NewSplines->RegisterComponent(); // TODO: Foliage on spline meshes } Progress.EnterProgressFrame(CurrentTaskProgress++); if (bResample) { // Remap foliage to the resampled components for (const TPair& Entry : LandscapeInfo->XYtoComponentMap) { ULandscapeComponent* NewComponent = NewLandscapeInfo->XYtoComponentMap.FindRef(Entry.Key); if (NewComponent) { ULandscapeHeightfieldCollisionComponent* OldCollisionComponent = Entry.Value->CollisionComponent.Get(); ULandscapeHeightfieldCollisionComponent* NewCollisionComponent = NewComponent->CollisionComponent.Get(); if (OldCollisionComponent && NewCollisionComponent) { AInstancedFoliageActor::MoveInstancesToNewComponent(OldCollisionComponent->GetWorld(), OldCollisionComponent, NewCollisionComponent); NewCollisionComponent->SnapFoliageInstances(FBox(FVector(-WORLD_MAX), FVector(WORLD_MAX))); } } } Progress.EnterProgressFrame(CurrentTaskProgress++); // delete any components that were deleted in the original TSet ComponentsToDelete; for (const TPair& Entry : NewLandscapeInfo->XYtoComponentMap) { if (!LandscapeInfo->XYtoComponentMap.Contains(Entry.Key)) { ComponentsToDelete.Add(Entry.Value); } } if (ComponentsToDelete.Num() > 0) { DeleteLandscapeComponents(NewLandscapeInfo, ComponentsToDelete); } } else { // Move instances for (const TPair& OldEntry : LandscapeInfo->XYtoComponentMap) { ULandscapeHeightfieldCollisionComponent* OldCollisionComponent = OldEntry.Value->CollisionComponent.Get(); if (OldCollisionComponent) { UWorld* World = OldCollisionComponent->GetWorld(); for (const TPair& NewEntry : NewLandscapeInfo->XYtoComponentMap) { ULandscapeHeightfieldCollisionComponent* NewCollisionComponent = NewEntry.Value->CollisionComponent.Get(); if (NewCollisionComponent && FBoxSphereBounds::BoxesIntersect(NewCollisionComponent->Bounds, OldCollisionComponent->Bounds)) { FBox Box = NewCollisionComponent->Bounds.GetBox(); Box.Min.Z = -WORLD_MAX; Box.Max.Z = WORLD_MAX; AInstancedFoliageActor::MoveInstancesToNewComponent(World, OldCollisionComponent, Box, NewCollisionComponent); } } } } // Snap them to the bounds for (const TPair& NewEntry : NewLandscapeInfo->XYtoComponentMap) { ULandscapeHeightfieldCollisionComponent* NewCollisionComponent = NewEntry.Value->CollisionComponent.Get(); if (NewCollisionComponent) { FBox Box = NewCollisionComponent->Bounds.GetBox(); Box.Min.Z = -WORLD_MAX; Box.Max.Z = WORLD_MAX; NewCollisionComponent->SnapFoliageInstances(Box); } } Progress.EnterProgressFrame(CurrentTaskProgress++); // delete any components that are in areas that were entirely deleted in the original TSet ComponentsToDelete; for (const TPair& Entry : NewLandscapeInfo->XYtoComponentMap) { float OldX = Entry.Key.X * NewComponentSizeQuads + LandscapeOffsetQuads.X; float OldY = Entry.Key.Y * NewComponentSizeQuads + LandscapeOffsetQuads.Y; TSet OverlapComponents; LandscapeInfo->GetComponentsInRegion(OldX, OldY, OldX + NewComponentSizeQuads, OldY + NewComponentSizeQuads, OverlapComponents, false); if (OverlapComponents.Num() == 0) { ComponentsToDelete.Add(Entry.Value); } } if (ComponentsToDelete.Num() > 0) { DeleteLandscapeComponents(NewLandscapeInfo, ComponentsToDelete); } } // Delete the old Landscape and all its proxies for (ALandscapeStreamingProxy* Proxy : TActorRange(OldLandscape->GetWorld())) { if (Proxy->LandscapeActor == OldLandscapeActor) { Proxy->Destroy(); } } OldLandscape->Destroy(); } } GEditor->RedrawLevelEditingViewports(); return NewLandscape; } ELandscapeEditingState FEdModeLandscape::GetEditingState() const { UWorld* World = GetWorld(); if (GEditor->bIsSimulatingInEditor) { return ELandscapeEditingState::SIEWorld; } else if (GEditor->PlayWorld != nullptr) { return ELandscapeEditingState::PIEWorld; } else if (World == nullptr) { return ELandscapeEditingState::Unknown; } else if (World->FeatureLevel < ERHIFeatureLevel::SM5) { return ELandscapeEditingState::BadFeatureLevel; } else if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None && !CurrentToolTarget.LandscapeInfo.IsValid()) { return ELandscapeEditingState::NoLandscape; } return ELandscapeEditingState::Enabled; } bool FEdModeLandscape::CanHaveLandscapeLayersContent() const { ALandscape* Landscape = GetLandscape(); return Landscape != nullptr ? Landscape->CanHaveLayersContent() : false; } bool FEdModeLandscape::HasLandscapeLayersContent() const { ALandscape* Landscape = GetLandscape(); return Landscape != nullptr ? Landscape->HasLayersContent() : false; } int32 FEdModeLandscape::GetLayerCount() const { ALandscape* Landscape = GetLandscape(); return Landscape ? Landscape->GetLayerCount() : 0; } void FEdModeLandscape::SetCurrentLayer(int32 InLayerIndex) { UISettings->Modify(); UISettings->CurrentLayerIndex = InLayerIndex; if (ALandscape* Landscape = GetLandscape()) { const FLandscapeLayer* SplineLayer = Landscape->GetLandscapeSplinesReservedLayer(); if (SplineLayer != nullptr && SplineLayer == Landscape->GetLayer(InLayerIndex)) { SetCurrentToolMode("ToolMode_Manage", false); SetCurrentTool(FName("Splines")); } } RefreshDetailPanel(); RequestLayersContentUpdateForceAll(ELandscapeLayerUpdateMode::Update_Client_Editing); } int32 FEdModeLandscape::GetCurrentLayerIndex() const { return UISettings ? UISettings->CurrentLayerIndex : INDEX_NONE; } ALandscape* FEdModeLandscape::GetLandscape() const { return CurrentToolTarget.LandscapeInfo.IsValid() ? CurrentToolTarget.LandscapeInfo->LandscapeActor.Get() : nullptr; } FLandscapeLayer* FEdModeLandscape::GetLayer(int32 InLayerIndex) const { ALandscape* Landscape = GetLandscape(); return Landscape ? Landscape->GetLayer(InLayerIndex) : nullptr; } FName FEdModeLandscape::GetLayerName(int32 InLayerIndex) const { FLandscapeLayer* Layer = GetLayer(InLayerIndex); return Layer ? Layer->Name : NAME_None; } bool FEdModeLandscape::CanRenameLayerTo(int32 InLayerIndex, const FName& InNewName) { ALandscape* Landscape = GetLandscape(); if (Landscape) { int32 LayerCount = GetLayerCount(); for (int32 LayerIdx = 0; LayerIdx < LayerCount; ++LayerIdx) { if (LayerIdx != InLayerIndex && GetLayerName(LayerIdx) == InNewName) { return false; } } } return true; } void FEdModeLandscape::SetLayerName(int32 InLayerIndex, const FName& InName) { ALandscape* Landscape = GetLandscape(); if (Landscape) { Landscape->SetLayerName(InLayerIndex, InName); } } bool FEdModeLandscape::IsLayerAlphaVisible(int32 InLayerIndex) const { return (CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap || CurrentToolTarget.TargetType == ELandscapeToolTargetType::Weightmap); } float FEdModeLandscape::GetClampedLayerAlpha(float InLayerAlpha) const { ALandscape* Landscape = GetLandscape(); if (Landscape) { if (CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap || CurrentToolTarget.TargetType == ELandscapeToolTargetType::Weightmap) { return Landscape->GetClampedLayerAlpha(InLayerAlpha, CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap); } } return InLayerAlpha; } float FEdModeLandscape::GetLayerAlpha(int32 InLayerIndex) const { ALandscape* Landscape = GetLandscape(); if (Landscape) { if (CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap || CurrentToolTarget.TargetType == ELandscapeToolTargetType::Weightmap) { return Landscape->GetLayerAlpha(InLayerIndex, CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap); } } return 1.0f; } void FEdModeLandscape::SetLayerAlpha(int32 InLayerIndex, float InAlpha) { ALandscape* Landscape = GetLandscape(); if (Landscape) { if (CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap || CurrentToolTarget.TargetType == ELandscapeToolTargetType::Weightmap) { Landscape->SetLayerAlpha(InLayerIndex, InAlpha, CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap); } } } bool FEdModeLandscape::IsLayerVisible(int32 InLayerIndex) const { FLandscapeLayer* Layer = GetLayer(InLayerIndex); return Layer ? Layer->bVisible : false; } void FEdModeLandscape::SetLayerVisibility(bool bInVisible, int32 InLayerIndex) { ALandscape* Landscape = GetLandscape(); if (Landscape) { Landscape->SetLayerVisibility(InLayerIndex, bInVisible); } } bool FEdModeLandscape::IsLayerLocked(int32 InLayerIndex) const { const FLandscapeLayer* Layer = GetLayer(InLayerIndex); return Layer && Layer->bLocked; } void FEdModeLandscape::SetLayerLocked(int32 InLayerIndex, bool bInLocked) { ALandscape* Landscape = GetLandscape(); if (Landscape) { Landscape->SetLayerLocked(InLayerIndex, bInLocked); } } void FEdModeLandscape::RequestLayersContentUpdate(ELandscapeLayerUpdateMode InUpdateMode) { if (ALandscape* Landscape = GetLandscape()) { Landscape->RequestLayersContentUpdate(InUpdateMode); } } void FEdModeLandscape::RequestLayersContentUpdateForceAll(ELandscapeLayerUpdateMode InUpdateMode) { if (ALandscape* Landscape = GetLandscape()) { Landscape->RequestLayersContentUpdateForceAll(InUpdateMode); } } void FEdModeLandscape::AddBrushToCurrentLayer(ALandscapeBlueprintBrushBase* InBrush) { ALandscape* Landscape = GetLandscape(); if (Landscape == nullptr) { return; } Landscape->AddBrushToLayer(GetCurrentLayerIndex(), InBrush); RefreshDetailPanel(); } void FEdModeLandscape::RemoveBrushFromCurrentLayer(int32 InBrushIndex) { ALandscape* Landscape = GetLandscape(); if (Landscape == nullptr) { return; } Landscape->RemoveBrushFromLayer(GetCurrentLayerIndex(), InBrushIndex); RefreshDetailPanel(); } ALandscapeBlueprintBrushBase* FEdModeLandscape::GetBrushForCurrentLayer(int32 InBrushIndex) const { if (ALandscape* Landscape = GetLandscape()) { return Landscape->GetBrushForLayer(GetCurrentLayerIndex(), InBrushIndex); } return nullptr; } TArray FEdModeLandscape::GetBrushesForCurrentLayer() { TArray Brushes; if (ALandscape* Landscape = GetLandscape()) { Brushes = Landscape->GetBrushesForLayer(GetCurrentLayerIndex()); } return Brushes; } void FEdModeLandscape::ShowOnlySelectedBrush(class ALandscapeBlueprintBrushBase* InBrush) { if (ALandscape * Landscape = GetLandscape()) { int32 BrushLayer = Landscape->GetBrushLayer(InBrush); TArray Brushes = Landscape->GetBrushesForLayer(BrushLayer); for (ALandscapeBlueprintBrushBase* Brush : Brushes) { Brush->SetIsVisible(Brush == InBrush); } } } void FEdModeLandscape::DuplicateBrush(class ALandscapeBlueprintBrushBase* InBrush) { GEditor->SelectNone(false, true); GEditor->SelectActor(InBrush, true, false, false); GEditor->edactDuplicateSelected(InBrush->GetLevel(), false); } bool FEdModeLandscape::IsCurrentLayerBlendSubstractive(const TWeakObjectPtr& InLayerInfoObj) const { ALandscape* Landscape = GetLandscape(); if (Landscape != nullptr) { return