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#preflight 6272a74d2f6d177be3c6fdda #rb Matt.Kuhlenschmidt #ROBOMERGE-OWNER: Lauren.Barnes #ROBOMERGE-AUTHOR: lauren.barnes #ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690) #ROBOMERGE-CONFLICT from-shelf [CL 20105363 by Lauren Barnes in ue5-main branch]
1499 lines
55 KiB
C++
1499 lines
55 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SkeletalMeshEditor.h"
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#include "SkeletalMeshEditorCommands.h"
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#include "SkeletalMeshEditorMode.h"
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#include "SSkeletalMeshEditorToolbox.h"
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#include "Algo/Transform.h"
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#include "Animation/DebugSkelMeshComponent.h"
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#include "AssetRegistry/AssetData.h"
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#include "ClothingAsset.h"
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#include "ClothingSystemEditorInterfaceModule.h"
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#include "ComponentReregisterContext.h"
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#include "EdGraph/EdGraphSchema.h"
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#include "Editor/EditorEngine.h"
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#include "EditorFramework/AssetImportData.h"
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#include "EditorModeManager.h"
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#include "EditorReimportHandler.h"
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#include "EditorViewportClient.h"
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#include "EngineGlobals.h"
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#include "EngineUtils.h"
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#include "Factories/FbxSkeletalMeshImportData.h"
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#include "FbxMeshUtils.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "IAssetFamily.h"
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#include "IDetailsView.h"
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#include "IPersonaPreviewScene.h"
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#include "IPersonaToolkit.h"
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#include "IPersonaViewport.h"
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#include "ISkeletalMeshEditorModule.h"
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#include "ISkeletonEditorModule.h"
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#include "ISkeletonTree.h"
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#include "ISkeletonTreeItem.h"
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#include "LODUtilities.h"
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#include "Misc/MessageDialog.h"
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#include "Modules/ModuleManager.h"
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#include "PersonaCommonCommands.h"
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#include "PersonaModule.h"
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#include "PersonaToolMenuContext.h"
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#include "Preferences/PersonaOptions.h"
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#include "Rendering/SkeletalMeshModel.h"
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#include "ScopedTransaction.h"
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#include "SCreateClothingSettingsPanel.h"
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#include "Settings/EditorExperimentalSettings.h"
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#include "SkeletalMeshToolMenuContext.h"
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#include "ToolMenus.h"
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#include "Engine/SkeletalMeshSocket.h"
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#include "Widgets/Docking/SDockTab.h"
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#include "Widgets/Layout/SBorder.h"
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#include "Widgets/Layout/SBox.h"
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#include "Interfaces/ITargetPlatform.h"
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#include "Interfaces/ITargetPlatformManagerModule.h"
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#include "Misc/CoreMisc.h"
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#include "Toolkits/AssetEditorToolkitMenuContext.h"
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#include "MeshMergeModule.h"
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#include "AssetToolsModule.h"
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#include "IAssetTools.h"
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#include "SkeletalMeshEditorContextMenuContext.h"
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#include "Styling/AppStyle.h"
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#include "InterchangeAssetImportData.h"
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const FName SkeletalMeshEditorAppIdentifier = FName(TEXT("SkeletalMeshEditorApp"));
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const FName SkeletalMeshEditorModes::SkeletalMeshEditorMode(TEXT("SkeletalMeshEditorMode"));
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const FName SkeletalMeshEditorTabs::DetailsTab(TEXT("DetailsTab"));
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const FName SkeletalMeshEditorTabs::SkeletonTreeTab(TEXT("SkeletonTreeView"));
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const FName SkeletalMeshEditorTabs::AssetDetailsTab(TEXT("AnimAssetPropertiesTab"));
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const FName SkeletalMeshEditorTabs::ViewportTab(TEXT("Viewport"));
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const FName SkeletalMeshEditorTabs::AdvancedPreviewTab(TEXT("AdvancedPreviewTab"));
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const FName SkeletalMeshEditorTabs::MorphTargetsTab("MorphTargetsTab");
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const FName SkeletalMeshEditorTabs::AnimationMappingTab("AnimationMappingWindow");
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const FName SkeletalMeshEditorTabs::ToolboxDetailsTab("ToolBoxDetailsTab");
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DEFINE_LOG_CATEGORY(LogSkeletalMeshEditor);
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#define LOCTEXT_NAMESPACE "SkeletalMeshEditor"
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FSkeletalMeshEditor::FSkeletalMeshEditor()
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{
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UEditorEngine* Editor = Cast<UEditorEngine>(GEngine);
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if (Editor != nullptr)
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{
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Editor->RegisterForUndo(this);
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}
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}
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FSkeletalMeshEditor::~FSkeletalMeshEditor()
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{
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UEditorEngine* Editor = Cast<UEditorEngine>(GEngine);
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if (Editor != nullptr)
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{
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Editor->UnregisterForUndo(this);
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}
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//We have to do this differently, make sure we do not have any cloth paint mode active before deleting the PersonaToolkit
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{
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//At this point the ClothPaintMode, if exist is deactivate but not destroy
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//This is why we do not verify if the mode is active. Calling DestroyMode on a unexisting mode is ok
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const FEditorModeID ClothModeID = FName("ClothPaintMode");
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GetEditorModeManager().DestroyMode(ClothModeID);
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}
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// Reset the preview scene mesh before closing the toolkit or destroying the preview scene so the viewports can clean up properly.
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// This is due to the viewports directly needing to use delegates on a nested USkeletalMesh parented to a debug component the editor uses.
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// The USkeletalMesh persists beyond the lifetime of the debug component used by the toolkit or viewports,
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// which can cause issues for viewports with delegates for on change notifications on the skeletal mesh to track undo/redo for things like floor mesh movement,
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// since the floor mesh position is stored on the skeletal mesh, and not the debug component.
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if (PersonaToolkit.IsValid())
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{
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constexpr bool bSetPreviewMeshInAsset = false;
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PersonaToolkit->SetPreviewMesh(nullptr, bSetPreviewMeshInAsset);
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}
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}
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bool IsReductionParentBaseLODUseSkeletalMeshBuildWorkflow(USkeletalMesh* SkeletalMesh, int32 TestLODIndex)
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{
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FSkeletalMeshLODInfo* LODInfo = SkeletalMesh->GetLODInfo(TestLODIndex);
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if (LODInfo == nullptr || !SkeletalMesh->GetImportedModel() || !SkeletalMesh->GetImportedModel()->LODModels.IsValidIndex(TestLODIndex))
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{
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return false;
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}
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if (SkeletalMesh->IsLODImportedDataBuildAvailable(TestLODIndex))
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{
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return true;
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}
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if (LODInfo->bHasBeenSimplified || SkeletalMesh->IsReductionActive(TestLODIndex))
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{
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int32 ReduceBaseLOD = LODInfo->ReductionSettings.BaseLOD;
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if (ReduceBaseLOD < TestLODIndex)
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{
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return IsReductionParentBaseLODUseSkeletalMeshBuildWorkflow(SkeletalMesh, ReduceBaseLOD);
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}
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}
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return false;
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}
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bool FSkeletalMeshEditor::OnRequestClose()
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{
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bool bAllowClose = true;
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if (PersonaToolkit.IsValid() && SkeletalMesh)
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{
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bool bHaveModifiedLOD = false;
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for (int32 LODIndex = 0; LODIndex < SkeletalMesh->GetLODNum(); ++LODIndex)
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{
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FSkeletalMeshLODInfo* LODInfo = SkeletalMesh->GetLODInfo(LODIndex);
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if (LODInfo == nullptr || !SkeletalMesh->GetImportedModel() || !SkeletalMesh->GetImportedModel()->LODModels.IsValidIndex(LODIndex))
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{
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continue;
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}
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bool bValidLODSettings = false;
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if (SkeletalMesh->GetLODSettings() != nullptr)
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{
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const int32 NumSettings = FMath::Min(SkeletalMesh->GetLODSettings()->GetNumberOfSettings(), SkeletalMesh->GetLODNum());
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if (LODIndex < NumSettings)
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{
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bValidLODSettings = true;
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}
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}
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const FSkeletalMeshLODGroupSettings* SkeletalMeshLODGroupSettings = bValidLODSettings ? &SkeletalMesh->GetLODSettings()->GetSettingsForLODLevel(LODIndex) : nullptr;
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FGuid BuildGUID = LODInfo->ComputeDeriveDataCacheKey(SkeletalMeshLODGroupSettings);
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if (LODInfo->BuildGUID != BuildGUID)
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{
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bHaveModifiedLOD = true;
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break;
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}
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FString BuildStringID = SkeletalMesh->GetImportedModel()->LODModels[LODIndex].GetLODModelDeriveDataKey();
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if (SkeletalMesh->GetImportedModel()->LODModels[LODIndex].BuildStringID != BuildStringID)
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{
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bHaveModifiedLOD = true;
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break;
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}
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}
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if (bHaveModifiedLOD)
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{
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// find out the user wants to do with this dirty material
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EAppReturnType::Type OkCancelReply = FMessageDialog::Open(
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EAppMsgType::OkCancel,
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FText::Format(LOCTEXT("SkeletalMeshEditorShouldApplyLODChanges", "We have to apply level of detail changes to {0} before exiting the skeletal mesh editor."), FText::FromString(PersonaToolkit->GetMesh()->GetName()))
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);
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switch (OkCancelReply)
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{
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case EAppReturnType::Ok:
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{
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SkeletalMesh->MarkPackageDirty();
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SkeletalMesh->PostEditChange();
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bAllowClose = true;
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}
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break;
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case EAppReturnType::Cancel:
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// Don't exit.
