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ryan schmidt 826eb71a04 ModelingMode: selection system bugfixes & improvements.
Add DynamicMeshSelector::UpdateAfterGeometryEdit API. StaticMeshSelector implementation updates static mesh after an Edit instead of emitting MeshChange on temporary DynamicMesh.
Delete and Retriangulate Commands now use this API instead of directly emitting transaction, so now these commands work properly on Static Meshes.

FStaticMeshComponentSelectorFactory::CanBuildForTarget now only allows UStaticMeshComponent specifically, filtering out subclasses. This is not ideal but I don't know what else we can do for now, there are many subclasses like ISMC, SplineMeshComponent, etc, that will not work w/ the Selection system. Also now filtering out Engine assets and cooked assets.

ModelingToolsEditorMode now listens for blueprint pre-compiles, and when this occurs, clears the active selection and selection targets. This is necessary because if the selection Component was part of a BP, on recompile it is re-instanced and the old pointer goes stale. Possibly can handle this better or at a more granular level, but clearing the selection is safest. This currently results in things not being undoable because the FChange transactions are on the "old" UDynamicMesh that no longer exists.

UModelingToolsEditorMode::UpdateSelectionManagerOnEditorSelectionChange now does a more thorough job of inspecting the current Actor/Component selection to find Components that could work w/ the selection system.

#rb lonnie.li

[CL 26133067 by ryan schmidt in ue5-main branch]
2023-06-20 16:23:43 -04:00

113 lines
3.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Commands/DeleteGeometrySelectionCommand.h"
#include "ToolContextInterfaces.h"
#include "UDynamicMesh.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "DynamicMesh/DynamicMeshChangeTracker.h"
#include "DynamicMeshEditor.h"
#include "Changes/MeshChange.h"
#include "Selections/GeometrySelectionUtil.h"
#include "Selection/DynamicMeshSelector.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(DeleteGeometrySelectionCommand)
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UDeleteGeometrySelectionCommand"
FText UDeleteGeometrySelectionCommand::GetCommandShortString() const
{
return LOCTEXT("ShortString", "Delete Selection");
}
bool UDeleteGeometrySelectionCommand::CanExecuteCommandForSelection(UGeometrySelectionEditCommandArguments* SelectionArgs)
{
return SelectionArgs->IsMatchingType(FGeometryIdentifier::ETargetType::MeshContainer, FGeometryIdentifier::EObjectType::DynamicMesh);
}
void UDeleteGeometrySelectionCommand::ExecuteCommandForSelection(UGeometrySelectionEditCommandArguments* SelectionArgs, UInteractiveCommandResult** Result)
{
IGeometrySelector* BaseSelector = SelectionArgs->SelectionHandle.Selector;
if (!ensure(BaseSelector != nullptr))
{
UE_LOG(LogGeometry, Warning, TEXT("UDeleteGeometrySelectionCommand: Delete Selection requires Selector be provided in Selection Arguments"));
return;
}
// delete never returns a new selection
if (Result != nullptr)
{
*Result = nullptr;
}
// should have been verified by CanExecute
check(SelectionArgs->IsMatchingType(FGeometryIdentifier::ETargetType::MeshContainer, FGeometryIdentifier::EObjectType::DynamicMesh));
// TODO: extremely hardcoded behavior right here. Need a way to make this more generic, however
// having the UpdateAfterGeometryEdit function in the base GeometrySelector does not make sense as
// it is specific to meshes. Probably this Command needs to be specialized for Mesh Edits.
FBaseDynamicMeshSelector* BaseDynamicMeshSelector = static_cast<FBaseDynamicMeshSelector*>(BaseSelector);
// collect up all our inputs
UDynamicMesh* MeshObject = SelectionArgs->SelectionHandle.Identifier.GetAsObjectType<UDynamicMesh>();
check(MeshObject != nullptr);
const FGeometrySelection* Selection = SelectionArgs->SelectionHandle.Selection;
if (Selection->Selection.Num() == 0)
{
return;
}
bool bTrackChanges = SelectionArgs->HasTransactionsAPI();
TUniquePtr<FDynamicMeshChange> DynamicMeshChange; // only initialized if bTrackChanges == true
// apply the delete operation
MeshObject->EditMesh([&](FDynamicMesh3& EditMesh)
{
// build list of triangles from whatever the selection contains
TSet<int32> TriangleList;
//UE::Geometry::FPolygroupSet UsePolygroupSet = ...; // need to support this eventually
UE::Geometry::EnumerateSelectionTriangles(*Selection, EditMesh,
[&](int32 TriangleID) { TriangleList.Add(TriangleID); });
// mark triangles for change
FDynamicMeshChangeTracker ChangeTracker(&EditMesh);
if (bTrackChanges)
{
ChangeTracker.BeginChange();
ChangeTracker.SaveTriangles(TriangleList, true);
}
// actually delete them
FDynamicMeshEditor Editor(&EditMesh);
Editor.RemoveTriangles(TriangleList.Array(), true);
// extract the change record
if (bTrackChanges)
{
DynamicMeshChange = ChangeTracker.EndChange();
}
}, EDynamicMeshChangeType::GeneralEdit, EDynamicMeshAttributeChangeFlags::Unknown, false);
// emit change
if ( bTrackChanges && DynamicMeshChange.IsValid() )
{
SelectionArgs->GetTransactionsAPI()->BeginUndoTransaction(GetCommandShortString());
BaseDynamicMeshSelector->UpdateAfterGeometryEdit(
SelectionArgs->GetTransactionsAPI(), true, MoveTemp(DynamicMeshChange), GetCommandShortString());
SelectionArgs->GetTransactionsAPI()->EndUndoTransaction();
}
}
#undef LOCTEXT_NAMESPACE