Landscape->IsLayerBlendSubstractive(GetCurrentLayerIndex(), InLayerInfoObj); } return false; } void FEdModeLandscape::SetCurrentLayerSubstractiveBlendStatus(bool InStatus, const TWeakObjectPtr& InLayerInfoObj) { ALandscape* Landscape = GetLandscape(); if (Landscape != nullptr) { return Landscape->SetLayerSubstractiveBlendStatus(GetCurrentLayerIndex(), InStatus, InLayerInfoObj); } } FLandscapeLayer* FEdModeLandscape::GetCurrentLayer() const { return GetLayer(GetCurrentLayerIndex()); } void FEdModeLandscape::AutoUpdateDirtyLandscapeSplines() { if (HasLandscapeLayersContent() && GEditor->IsTransactionActive()) { // Only auto-update if a layer is reserved for landscape splines ALandscape* Landscape = GetLandscape(); if (Landscape && Landscape->GetLandscapeSplinesReservedLayer()) { // TODO : Only update dirty regions Landscape->RequestSplineLayerUpdate(); } } } bool FEdModeLandscape::CanEditLayer(FText* Reason /*=nullptr*/, FLandscapeLayer* InLayer /*= nullptr*/) { if (CanHaveLandscapeLayersContent()) { ALandscape* Landscape = GetLandscape(); FLandscapeLayer* TargetLayer = InLayer ? InLayer : GetCurrentLayer(); if (!TargetLayer) { if (Reason) { *Reason = NSLOCTEXT("UnrealEd", "LandscapeInvalidLayer", "No layer selected. You must first chose a layer to work on."); } return false; } else if (!TargetLayer->bVisible) { if (Reason) { *Reason = NSLOCTEXT("UnrealEd", "LandscapeLayerHidden", "Painting or sculping in a hidden layer is not allowed."); } return false; } else if (TargetLayer->bLocked) { if (Reason) { *Reason = NSLOCTEXT("UnrealEd", "LandscapeLayerLocked", "This layer is locked. You must unlock it before you can work on this layer."); } return false; } else if (CurrentTool) { int32 TargetLayerIndex = Landscape ? Landscape->LandscapeLayers.IndexOfByPredicate([TargetLayeyGuid = TargetLayer->Guid](const FLandscapeLayer& OtherLayer) { return OtherLayer.Guid == TargetLayeyGuid; }) : INDEX_NONE; if ((CurrentTool != (FLandscapeTool*)SplinesTool) && Landscape && (TargetLayer == Landscape->GetLandscapeSplinesReservedLayer())) { if (Reason) { *Reason = NSLOCTEXT("UnrealEd", "LandscapeLayerReservedForSplines", "This layer is reserved for Landscape Splines."); } return false; } else if (CurrentTool->GetToolName() == FName("Retopologize")) { if (Reason) { *Reason = FText::Format(NSLOCTEXT("UnrealEd", "LandscapeLayersNoSupportForRetopologize", "{0} Tool is not available with the Landscape Layer System."), CurrentTool->GetDisplayName()); } return false; } } } if (CurrentToolTarget.TargetType == ELandscapeToolTargetType::Weightmap && CurrentToolTarget.LayerInfo == nullptr && CurrentTool->GetToolName() != FName("BlueprintBrush")) { if (Reason) { *Reason = NSLOCTEXT("UnrealEd", "LandscapeNeedToCreateLayerInfo", "This layer has no layer info assigned yet. You must create or assign a layer info before you can paint this layer."); } return false; // TODO: FName to LayerInfo: do we want to create the layer info here? //if (FMessageDialog::Open(EAppMsgType::YesNo, NSLOCTEXT("UnrealEd", "LandscapeNeedToCreateLayerInfo", "This layer has no layer info assigned yet. You must create or assign a layer info before you can paint this layer.")) == EAppReturnType::Yes) //{ // CurrentToolTarget.LandscapeInfo->LandscapeProxy->CreateLayerInfo(*CurrentToolTarget.PlaceholderLayerName.ToString()); //} } return true; } void FEdModeLandscape::UpdateLandscapeSplines(bool bUpdateOnlySelected /* = false*/) { if (HasLandscapeLayersContent()) { ALandscape* Landscape = GetLandscape(); if (Landscape) { Landscape->UpdateLandscapeSplines(GetCurrentLayerGuid(), bUpdateOnlySelected); } } else { if (CurrentToolTarget.LandscapeInfo.IsValid()) { CurrentToolTarget.LandscapeInfo->ApplySplines(bUpdateOnlySelected); } } } FGuid FEdModeLandscape::GetCurrentLayerGuid() const { FLandscapeLayer* CurrentLayer = GetCurrentLayer(); return CurrentLayer ? CurrentLayer->Guid : FGuid(); } bool FEdModeLandscape::NeedToFillEmptyMaterialLayers() const { if (!CurrentToolTarget.LandscapeInfo.IsValid() || !CurrentToolTarget.LandscapeInfo->LandscapeActor.IsValid()) { return false; } bool bCanFill = true; CurrentToolTarget.LandscapeInfo->ForAllLandscapeProxies([&](ALandscapeProxy* Proxy) { if (!bCanFill) { return; } ALandscape* Landscape = Proxy->GetLandscapeActor(); if (Landscape != nullptr) { for (FLandscapeLayer& Layer : Landscape->LandscapeLayers) { for (ULandscapeComponent* Component : Proxy->LandscapeComponents) { const FLandscapeLayerComponentData* LayerComponentData = Component->GetLayerData(Layer.Guid); if (LayerComponentData != nullptr) { for (const FWeightmapLayerAllocationInfo& Alloc : LayerComponentData->WeightmapData.LayerAllocations) { if (Alloc.LayerInfo != nullptr) { bCanFill = false; return; } } } } } } }); return bCanFill; } void FEdModeLandscape::UpdateBrushList() { BrushList.Empty(); for (TObjectIterator BrushIt(RF_Transient|RF_ClassDefaultObject|RF_ArchetypeObject, true, EInternalObjectFlags::Garbage); BrushIt; ++BrushIt) { ALandscapeBlueprintBrushBase* Brush = *BrushIt; if (Brush->GetTypedOuter() != GetTransientPackage()) { BrushList.Add(Brush); } } } void FEdModeLandscape::OnLevelActorAdded(AActor* InActor) { if (ALandscape* Landscape = Cast (InActor)) { Landscape->RegisterLandscapeEdMode(this); } ALandscapeBlueprintBrushBase* Brush = Cast(InActor); if (Brush && Brush->GetTypedOuter() != GetTransientPackage()) { if (!GIsReinstancing) { AddBrushToCurrentLayer(Brush); } UpdateBrushList(); RefreshDetailPanel(); } } void FEdModeLandscape::OnLevelActorRemoved(AActor* InActor) { if (ALandscape* Landscape = Cast (InActor)) { Landscape->UnregisterLandscapeEdMode(); } ALandscapeBlueprintBrushBase* Brush = Cast(InActor); if (Brush && Brush->GetTypedOuter() != GetTransientPackage()) { UpdateBrushList(); RefreshDetailPanel(); } } bool LandscapeEditorUtils::SetHeightmapData(ALandscapeProxy* Landscape, const TArray& Data) { FIntRect ComponentsRect = Landscape->GetBoundingRect() + Landscape->LandscapeSectionOffset; if (Data.Num() == (1 + ComponentsRect.Width())*(1 + ComponentsRect.Height())) { FHeightmapAccessor HeightmapAccessor(Landscape->GetLandscapeInfo()); HeightmapAccessor.SetData(ComponentsRect.Min.X, ComponentsRect.Min.Y, ComponentsRect.Max.X, ComponentsRect.Max.Y, Data.GetData()); return true; } return false; } bool LandscapeEditorUtils::SetWeightmapData(ALandscapeProxy* Landscape, ULandscapeLayerInfoObject* LayerObject, const TArray& Data) { FIntRect ComponentsRect = Landscape->GetBoundingRect() + Landscape->LandscapeSectionOffset; if (Data.Num() == (1 + ComponentsRect.Width())*(1 + ComponentsRect.Height())) { FAlphamapAccessor AlphamapAccessor(Landscape->GetLandscapeInfo(), LayerObject); AlphamapAccessor.SetData(ComponentsRect.Min.X, ComponentsRect.Min.Y, ComponentsRect.Max.X, ComponentsRect.Max.Y, Data.GetData(), ELandscapeLayerPaintingRestriction::None); return true; } return false; } FName FLandscapeTargetListInfo::GetLayerName() const { return LayerInfoObj.IsValid() ? LayerInfoObj->LayerName : LayerName; } #undef LOCTEXT_NAMESPACE