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bAllowClose = false;
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break;
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}
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}
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}
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return bAllowClose;
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}
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void FSkeletalMeshEditor::RegisterTabSpawners(const TSharedRef<class FTabManager>& InTabManager)
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{
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WorkspaceMenuCategory = InTabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_SkeletalMeshEditor", "Skeletal Mesh Editor"));
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InTabManager->RegisterTabSpawner(
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SkeletalMeshEditorTabs::ToolboxDetailsTab,
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FOnSpawnTab::CreateSP(this, &FSkeletalMeshEditor::SpawnToolboxTab),
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FCanSpawnTab::CreateSP(this, &FSkeletalMeshEditor::CanSpawnToolboxTab)
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)
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.SetDisplayName(LOCTEXT("ToolboxTab", "Toolbox"))
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.SetGroup(WorkspaceMenuCategory.ToSharedRef())
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.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Modes" ));
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FAssetEditorToolkit::RegisterTabSpawners(InTabManager);
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}
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void FSkeletalMeshEditor::UnregisterTabSpawners(const TSharedRef<class FTabManager>& InTabManager)
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{
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FAssetEditorToolkit::UnregisterTabSpawners(InTabManager);
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}
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void FSkeletalMeshEditor::InitSkeletalMeshEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, USkeletalMesh* InSkeletalMesh)
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{
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SkeletalMesh = InSkeletalMesh;
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FPersonaModule& PersonaModule = FModuleManager::LoadModuleChecked<FPersonaModule>("Persona");
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PersonaToolkit = PersonaModule.CreatePersonaToolkit(InSkeletalMesh);
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PersonaToolkit->GetPreviewScene()->SetDefaultAnimationMode(EPreviewSceneDefaultAnimationMode::ReferencePose);
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TSharedRef<IAssetFamily> AssetFamily = PersonaModule.CreatePersonaAssetFamily(InSkeletalMesh);
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AssetFamily->RecordAssetOpened(FAssetData(InSkeletalMesh));
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TSharedPtr<IPersonaPreviewScene> PreviewScene = PersonaToolkit->GetPreviewScene();
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FSkeletonTreeArgs SkeletonTreeArgs;
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SkeletonTreeArgs.OnSelectionChanged = FOnSkeletonTreeSelectionChanged::CreateSP(this, &FSkeletalMeshEditor::HandleSelectionChanged);
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SkeletonTreeArgs.PreviewScene = PreviewScene;
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SkeletonTreeArgs.ContextName = GetToolkitFName();
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ISkeletonEditorModule& SkeletonEditorModule = FModuleManager::GetModuleChecked<ISkeletonEditorModule>("SkeletonEditor");
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SkeletonTree = SkeletonEditorModule.CreateSkeletonTree(PersonaToolkit->GetSkeleton(), SkeletonTreeArgs);
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const bool bCreateDefaultStandaloneMenu = true;
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const bool bCreateDefaultToolbar = true;
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FAssetEditorToolkit::InitAssetEditor(Mode, InitToolkitHost, SkeletalMeshEditorAppIdentifier, FTabManager::FLayout::NullLayout, bCreateDefaultStandaloneMenu, bCreateDefaultToolbar, InSkeletalMesh);
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BindCommands();
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AddApplicationMode(
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SkeletalMeshEditorModes::SkeletalMeshEditorMode,
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MakeShareable(new FSkeletalMeshEditorMode(SharedThis(this), SkeletonTree.ToSharedRef())));
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SetCurrentMode(SkeletalMeshEditorModes::SkeletalMeshEditorMode);
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ExtendMenu();
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ExtendToolbar();
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RegenerateMenusAndToolbars();
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// Set up mesh click selection
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PreviewScene->RegisterOnMeshClick(FOnMeshClick::CreateSP(this, &FSkeletalMeshEditor::HandleMeshClick));
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PreviewScene->SetAllowMeshHitProxies(true);
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if(PreviewScene->GetPreviewMeshComponent())
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{
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PreviewScene->GetPreviewMeshComponent()->bSelectable = PreviewScene->AllowMeshHitProxies();
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PreviewScene->GetPreviewMeshComponent()->MarkRenderStateDirty();
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}
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// Make sure we get told when the editor mode changes so we can switch to the appropriate tab
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// if there's a toolbox available.
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GetEditorModeManager().OnEditorModeIDChanged().AddSP(this, &FSkeletalMeshEditor::OnEditorModeIdChanged);
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}
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FName FSkeletalMeshEditor::GetToolkitFName() const
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{
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return FName("SkeletalMeshEditor");
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}
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FText FSkeletalMeshEditor::GetBaseToolkitName() const
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{
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return LOCTEXT("AppLabel", "SkeletalMeshEditor");
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}
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FString FSkeletalMeshEditor::GetWorldCentricTabPrefix() const
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{
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return LOCTEXT("WorldCentricTabPrefix", "SkeletalMeshEditor ").ToString();
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}
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FLinearColor FSkeletalMeshEditor::GetWorldCentricTabColorScale() const
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{
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return FLinearColor(0.3f, 0.2f, 0.5f, 0.5f);
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}
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void FSkeletalMeshEditor::AddReferencedObjects(FReferenceCollector& Collector)
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{
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Collector.AddReferencedObject(SkeletalMesh);
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}
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void FSkeletalMeshEditor::BindCommands()
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{
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FSkeletalMeshEditorCommands::Register();
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ToolkitCommands->MapAction(FSkeletalMeshEditorCommands::Get().ReimportMesh,
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FExecuteAction::CreateSP(this, &FSkeletalMeshEditor::HandleReimportMesh, (int32)INDEX_NONE));
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ToolkitCommands->MapAction(FSkeletalMeshEditorCommands::Get().ReimportAllMesh,
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FExecuteAction::CreateSP(this, &FSkeletalMeshEditor::HandleReimportAllMesh, (int32)INDEX_NONE));
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ToolkitCommands->MapAction(FPersonaCommonCommands::Get().TogglePlay,
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FExecuteAction::CreateRaw(&GetPersonaToolkit()->GetPreviewScene().Get(), &IPersonaPreviewScene::TogglePlayback));
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// Bake Materials
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ToolkitCommands->MapAction(FSkeletalMeshEditorCommands::Get().BakeMaterials,
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FExecuteAction::CreateSP(this, &FSkeletalMeshEditor::BakeMaterials),
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FCanExecuteAction());
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}
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TSharedPtr<FSkeletalMeshEditor> FSkeletalMeshEditor::GetSkeletalMeshEditor(const FToolMenuContext& InMenuContext)
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{
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if (USkeletalMeshToolMenuContext* Context = InMenuContext.FindContext<USkeletalMeshToolMenuContext>())
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{
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if (Context->SkeletalMeshEditor.IsValid())
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{
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return StaticCastSharedPtr<FSkeletalMeshEditor>(Context->SkeletalMeshEditor.Pin());
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}
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}
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return TSharedPtr<FSkeletalMeshEditor>();
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}
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void FSkeletalMeshEditor::OnEditorModeIdChanged(const FEditorModeID& ModeChangedID, bool bIsEnteringMode)
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{
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if (GetEditorModeManager().IsDefaultMode(ModeChangedID))
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{
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return;
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}
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if (bIsEnteringMode)
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{
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// FIXME: We should get the hosted toolkit from here.
