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Second batch of remaining Engine copyright updates. #rnx #rb none #jira none [CL 10871196 by Ryan Durand in Main branch]
110 lines
4.1 KiB
C++
110 lines
4.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "InsertEdgeLoop.h"
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#include "IMeshEditorModeEditingContract.h"
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#include "IMeshEditorModeUIContract.h"
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#include "Framework/Commands/UICommandInfo.h"
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#include "EditableMesh.h"
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#include "MeshElement.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "Framework/Commands/UICommandList.h"
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#define LOCTEXT_NAMESPACE "MeshEditorMode"
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void UInsertEdgeLoopCommand::RegisterUICommand( FBindingContext* BindingContext )
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{
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UI_COMMAND_EXT( BindingContext, /* Out */ UICommandInfo, "InsertEdgeLoop", "Insert Edge Loop", "Inserts a loop of edges at a specific location along the selected edge as you click and drag. If a valid loop cannot be determined, no edges will be inserted.", EUserInterfaceActionType::RadioButton, FInputChord() );
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}
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void UInsertEdgeLoopCommand::ApplyDuringDrag( IMeshEditorModeEditingContract& MeshEditorMode, UViewportInteractor* ViewportInteractor )
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{
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// Insert edge loop
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static TMap< UEditableMesh*, TArray< FMeshElement > > SelectedMeshesAndEdges;
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MeshEditorMode.GetSelectedMeshesAndEdges( /* Out */ SelectedMeshesAndEdges );
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if( SelectedMeshesAndEdges.Num() > 0 )
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{
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// Deselect the edges first, since they'll be deleted or split up while inserting the edge loop,
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// and we want them to be re-selected after undo
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MeshEditorMode.DeselectAllMeshElements();
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static TArray<FMeshElement> MeshElementsToSelect;
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MeshElementsToSelect.Reset();
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for( auto& MeshAndEdges : SelectedMeshesAndEdges )
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{
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UEditableMesh* EditableMesh = MeshAndEdges.Key;
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verify( !EditableMesh->AnyChangesToUndo() );
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const TArray<FMeshElement>& EdgeElements = MeshAndEdges.Value;
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// Figure out where to add the loop along the edge
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FEdgeID ClosestEdgeID = FEdgeID::Invalid;
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float Split = 0.0f;
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const bool bFoundSplit = MeshEditorMode.FindEdgeSplitUnderInteractor( MeshEditorMode.GetActiveActionInteractor(), EditableMesh, EdgeElements, /* Out */ ClosestEdgeID, /* Out */ Split );
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// Insert the edge loop
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if( bFoundSplit )
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{
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for( const FMeshElement& EdgeMeshElement : EdgeElements )
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{
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const FEdgeID EdgeID( EdgeMeshElement.ElementAddress.ElementID );
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static TArray<FEdgeID> NewEdgeIDs;
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NewEdgeIDs.Reset();
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static TArray<float> Splits; // @todo mesheditor edgeloop: Add support for inserting multiple splits at once!
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Splits.Reset();
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Splits.Add( Split );
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EditableMesh->InsertEdgeLoop( EdgeID, Splits, /* Out */ NewEdgeIDs );
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// Select all of the new edges that were created by inserting the loop
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if( NewEdgeIDs.Num() > 0 )
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{
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for( const FEdgeID NewEdgeID : NewEdgeIDs )
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{
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FMeshElement MeshElementToSelect;
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{
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MeshElementToSelect.Component = EdgeMeshElement.Component;
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MeshElementToSelect.ElementAddress.SubMeshAddress = EdgeMeshElement.ElementAddress.SubMeshAddress;
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MeshElementToSelect.ElementAddress.ElementType = EEditableMeshElementType::Edge;
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MeshElementToSelect.ElementAddress.ElementID = NewEdgeID;
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}
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// Queue selection of this new element. We don't want it to be part of the current action.
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MeshElementsToSelect.Add( MeshElementToSelect );
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}
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}
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}
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MeshEditorMode.TrackUndo( EditableMesh, EditableMesh->MakeUndo() );
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}
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}
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MeshEditorMode.SelectMeshElements( MeshElementsToSelect );
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}
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}
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void UInsertEdgeLoopCommand::AddToVRRadialMenuActionsMenu( IMeshEditorModeUIContract& MeshEditorMode, FMenuBuilder& MenuBuilder, TSharedPtr<FUICommandList> CommandList, const FName TEMPHACK_StyleSetName, class UVREditorMode* VRMode )
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{
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if( MeshEditorMode.GetMeshElementSelectionMode() == EEditableMeshElementType::Edge )
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{
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MenuBuilder.AddMenuEntry(
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LOCTEXT("VRInsertEdgeLoop", "Insert Loop"),
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FText(),
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FSlateIcon(TEMPHACK_StyleSetName, "MeshEditorMode.EdgeInsert"), // @todo mesheditor extensibility: TEMPHACK for style; Need PolygonModelingStyle, probably. Or we're just cool with exporting MeshEditorModeStyle, since we're all the same plugin after all.
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MakeUIAction( MeshEditorMode ),
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NAME_None,
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EUserInterfaceActionType::ToggleButton
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);
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}
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}
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#undef LOCTEXT_NAMESPACE
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