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if (GetEditorModeManager().GetActiveScriptableMode(ModeChangedID)->UsesToolkits())
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{
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TabManager->TryInvokeTab(SkeletalMeshEditorTabs::ToolboxDetailsTab);
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}
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}
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else
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{
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TSharedPtr<SDockTab> ToolboxTab = TabManager->FindExistingLiveTab(SkeletalMeshEditorTabs::ToolboxDetailsTab);
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if (ToolboxTab.IsValid())
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{
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ToolboxTab->RequestCloseTab();
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}
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}
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}
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bool FSkeletalMeshEditor::CanSpawnToolboxTab(const FSpawnTabArgs& InArgs) const
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{
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return HostedToolkit.IsValid();
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}
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TSharedRef<SDockTab> FSkeletalMeshEditor::SpawnToolboxTab(const FSpawnTabArgs& Args)
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{
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ToolboxWidget = SNew(SSkeletalMeshEditorToolbox, SharedThis<ISkeletalMeshEditor>(this));
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TSharedRef<SDockTab> DockTab = SNew(SDockTab)
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.Label(LOCTEXT("ToolboxTab", "Toolbox"))
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[
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SNew(SBox)
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.AddMetaData<FTagMetaData>(FTagMetaData(TEXT("ToolboxTab")))
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[
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ToolboxWidget.ToSharedRef()
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]
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];
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ToolboxWidget->SetOwningTab(DockTab);
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ToolboxWidget->AttachToolkit(HostedToolkit.ToSharedRef());
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return DockTab;
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}
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void FSkeletalMeshEditor::OnToolboxTabClosed(TSharedRef<SDockTab> InClosedTab)
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{
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// If the user closed the tab, then we want to go back to the base skel mesh editor mode.
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GetEditorModeManager().ActivateDefaultMode();
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}
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void FSkeletalMeshEditor::RegisterReimportContextMenu(const FName InBaseMenuName)
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{
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static auto ReimportMeshWithNewFileAction = [](const FToolMenuContext& InMenuContext, int32 SourceFileIndex)
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{
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TSharedPtr<FSkeletalMeshEditor> SkeletalMeshEditor = GetSkeletalMeshEditor(InMenuContext);
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if (SkeletalMeshEditor.IsValid())
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{
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if (USkeletalMesh* FoundSkeletalMesh = SkeletalMeshEditor->SkeletalMesh)
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{
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if (UFbxSkeletalMeshImportData* SkeletalMeshImportData = Cast<UFbxSkeletalMeshImportData>(FoundSkeletalMesh->GetAssetImportData()))
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{
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SkeletalMeshImportData->ImportContentType = SourceFileIndex == 0 ? EFBXImportContentType::FBXICT_All : SourceFileIndex == 1 ? EFBXImportContentType::FBXICT_Geometry : EFBXImportContentType::FBXICT_SkinningWeights;
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SkeletalMeshEditor->HandleReimportMeshWithNewFile(SourceFileIndex);
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}
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else if (UInterchangeAssetImportData* InterchangeImportData = Cast<UInterchangeAssetImportData>(FoundSkeletalMesh->GetAssetImportData()))
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{
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SkeletalMeshEditor->HandleReimportMeshWithNewFile(SourceFileIndex);
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}
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}
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}
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};
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static auto CreateMultiContentSubMenu = [](UToolMenu* InMenu)
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{
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FToolMenuSection& Section = InMenu->AddSection("Reimport");
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TSharedPtr<FSkeletalMeshEditor> SkeletalMeshEditor = GetSkeletalMeshEditor(InMenu->Context);
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if (SkeletalMeshEditor.IsValid())
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{
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Section.AddMenuEntry(
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"ReimportGeometryContentLabel",
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LOCTEXT("ReimportGeometryContentLabel", "Geometry"),
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LOCTEXT("ReimportGeometryContentLabelTooltipTooltip", "Reimport Geometry Only"),
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FSlateIcon(FAppStyle::GetAppStyleSetName(), "ContentBrowser.AssetActions.ReimportAsset"),
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FToolMenuExecuteAction::CreateLambda(ReimportMeshWithNewFileAction, 1)
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);
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Section.AddMenuEntry(
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"ReimportSkinningAndWeightsContentLabel",
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LOCTEXT("ReimportSkinningAndWeightsContentLabel", "Skinning And Weights"),
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LOCTEXT("ReimportSkinningAndWeightsContentLabelTooltipTooltip", "Reimport Skinning And Weights Only"),
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FSlateIcon(FAppStyle::GetAppStyleSetName(), "ContentBrowser.AssetActions.ReimportAsset"),
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FToolMenuExecuteAction::CreateLambda(ReimportMeshWithNewFileAction, 2)
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);
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}
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};
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static auto ReimportAction = [](const FToolMenuContext& InMenuContext, const int32 SourceFileIndex, const bool bReimportAll, const bool bWithNewFile)
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{
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TSharedPtr<FSkeletalMeshEditor> SkeletalMeshEditor = GetSkeletalMeshEditor(InMenuContext);
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|
if (SkeletalMeshEditor.IsValid())
|
|
{
|
|
if (USkeletalMesh* FoundSkeletalMesh = SkeletalMeshEditor->SkeletalMesh)
|
|
{
|
|
UFbxSkeletalMeshImportData* SkeletalMeshImportData = FoundSkeletalMesh ? Cast<UFbxSkeletalMeshImportData>(FoundSkeletalMesh->GetAssetImportData()) : nullptr;
|
|
if (SkeletalMeshImportData)
|
|
{
|
|
SkeletalMeshImportData->ImportContentType = SourceFileIndex == 0 ? EFBXImportContentType::FBXICT_All : SourceFileIndex == 1 ? EFBXImportContentType::FBXICT_Geometry : EFBXImportContentType::FBXICT_SkinningWeights;
|
|
}
|
|
|
|
if (bReimportAll)
|
|
{
|
|
if (bWithNewFile)
|
|
{
|
|
SkeletalMeshEditor->HandleReimportAllMeshWithNewFile(SourceFileIndex);
|
|
}
|
|
else
|
|
{
|
|
SkeletalMeshEditor->HandleReimportAllMesh(SourceFileIndex);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (bWithNewFile)
|
|
{
|
|
SkeletalMeshEditor->HandleReimportMeshWithNewFile(SourceFileIndex);
|
|
}
|
|
else
|
|
{
|
|
SkeletalMeshEditor->HandleReimportMesh(SourceFileIndex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
static auto CreateReimportSubMenu = [](UToolMenu* InMenu, bool bReimportAll, bool bWithNewFile)
|
|
{
|
|
TSharedPtr<FSkeletalMeshEditor> SkeletalMeshEditor = GetSkeletalMeshEditor(InMenu->Context);
|
|
if (SkeletalMeshEditor.IsValid())
|
|
{
|
|
USkeletalMesh* InSkeletalMesh = SkeletalMeshEditor->SkeletalMesh;
|
|
if (InSkeletalMesh && InSkeletalMesh->GetAssetImportData())
|
|
{
|
|
//Get the data
|
|
TArray<FString> SourceFilePaths;
|
|
InSkeletalMesh->GetAssetImportData()->ExtractFilenames(SourceFilePaths);
|
|
TArray<FString> SourceFileLabels;
|
|
InSkeletalMesh->GetAssetImportData()->ExtractDisplayLabels(SourceFileLabels);
|
|
|
|
if (SourceFileLabels.Num() > 0 && SourceFileLabels.Num() == SourceFilePaths.Num())
|
|
{
|
|
FToolMenuSection& Section = InMenu->AddSection("Reimport");
|
|
for (int32 SourceFileIndex = 0; SourceFileIndex < SourceFileLabels.Num(); ++SourceFileIndex)
|
|
{
|
|
FText ReimportLabel = FText::Format(LOCTEXT("ReimportNoLabel", "SourceFile {0}"), SourceFileIndex);
|
|
FText ReimportLabelTooltip = FText::Format(LOCTEXT("ReimportNoLabelTooltip", "Reimport File: {0}"), FText::FromString(SourceFilePaths[SourceFileIndex]));
|
|
if (SourceFileLabels[SourceFileIndex].Len() > 0)
|
|
{
|
|
ReimportLabel = FText::Format(LOCTEXT("ReimportLabel", "{0}"), FText::FromString(SourceFileLabels[SourceFileIndex]));
|
|
ReimportLabelTooltip = FText::Format(LOCTEXT("ReimportLabelTooltip", "Reimport {0} File: {1}"), FText::FromString(SourceFileLabels[SourceFileIndex]), FText::FromString(SourceFilePaths[SourceFileIndex]));
|
|
}
|
|
|
|
Section.AddMenuEntry(
|
|
NAME_None,
|
|
ReimportLabel,
|
|
ReimportLabelTooltip,
|
|
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ContentBrowser.AssetActions.ReimportAsset"),
|
|
FToolMenuExecuteAction::CreateLambda(ReimportAction, SourceFileIndex, bReimportAll, bWithNewFile)
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
if (!UToolMenus::Get()->IsMenuRegistered(UToolMenus::JoinMenuPaths(InBaseMenuName, "ReimportContextMenu")))
|
|
{
|
|
UToolMenu* ToolMenu = UToolMenus::Get()->RegisterMenu(UToolMenus::JoinMenuPaths(InBaseMenuName, "ReimportContextMenu"));
|
|
ToolMenu->AddDynamicSection("Section", FNewToolMenuDelegate::CreateLambda([](UToolMenu* InMenu)
|
|
{
|
|
TSharedPtr<FSkeletalMeshEditor> SkeletalMeshEditor = GetSkeletalMeshEditor(InMenu->Context);
|
|
if (SkeletalMeshEditor.IsValid())
|
|
{
|
|
USkeletalMesh* InSkeletalMesh = SkeletalMeshEditor->SkeletalMesh;
|
|
bool bShowSubMenu = InSkeletalMesh != nullptr && InSkeletalMesh->GetAssetImportData() != nullptr && InSkeletalMesh->GetAssetImportData()->GetSourceFileCount() > 1;
|
|
|
|
FToolMenuSection& Section = InMenu->AddSection("Section");
|
|
if (!bShowSubMenu)
|
|
{
|
|
//Reimport
|
|
Section.AddMenuEntry(
|
|
FSkeletalMeshEditorCommands::Get().ReimportMesh->GetCommandName(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportMesh->GetLabel(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportMesh->GetDescription(),
|
|
FSlateIcon(),
|
|
FUIAction(FExecuteAction::CreateSP(SkeletalMeshEditor.ToSharedRef(), &FSkeletalMeshEditor::HandleReimportMesh, 0)));
|
|
|
|
Section.AddMenuEntry(
|
|
FSkeletalMeshEditorCommands::Get().ReimportMeshWithNewFile->GetCommandName(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportMeshWithNewFile->GetLabel(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportMeshWithNewFile->GetDescription(),
|
|
FSlateIcon(),
|
|
FUIAction(FExecuteAction::CreateSP(SkeletalMeshEditor.ToSharedRef(), &FSkeletalMeshEditor::HandleReimportMeshWithNewFile, 0)));
|
|
|
|
//Reimport ALL
|
|
Section.AddMenuEntry(
|
|
FSkeletalMeshEditorCommands::Get().ReimportAllMesh->GetCommandName(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportAllMesh->GetLabel(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportAllMesh->GetDescription(),
|
|
FSlateIcon(),
|
|
FUIAction(FExecuteAction::CreateSP(SkeletalMeshEditor.ToSharedRef(), &FSkeletalMeshEditor::HandleReimportAllMesh, 0)));
|
|
|
|
Section.AddMenuEntry(
|
|
FSkeletalMeshEditorCommands::Get().ReimportAllMeshWithNewFile->GetCommandName(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportAllMeshWithNewFile->GetLabel(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportAllMeshWithNewFile->GetDescription(),
|
|
FSlateIcon(),
|
|
FUIAction(FExecuteAction::CreateSP(SkeletalMeshEditor.ToSharedRef(), &FSkeletalMeshEditor::HandleReimportAllMeshWithNewFile, 0)));
|
|
|
|
Section.AddSubMenu(
|
|
"ReimportMultiSources",
|
|
LOCTEXT("ReimportMultiSources", "Reimport Content"),
|
|
LOCTEXT("ReimportMultiSourcesTooltip", "Reimport Geometry or Skinning Weights content, this will create multi import source file."),
|
|
FNewToolMenuDelegate::CreateLambda(CreateMultiContentSubMenu));
|
|
}
|
|
else
|
|
{
|
|
//Create 4 submenu: Reimport, ReimportWithNewFile, ReimportAll and ReimportAllWithNewFile
|
|
Section.AddSubMenu(
|
|
FSkeletalMeshEditorCommands::Get().ReimportMesh->GetCommandName(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportMesh->GetLabel(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportMesh->GetDescription(),
|
|
FNewToolMenuDelegate::CreateLambda(CreateReimportSubMenu, false, false));
|
|
|
|
Section.AddSubMenu(
|
|
FSkeletalMeshEditorCommands::Get().ReimportMeshWithNewFile->GetCommandName(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportMeshWithNewFile->GetLabel(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportMeshWithNewFile->GetDescription(),
|
|
FNewToolMenuDelegate::CreateLambda(CreateReimportSubMenu, false, true));
|
|
|
|
Section.AddSubMenu(
|
|
FSkeletalMeshEditorCommands::Get().ReimportAllMesh->GetCommandName(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportAllMesh->GetLabel(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportAllMesh->GetDescription(),
|
|
FNewToolMenuDelegate::CreateLambda(CreateReimportSubMenu, true, false));
|
|
|
|
Section.AddSubMenu(
|
|
FSkeletalMeshEditorCommands::Get().ReimportAllMeshWithNewFile->GetCommandName(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportAllMeshWithNewFile->GetLabel(),
|
|
FSkeletalMeshEditorCommands::Get().ReimportAllMeshWithNewFile->GetDescription(),
|
|
FNewToolMenuDelegate::CreateLambda(CreateReimportSubMenu, true, true));
|
|
}
|
|
}
|
|
}));
|
|
}
|
|
}
|
|
|
|
void FSkeletalMeshEditor::ExtendToolbar()
|
|
{
|
|
|
|
// Add in Editor Specific functionality
|
|
FName ParentName;
|
|
static const FName MenuName = GetToolMenuToolbarName(ParentName);
|
|
RegisterReimportContextMenu(MenuName);
|
|
|
|
UToolMenu* ToolMenu = UToolMenus::Get()->ExtendMenu(MenuName);
|
|
const FToolMenuInsert SectionInsertLocation("Asset", EToolMenuInsertType::After);
|
|
|
|
{
|
|
ToolMenu->AddDynamicSection("Persona", FNewToolBarDelegateLegacy::CreateLambda([](FToolBarBuilder& ToolbarBuilder, UToolMenu* InMenu)
|
|
{
|
|
TSharedPtr<FSkeletalMeshEditor> SkeletalMeshEditor = GetSkeletalMeshEditor(InMenu->Context);
|
|
if (SkeletalMeshEditor.IsValid() && SkeletalMeshEditor->PersonaToolkit.IsValid())
|
|
{
|
|
FPersonaModule& PersonaModule = FModuleManager::LoadModuleChecked<FPersonaModule>("Persona");
|
|
FPersonaModule::FCommonToolbarExtensionArgs Args;
|
|
Args.bPreviewMesh = false;
|
|
PersonaModule.AddCommonToolbarExtensions(ToolbarBuilder, SkeletalMeshEditor->PersonaToolkit.ToSharedRef(), Args);
|
|
}
|
|
}), SectionInsertLocation);
|
|
}
|
|
|
|
{
|
|
FToolMenuSection& Section = ToolMenu->AddSection("Mesh", FText(), SectionInsertLocation);
|
|
|
|
FToolMenuEntry Entry = FToolMenuEntry::InitToolBarButton(FSkeletalMeshEditorCommands::Get().ReimportMesh);
|
|
Section.AddEntry(FToolMenuEntry::InitToolBarButton(FSkeletalMeshEditorCommands::Get().ReimportMesh));
|
|
|
|
Section.AddEntry(FToolMenuEntry::InitComboButton("ReimportContextMenu", FUIAction(), FNewToolMenuDelegate(), FText(), FText(), FSlateIcon(), true));
|
|
}
|
|
|
|
// If the ToolbarExtender is valid, remove it before rebuilding it
|
|
if (ToolbarExtender.IsValid())
|
|
{
|
|
RemoveToolbarExtender(ToolbarExtender);
|
|
ToolbarExtender.Reset();
|
|
}
|
|
|
|
ToolbarExtender = MakeShareable(new FExtender);
|
|
|
|
AddToolbarExtender(ToolbarExtender);
|
|
|
|
ISkeletalMeshEditorModule& SkeletalMeshEditorModule = FModuleManager::GetModuleChecked<ISkeletalMeshEditorModule>("SkeletalMeshEditor");
|
|
AddToolbarExtender(SkeletalMeshEditorModule.GetToolBarExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects()));
|
|
|
|
TArray<ISkeletalMeshEditorModule::FSkeletalMeshEditorToolbarExtender> ToolbarExtenderDelegates = SkeletalMeshEditorModule.GetAllSkeletalMeshEditorToolbarExtenders();
|
|
|
|
for (auto& ToolbarExtenderDelegate : ToolbarExtenderDelegates)
|
|
{
|
|
if (ToolbarExtenderDelegate.IsBound())
|
|
{
|
|
AddToolbarExtender(ToolbarExtenderDelegate.Execute(GetToolkitCommands(), SharedThis(this)));
|
|
}
|
|
}
|
|
|
|
ToolbarExtender->AddToolBarExtension(
|
|
"Asset",
|
|
EExtensionHook::After,
|
|
GetToolkitCommands(),
|
|
FToolBarExtensionDelegate::CreateLambda([this](FToolBarBuilder& ParentToolbarBuilder)
|
|
{
|
|
// Second toolbar on right side
|
|
FPersonaModule& PersonaModule = FModuleManager::LoadModuleChecked<FPersonaModule>("Persona");
|
|
TSharedRef<class IAssetFamily> AssetFamily = PersonaModule.CreatePersonaAssetFamily(SkeletalMesh);
|
|
AddToolbarWidget(PersonaModule.CreateAssetFamilyShortcutWidget(SharedThis(this), AssetFamily));
|
|
}
|
|
));
|
|
}
|
|
|
|
void FSkeletalMeshEditor::InitToolMenuContext(FToolMenuContext& MenuContext)
|
|
{
|
|
FAssetEditorToolkit::InitToolMenuContext(MenuContext);
|
|
|
|
USkeletalMeshToolMenuContext* Context = NewObject<USkeletalMeshToolMenuContext>();
|
|
Context->SkeletalMeshEditor = SharedThis(this);
|
|
MenuContext.AddObject(Context);
|
|
|
|
UPersonaToolMenuContext* PersonaContext = NewObject<UPersonaToolMenuContext>();
|
|
PersonaContext->SetToolkit(GetPersonaToolkit());
|
|
MenuContext.AddObject(PersonaContext);
|
|
}
|
|
|
|
|
|
void FSkeletalMeshEditor::OnToolkitHostingStarted(const TSharedRef<IToolkit>& Toolkit)
|
|
{
|
|
if (ensure(!HostedToolkit.IsValid()))
|
|
{
|
|
HostedToolkit = Toolkit;
|
|
|
|
if (ToolboxWidget.IsValid())
|
|
{
|
|
ToolboxWidget->AttachToolkit(Toolkit);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void FSkeletalMeshEditor::OnToolkitHostingFinished(const TSharedRef<IToolkit>& Toolkit)
|
|
{
|
|
if (ensure(Toolkit == HostedToolkit))
|
|
{
|
|
if (ToolboxWidget.IsValid())
|
|
{
|
|
ToolboxWidget->DetachToolkit(Toolkit);
|
|
}
|
|
|
|
HostedToolkit.Reset();
|
|
}
|
|
}
|
|
|
|
|
|
void FSkeletalMeshEditor::AddViewportOverlayWidget(TSharedRef<SWidget> InOverlaidWidget)
|
|
{
|
|
if (Viewport.IsValid())
|
|
{
|
|
Viewport->AddOverlayWidget(InOverlaidWidget);
|
|
}
|
|
}
|
|
|
|
|
|
void FSkeletalMeshEditor::RemoveViewportOverlayWidget(TSharedRef<SWidget> InOverlaidWidget)
|
|
{
|
|
if (Viewport.IsValid())
|
|
{
|
|
Viewport->RemoveOverlayWidget(InOverlaidWidget);
|
|
}
|
|
}
|
|
|
|
bool FSkeletalMeshEditor::ProcessCommandBindings(const FKeyEvent& InKeyEvent) const
|
|
{
|
|
if (HostedToolkit.IsValid() && HostedToolkit->ProcessCommandBindings(InKeyEvent))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return ISkeletalMeshEditor::ProcessCommandBindings(InKeyEvent);
|
|
}
|
|
|
|
|
|
void FSkeletalMeshEditor::OnRemoveSectionFromLodAndBelowMenuItemClicked(int32 LodIndex, int32 SectionIndex)
|
|
{
|
|
if (SkeletalMesh == nullptr || !SkeletalMesh->GetImportedModel()->LODModels.IsValidIndex(LodIndex) || !SkeletalMesh->GetImportedModel()->LODModels[LodIndex].Sections.IsValidIndex(SectionIndex))
|
|
{
|
|
return;
|
|
}
|
|
const FSkeletalMeshLODInfo* SkeletalMeshLODInfo = SkeletalMesh->GetLODInfo(LodIndex);
|
|
if (SkeletalMeshLODInfo == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
FScopedTransaction Transaction(LOCTEXT("ChangeGenerateUpTo", "Set Generate Up To"));
|
|
SkeletalMesh->Modify();
|
|
|
|
SkeletalMesh->GetImportedModel()->LODModels[LodIndex].Sections[SectionIndex].GenerateUpToLodIndex = LodIndex;
|
|
FSkeletalMeshUpdateContext UpdateContext;
|
|
UpdateContext.SkeletalMesh = SkeletalMesh;
|
|
UpdateContext.AssociatedComponents.Push(GetPersonaToolkit()->GetPreviewMeshComponent());
|
|
//Generate only the LODs that can be affected by the changes
|
|
TArray<int32> BaseLodIndexes;
|
|
BaseLodIndexes.Add(LodIndex);
|
|
for (int32 GenerateLodIndex = LodIndex + 1; GenerateLodIndex < SkeletalMesh->GetImportedModel()->LODModels.Num(); ++GenerateLodIndex)
|
|
{
|
|
const FSkeletalMeshLODInfo* CurrentSkeletalMeshLODInfo = SkeletalMesh->GetLODInfo(GenerateLodIndex);
|
|
if (CurrentSkeletalMeshLODInfo != nullptr && CurrentSkeletalMeshLODInfo->bHasBeenSimplified && BaseLodIndexes.Contains(CurrentSkeletalMeshLODInfo->ReductionSettings.BaseLOD))
|
|
{
|
|
FLODUtilities::SimplifySkeletalMeshLOD(UpdateContext, GenerateLodIndex, GetTargetPlatformManagerRef().GetRunningTargetPlatform(), true);
|
|
BaseLodIndexes.Add(GenerateLodIndex);
|
|
}
|
|
}
|
|
SkeletalMesh->PostEditChange();
|
|
GetPersonaToolkit()->GetPreviewScene()->InvalidateViews();
|
|
}
|
|
|
|
void FSkeletalMeshEditor::FillApplyClothingAssetMenu(FMenuBuilder& MenuBuilder, int32 InLodIndex, int32 InSectionIndex)
|
|
{
|
|
USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh();
|
|
|
|
// Nothing to fill
|
|
if(!Mesh)
|
|
{
|
|
return;
|
|
}
|
|
|
|
MenuBuilder.BeginSection(TEXT("ApplyClothingMenu"), LOCTEXT("ApplyClothingMenuHeader", "Available Assets"));
|
|
{
|
|
for(UClothingAssetBase* BaseAsset : Mesh->GetMeshClothingAssets())
|
|
{
|
|
UClothingAssetCommon* ClothAsset = CastChecked<UClothingAssetCommon>(BaseAsset);
|
|
|
|
FUIAction Action;
|
|
Action.CanExecuteAction = FCanExecuteAction::CreateSP(this, &FSkeletalMeshEditor::CanApplyClothing, InLodIndex, InSectionIndex);
|
|
|
|
const int32 NumClothLods = ClothAsset->GetNumLods();
|
|
for(int32 ClothLodIndex = 0; ClothLodIndex < NumClothLods; ++ClothLodIndex)
|
|
{
|
|
Action.ExecuteAction = FExecuteAction::CreateSP(this, &FSkeletalMeshEditor::OnApplyClothingAssetClicked, BaseAsset, InLodIndex, InSectionIndex, ClothLodIndex);
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
FText::Format(LOCTEXT("ApplyClothingMenuItem", "{0} - LOD{1}"), FText::FromString(ClothAsset->GetName()), FText::AsNumber(ClothLodIndex)),
|
|
LOCTEXT("ApplyClothingMenuItem_ToolTip", "Apply this clothing asset to the selected mesh LOD and section"),
|
|
FSlateIcon(),
|
|
Action
|
|
);
|
|
}
|
|
}
|
|
}
|
|
MenuBuilder.EndSection();
|
|
}
|
|
|
|
void FSkeletalMeshEditor::FillCreateClothingMenu(FMenuBuilder& MenuBuilder, int32 InLodIndex, int32 InSectionIndex)
|
|
{
|
|
USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh();
|
|
|
|
if(!Mesh)
|
|
{
|
|
return;
|
|
}
|
|
|
|
TSharedRef<SWidget> Widget = SNew(SCreateClothingSettingsPanel)
|
|
.Mesh(Mesh)
|
|
.MeshName(Mesh->GetName())
|
|
.LodIndex(InLodIndex)
|
|
.SectionIndex(InSectionIndex)
|
|
.OnCreateRequested(this, &FSkeletalMeshEditor::OnCreateClothingAssetMenuItemClicked)
|
|
.bIsSubImport(false);
|
|
|
|
MenuBuilder.AddWidget(Widget, FText::GetEmpty(), true, false);
|
|
}
|
|
|
|
void FSkeletalMeshEditor::FillCreateClothingLodMenu(FMenuBuilder& MenuBuilder, int32 InLodIndex, int32 InSectionIndex)
|
|
{
|
|
USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh();
|
|
|
|
if(!Mesh)
|
|
{
|
|
return;
|
|
}
|
|
|
|
TSharedRef<SWidget> Widget = SNew(SCreateClothingSettingsPanel)
|
|
.Mesh(Mesh)
|
|
.MeshName(Mesh->GetName())
|
|
.LodIndex(InLodIndex)
|
|
.SectionIndex(InSectionIndex)
|
|
.OnCreateRequested(this, &FSkeletalMeshEditor::OnCreateClothingAssetMenuItemClicked)
|
|
.bIsSubImport(true);
|
|
|
|
MenuBuilder.AddWidget(Widget, FText::GetEmpty(), true, false);
|
|
}
|
|
|
|
void FSkeletalMeshEditor::OnRemoveClothingAssetMenuItemClicked(int32 InLodIndex, int32 InSectionIndex)
|
|
{
|
|
RemoveClothing(InLodIndex, InSectionIndex);
|
|
}
|
|
|
|
void FSkeletalMeshEditor::OnCreateClothingAssetMenuItemClicked(FSkeletalMeshClothBuildParams& Params)
|
|
{
|
|
// Close the menu we created
|
|
FSlateApplication::Get().DismissAllMenus();
|
|
|
|
USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh();
|
|
|
|
if(Mesh)
|
|
{
|
|
Mesh->Modify();
|
|
|
|
FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(Mesh);
|
|
|
|
if (Params.bRemoveFromMesh) // Remove section prior to importing, otherwise the UsedBoneIndices won't be reflecting the loss of the section in the sub LOD
|
|
{
|
|
// Force the rebuilding of the render data at the end of this scope to update the used bone array
|
|
FScopedSkeletalMeshPostEditChange ScopedSkeletalMeshPostEditChange(Mesh);
|
|
|
|
// User doesn't want the section anymore as a renderable, get rid of it
|
|
Mesh->RemoveMeshSection(Params.LodIndex, Params.SourceSection);
|
|
}
|
|
|
|
// Update the skeletal mesh at the end of the scope, this time with the new clothing changes
|
|
FScopedSkeletalMeshPostEditChange ScopedSkeletalMeshPostEditChange(Mesh);
|
|
|
|
// Handle the creation through the clothing asset factory
|
|
FClothingSystemEditorInterfaceModule& ClothingEditorModule = FModuleManager::LoadModuleChecked<FClothingSystemEditorInterfaceModule>("ClothingSystemEditorInterface");
|
|
UClothingAssetFactoryBase* AssetFactory = ClothingEditorModule.GetClothingAssetFactory();
|
|
|
|
// See if we're importing a LOD or new asset
|
|
if(Params.TargetAsset.IsValid())
|
|
{
|
|
UClothingAssetBase* TargetAssetPtr = Params.TargetAsset.Get();
|
|
int32 SectionIndex = -1, AssetLodIndex = -1;
|
|
if (Params.bRemapParameters)
|
|
{
|
|
if (TargetAssetPtr && Mesh->GetImportedModel()->LODModels.IsValidIndex(Params.TargetLod))
|
|
{
|
|
//Cache the section and asset LOD this asset was bound at before unbinding
|
|
FSkeletalMeshLODModel& SkelLod = Mesh->GetImportedModel()->LODModels[Params.TargetLod];
|
|
for (int32 i = 0; i < SkelLod.Sections.Num(); ++i)
|
|
{
|
|
if (SkelLod.Sections[i].ClothingData.AssetGuid == TargetAssetPtr->GetAssetGuid())
|
|
{
|
|
SectionIndex = i;
|
|
AssetLodIndex = SkelLod.Sections[i].ClothingData.AssetLodIndex;
|
|
RemoveClothing(Params.TargetLod, SectionIndex);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
AssetFactory->ImportLodToClothing(Mesh, Params);
|
|
|
|
if (Params.bRemapParameters)
|
|
{
|
|
//If it was bound previously, rebind at same section with same LOD
|
|
if (TargetAssetPtr && SectionIndex > -1)
|
|
{
|
|
ApplyClothing(TargetAssetPtr, Params.TargetLod, SectionIndex, AssetLodIndex);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UClothingAssetBase* NewClothingAsset = AssetFactory->CreateFromSkeletalMesh(Mesh, Params);
|
|
|
|
if(NewClothingAsset)
|
|
{
|
|
Mesh->AddClothingAsset(NewClothingAsset);
|
|
}
|
|
}
|
|
|
|
//Make sure no section is isolated or highlighted
|
|
UDebugSkelMeshComponent * MeshComponent = GetPersonaToolkit()->GetPreviewScene()->GetPreviewMeshComponent();
|
|
if(MeshComponent)
|
|
{
|
|
MeshComponent->SetSelectedEditorSection(INDEX_NONE);
|
|
MeshComponent->SetSelectedEditorMaterial(INDEX_NONE);
|
|
MeshComponent->SetMaterialPreview(INDEX_NONE);
|
|
MeshComponent->SetSectionPreview(INDEX_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FSkeletalMeshEditor::OnApplyClothingAssetClicked(UClothingAssetBase* InAssetToApply, int32 InMeshLodIndex, int32 InMeshSectionIndex, int32 InClothLodIndex)
|
|
{
|
|
ApplyClothing(InAssetToApply, InMeshLodIndex, InMeshSectionIndex, InClothLodIndex);
|
|
}
|
|
|
|
bool FSkeletalMeshEditor::CanApplyClothing(int32 InLodIndex, int32 InSectionIndex)
|
|
{
|
|
USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh();
|
|
|
|
if(Mesh->GetMeshClothingAssets().Num() > 0)
|
|
{
|
|
FSkeletalMeshModel* MeshResource = Mesh->GetImportedModel();
|
|
|
|
if(MeshResource->LODModels.IsValidIndex(InLodIndex))
|
|
{
|
|
FSkeletalMeshLODModel& LodModel = MeshResource->LODModels[InLodIndex];
|
|
|
|
if(LodModel.Sections.IsValidIndex(InSectionIndex))
|
|
{
|
|
return !LodModel.Sections[InSectionIndex].HasClothingData();
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FSkeletalMeshEditor::CanRemoveClothing(int32 InLodIndex, int32 InSectionIndex)
|
|
{
|
|
USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh();
|
|
|
|
FSkeletalMeshModel* MeshResource = Mesh->GetImportedModel();
|
|
|
|
if(MeshResource->LODModels.IsValidIndex(InLodIndex))
|
|
{
|
|
FSkeletalMeshLODModel& LodModel = MeshResource->LODModels[InLodIndex];
|
|
|
|
if(LodModel.Sections.IsValidIndex(InSectionIndex))
|
|
{
|
|
return LodModel.Sections[InSectionIndex].HasClothingData();
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FSkeletalMeshEditor::CanCreateClothing(int32 InLodIndex, int32 InSectionIndex)
|
|
{
|
|
USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh();
|
|
|
|
FSkeletalMeshModel* MeshResource = Mesh->GetImportedModel();
|
|
|
|
if(MeshResource->LODModels.IsValidIndex(InLodIndex))
|
|
{
|
|
FSkeletalMeshLODModel& LodModel = MeshResource->LODModels[InLodIndex];
|
|
|
|
if(LodModel.Sections.IsValidIndex(InSectionIndex))
|
|
{
|
|
FSkelMeshSection& Section = LodModel.Sections[InSectionIndex];
|
|
|
|
return !Section.HasClothingData();
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FSkeletalMeshEditor::CanCreateClothingLod(int32 InLodIndex, int32 InSectionIndex)
|
|
{
|
|
USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh();
|
|
|
|
return Mesh && Mesh->GetMeshClothingAssets().Num() > 0 && CanApplyClothing(InLodIndex, InSectionIndex);
|
|
}
|
|
|
|
void FSkeletalMeshEditor::ApplyClothing(UClothingAssetBase* InAsset, int32 InLodIndex, int32 InSectionIndex, int32 InClothingLod)
|
|
{
|
|
USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh();
|
|
|
|
if (Mesh == nullptr || Mesh->GetImportedModel() == nullptr || !Mesh->GetImportedModel()->LODModels.IsValidIndex(InLodIndex))
|
|
{
|
|
return;
|
|
}
|
|
|
|
FSkeletalMeshLODModel& LODModel = Mesh->GetImportedModel()->LODModels[InLodIndex];
|
|
const FSkelMeshSection& Section = LODModel.Sections[InSectionIndex];
|
|
FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(Mesh);
|
|
{
|
|
FScopedSkeletalMeshPostEditChange ScopedPostEditChange(Mesh);
|
|
FScopedTransaction Transaction(LOCTEXT("SkeletalMeshEditorApplyClothingTransaction", "Persona editor: Apply Section Cloth"));
|
|
Mesh->Modify();
|
|
|
|
FSkelMeshSourceSectionUserData& OriginalSectionData = LODModel.UserSectionsData.FindOrAdd(Section.OriginalDataSectionIndex);
|
|
auto ClearOriginalSectionUserData = [&OriginalSectionData]()
|
|
{
|
|
OriginalSectionData.CorrespondClothAssetIndex = INDEX_NONE;
|
|
OriginalSectionData.ClothingData.AssetGuid = FGuid();
|
|
OriginalSectionData.ClothingData.AssetLodIndex = INDEX_NONE;
|
|
};
|
|
if (UClothingAssetCommon* ClothingAsset = Cast<UClothingAssetCommon>(InAsset))
|
|
{
|
|
ClothingAsset->Modify();
|
|
|
|
// Look for a currently bound asset an unbind it if necessary first
|
|
if (UClothingAssetBase* CurrentAsset = Mesh->GetSectionClothingAsset(InLodIndex, InSectionIndex))
|
|
{
|
|
CurrentAsset->Modify();
|
|
CurrentAsset->UnbindFromSkeletalMesh(Mesh, InLodIndex);
|
|
ClearOriginalSectionUserData();
|
|
}
|
|
|
|
if (ClothingAsset->BindToSkeletalMesh(Mesh, InLodIndex, InSectionIndex, InClothingLod))
|
|
{
|
|
//Successful bind so set the SectionUserData
|
|
int32 AssetIndex = INDEX_NONE;
|
|
check(Mesh->GetMeshClothingAssets().Find(ClothingAsset, AssetIndex));
|
|
OriginalSectionData.CorrespondClothAssetIndex = AssetIndex;
|
|
OriginalSectionData.ClothingData.AssetGuid = ClothingAsset->GetAssetGuid();
|
|
OriginalSectionData.ClothingData.AssetLodIndex = InClothingLod;
|
|
}
|
|
}
|
|
else if (Mesh)
|
|
{
|
|
//User set none, so unbind anything that is bind
|
|
if (UClothingAssetBase* CurrentAsset = Mesh->GetSectionClothingAsset(InLodIndex, InSectionIndex))
|
|
{
|
|
CurrentAsset->Modify();
|
|
CurrentAsset->UnbindFromSkeletalMesh(Mesh, InLodIndex);
|
|
ClearOriginalSectionUserData();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FSkeletalMeshEditor::RemoveClothing(int32 InLodIndex, int32 InSectionIndex)
|
|
{
|
|
USkeletalMesh* Mesh = GetPersonaToolkit()->GetPreviewMesh();
|
|
|
|
if (Mesh->GetImportedModel() == nullptr || !Mesh->GetImportedModel()->LODModels.IsValidIndex(InLodIndex))
|
|
{
|
|
return;
|
|
}
|
|
|
|
FSkeletalMeshLODModel& LODModel = Mesh->GetImportedModel()->LODModels[InLodIndex];
|
|
const FSkelMeshSection& Section = LODModel.Sections[InSectionIndex];
|
|
FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(Mesh);
|
|
{
|
|
FScopedSkeletalMeshPostEditChange ScopedPostEditChange(Mesh);
|
|
FScopedTransaction Transaction(LOCTEXT("SkeletalMeshEditorRemoveClothingTransaction", "Persona editor: Remove Section Cloth"));
|
|
Mesh->Modify();
|
|
|
|
FSkelMeshSourceSectionUserData& OriginalSectionData = LODModel.UserSectionsData.FindOrAdd(Section.OriginalDataSectionIndex);
|
|
auto ClearOriginalSectionUserData = [&OriginalSectionData]()
|
|
{
|
|
OriginalSectionData.CorrespondClothAssetIndex = INDEX_NONE;
|
|
OriginalSectionData.ClothingData.AssetGuid = FGuid();
|
|
OriginalSectionData.ClothingData.AssetLodIndex = INDEX_NONE;
|
|
};
|
|
// Look for a currently bound asset an unbind it if necessary first
|
|
if (UClothingAssetBase* CurrentAsset = Mesh->GetSectionClothingAsset(InLodIndex, InSectionIndex))
|
|
{
|
|
CurrentAsset->Modify();
|
|
CurrentAsset->UnbindFromSkeletalMesh(Mesh, InLodIndex);
|
|
ClearOriginalSectionUserData();
|
|
}
|
|
}
|
|
}
|
|
|
|
void FSkeletalMeshEditor::ExtendMenu()
|
|
{
|
|
MenuExtender = MakeShareable(new FExtender);
|
|
|
|
AddMenuExtender(MenuExtender);
|
|
|
|
ISkeletalMeshEditorModule& SkeletalMeshEditorModule = FModuleManager::GetModuleChecked<ISkeletalMeshEditorModule>("SkeletalMeshEditor");
|
|
AddMenuExtender(SkeletalMeshEditorModule.GetMenuExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects()));
|
|
|
|
FToolMenuOwnerScoped OwnerScoped(this);
|
|
|
|
UToolMenu* AssetMenu = UToolMenus::Get()->ExtendMenu("MainFrame.MainMenu.Asset");
|
|
{
|
|
FToolMenuSection& AssetSection = AssetMenu->FindOrAddSection("AssetEditorActions");
|
|
const FName SkeletalMeshToolkitName = GetToolkitFName();
|
|
FToolMenuEntry& Entry = AssetSection.AddDynamicEntry("AssetManagerEditorSkeletalMeshCommands", FNewToolMenuSectionDelegate::CreateLambda([SkeletalMeshToolkitName](FToolMenuSection& InSection)
|
|
{
|
|
UAssetEditorToolkitMenuContext* MenuContext = InSection.FindContext<UAssetEditorToolkitMenuContext>();
|
|
if (MenuContext && MenuContext->Toolkit.IsValid() && MenuContext->Toolkit.Pin()->GetToolkitFName() == SkeletalMeshToolkitName)
|
|
{
|
|
InSection.AddMenuEntry(FSkeletalMeshEditorCommands::Get().BakeMaterials);
|
|
}
|
|
}
|
|
));
|
|
}
|
|
|
|
UToolMenu* ViewportMenu = UToolMenus::Get()->RegisterMenu("SkeletalMeshEditor.MeshContextMenu");
|
|
{
|
|
FToolMenuSection& AssetSection = ViewportMenu->AddSection("Asset", LOCTEXT("MeshClickMenu_Section_Asset", "Asset"));
|
|
AssetSection.AddDynamicEntry("DynamicAssetEntries", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
|
|
{
|
|
if (USkeletalMeshEditorContextMenuContext* MenuContext = InSection.FindContext<USkeletalMeshEditorContextMenuContext>())
|
|
{
|
|
const int32 LodIndex = MenuContext->LodIndex;
|
|
const int32 SectionIndex = MenuContext->SectionIndex;
|
|
|
|
TSharedRef<SWidget> InfoWidget = SNew(SBox)
|
|
.HAlign(HAlign_Fill)
|
|
.VAlign(VAlign_Fill)
|
|
.Padding(FMargin(2.5f, 5.0f, 2.5f, 0.0f))
|
|
[
|
|
SNew(SBorder)
|
|
.HAlign(HAlign_Fill)
|
|
.VAlign(VAlign_Fill)
|
|
//.Padding(FMargin(0.0f, 10.0f, 0.0f, 0.0f))
|
|
.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
|
|
[
|
|
SNew(SBox)
|
|
.HAlign(HAlign_Center)
|
|
.VAlign(VAlign_Center)
|
|
[
|
|
SNew(STextBlock)
|
|
.Font(FAppStyle::GetFontStyle("CurveEd.LabelFont"))
|
|
.Text(FText::Format(LOCTEXT("MeshClickMenu_SectionInfo", "LOD{0} - Section {1}"), LodIndex, SectionIndex))
|
|
]
|
|
]
|
|
];
|
|
|
|
InSection.AddEntry(FToolMenuEntry::InitWidget("InfoWidget", InfoWidget, FText::GetEmpty(), true, false, true));
|
|
}
|
|
}));
|
|
|
|
FToolMenuSection& ClothSection = ViewportMenu->AddSection("Clothing", LOCTEXT("MeshClickMenu_Section_Clothing", "Clothing"));
|
|
ClothSection.AddDynamicEntry("DynamicClothingEntries", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
|
|
{
|
|
if (USkeletalMeshEditorContextMenuContext* MenuContext = InSection.FindContext<USkeletalMeshEditorContextMenuContext>())
|
|
{
|
|
TSharedPtr<FSkeletalMeshEditor> Editor = GetSkeletalMeshEditor(InSection.Context);
|
|
if(Editor.IsValid())
|
|
{
|
|
const int32 LodIndex = MenuContext->LodIndex;
|
|
const int32 SectionIndex = MenuContext->SectionIndex;
|
|
|
|
InSection.AddSubMenu(
|
|
"ApplyClothing",
|
|
LOCTEXT("MeshClickMenu_AssetApplyMenu", "Apply Clothing Data..."),
|
|
LOCTEXT("MeshClickMenu_AssetApplyMenu_ToolTip", "Select clothing data to apply to the selected section."),
|
|
FNewToolMenuChoice(FNewMenuDelegate::CreateSP(Editor.Get(), &FSkeletalMeshEditor::FillApplyClothingAssetMenu, LodIndex, SectionIndex)),
|
|
FToolUIActionChoice(FUIAction(
|
|
FExecuteAction(),
|
|
FCanExecuteAction::CreateSP(Editor.Get(), &FSkeletalMeshEditor::CanApplyClothing, LodIndex, SectionIndex)
|
|
)),
|
|
EUserInterfaceActionType::Button
|
|
);
|
|
|
|
InSection.AddMenuEntry(
|
|
"RemoveClothing",
|
|
LOCTEXT("MeshClickMenu_RemoveClothing", "Remove Clothing Data"),
|
|
LOCTEXT("MeshClickMenu_RemoveClothing_ToolTip", "Remove the currently assigned clothing data."),
|
|
FSlateIcon(),
|
|
FToolUIActionChoice(FUIAction(
|
|
FExecuteAction::CreateSP(Editor.Get(), &FSkeletalMeshEditor::OnRemoveClothingAssetMenuItemClicked, LodIndex, SectionIndex),
|
|
FCanExecuteAction::CreateSP(Editor.Get(), &FSkeletalMeshEditor::CanRemoveClothing, LodIndex, SectionIndex)
|
|
))
|
|
);
|
|
|
|
InSection.AddSubMenu(
|
|
"CreateClothing",
|
|
LOCTEXT("MeshClickMenu_CreateClothing_Label", "Create Clothing Data from Section"),
|
|
LOCTEXT("MeshClickMenu_CreateClothing_ToolTip", "Create a new clothing data using the selected section as a simulation mesh"),
|
|
FNewToolMenuChoice(FNewMenuDelegate::CreateSP(Editor.Get(), &FSkeletalMeshEditor::FillCreateClothingMenu, LodIndex, SectionIndex)),
|
|
FToolUIActionChoice(FUIAction(
|
|
FExecuteAction(),
|
|
FCanExecuteAction::CreateSP(Editor.Get(), &FSkeletalMeshEditor::CanCreateClothing, LodIndex, SectionIndex)
|
|
)),
|
|
EUserInterfaceActionType::Button
|
|
);
|
|
|
|
InSection.AddSubMenu(
|
|
"CreateClothingLOD",
|
|
LOCTEXT("MeshClickMenu_CreateClothingNewLod_Label", "Create Clothing LOD from Section"),
|
|
LOCTEXT("MeshClickMenu_CreateClothingNewLod_ToolTip", "Create a clothing simulation mesh from the selected section and add it as a LOD to existing clothing data."),
|
|
FNewToolMenuChoice(FNewMenuDelegate::CreateSP(Editor.Get(), &FSkeletalMeshEditor::FillCreateClothingLodMenu, LodIndex, SectionIndex)),
|
|
FToolUIActionChoice(FUIAction(
|
|
FExecuteAction(),
|
|
FCanExecuteAction::CreateSP(Editor.Get(), &FSkeletalMeshEditor::CanCreateClothingLod, LodIndex, SectionIndex)
|
|
)),
|
|
EUserInterfaceActionType::Button
|
|
);
|
|
}
|
|
}
|
|
}));
|
|
|
|
FToolMenuSection& LODSection = ViewportMenu->AddSection("LOD", LOCTEXT("MeshClickMenu_Section_LOD", "LOD"));
|
|
LODSection.AddDynamicEntry("DynamicLODEntries", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
|
|
{
|
|
if (USkeletalMeshEditorContextMenuContext* MenuContext = InSection.FindContext<USkeletalMeshEditorContextMenuContext>())
|
|
{
|
|
TSharedPtr<FSkeletalMeshEditor> Editor = GetSkeletalMeshEditor(InSection.Context);
|
|
if (Editor.IsValid())
|
|
{
|
|
const int32 LodIndex = MenuContext->LodIndex;
|
|
const int32 SectionIndex = MenuContext->SectionIndex;
|
|
|
|
if (Editor->SkeletalMesh != nullptr && Editor->SkeletalMesh->GetImportedModel()->LODModels.IsValidIndex(LodIndex))
|
|
{
|
|
const FSkeletalMeshLODInfo* SkeletalMeshLODInfo = Editor->SkeletalMesh->GetLODInfo(LodIndex);
|
|
if (SkeletalMeshLODInfo != nullptr)
|
|
{
|
|
InSection.AddMenuEntry(
|
|
"RemoveSectionFromLodAndBelow",
|
|
FText::Format(LOCTEXT("MeshClickMenu_RemoveSectionFromLodAndBelow", "Generate section {1} up to LOD {0}"), LodIndex, SectionIndex),
|
|
FText::Format(LOCTEXT("MeshClickMenu_RemoveSectionFromLodAndBelow_Tooltip", "Generated LODs will use section {1} up to LOD {0}, and ignore it for lower quality LODs"), LodIndex, SectionIndex),
|
|
FSlateIcon(),
|
|
FToolUIActionChoice(FUIAction(
|
|
FExecuteAction::CreateSP(Editor.Get(), &FSkeletalMeshEditor::OnRemoveSectionFromLodAndBelowMenuItemClicked, LodIndex, SectionIndex)
|
|
))
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}));
|
|
}
|
|
}
|
|
|
|
void FSkeletalMeshEditor::BakeMaterials()
|
|
{
|
|
if (GetPersonaToolkit()->GetPreviewMeshComponent() != nullptr)
|
|
{
|
|
const IMeshMergeModule& Module = FModuleManager::Get().LoadModuleChecked<IMeshMergeModule>("MeshMergeUtilities");
|
|
Module.GetUtilities().BakeMaterialsForComponent(GetPersonaToolkit()->GetPreviewMeshComponent());
|
|
}
|
|
}
|
|
|
|
void FSkeletalMeshEditor::HandleObjectsSelected(const TArray<UObject*>& InObjects)
|
|
{
|
|
if (DetailsView.IsValid())
|
|
{
|
|
DetailsView->SetObjects(InObjects);
|
|
}
|
|
}
|
|
|
|
void FSkeletalMeshEditor::HandleObjectSelected(UObject* InObject)
|
|
{
|
|
if (DetailsView.IsValid())
|
|
{
|
|
DetailsView->SetObject(InObject);
|
|
}
|
|
}
|
|
|
|
void FSkeletalMeshEditor::HandleSelectionChanged(const TArrayView<TSharedPtr<ISkeletonTreeItem>>& InSelectedItems, ESelectInfo::Type InSelectInfo)
|
|
{
|
|
if (DetailsView.IsValid())
|
|
{
|
|
TArray<UObject*> Objects;
|
|
Algo::TransformIf(InSelectedItems, Objects, [](const TSharedPtr<ISkeletonTreeItem>& InItem) { return InItem->GetObject() != nullptr; }, [](const TSharedPtr<ISkeletonTreeItem>& InItem) { return InItem->GetObject(); });
|
|
DetailsView->SetObjects(Objects);
|
|
}
|
|
}
|
|
|
|
void FSkeletalMeshEditor::PostUndo(bool bSuccess)
|
|
{
|
|
OnPostUndo.Broadcast();
|
|
}
|
|
|
|
void FSkeletalMeshEditor::PostRedo(bool bSuccess)
|
|
{
|
|
OnPostUndo.Broadcast();
|
|
}
|
|
|
|
void FSkeletalMeshEditor::Tick(float DeltaTime)
|
|
{
|
|
GetPersonaToolkit()->GetPreviewScene()->InvalidateViews();
|
|
}
|
|
|
|
TStatId FSkeletalMeshEditor::GetStatId() const
|
|
{
|
|
RETURN_QUICK_DECLARE_CYCLE_STAT(FSkeletalMeshEditor, STATGROUP_Tickables);
|
|
}
|
|
|
|
void FSkeletalMeshEditor::HandleDetailsCreated(const TSharedRef<IDetailsView>& InDetailsView)
|
|
{
|
|
DetailsView = InDetailsView;
|
|
}
|
|
|
|
void FSkeletalMeshEditor::HandleMeshDetailsCreated(const TSharedRef<IDetailsView>& InDetailsView)
|
|
{
|
|
FPersonaModule& PersonaModule = FModuleManager::GetModuleChecked<FPersonaModule>("Persona");
|
|
PersonaModule.CustomizeMeshDetails(InDetailsView, GetPersonaToolkit());
|
|
}
|
|
|
|
void FSkeletalMeshEditor::HandleViewportCreated(const TSharedRef<IPersonaViewport>& InViewport)
|
|
{
|
|
Viewport = InViewport;
|
|
}
|
|
|
|
UObject* FSkeletalMeshEditor::HandleGetAsset()
|
|
{
|
|
return GetEditingObject();
|
|
}
|
|
|
|
bool FSkeletalMeshEditor::HandleReimportMeshInternal(int32 SourceFileIndex /*= INDEX_NONE*/, bool bWithNewFile /*= false*/)
|
|
{
|
|
FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(SkeletalMesh);
|
|
bool bResult = false;
|
|
{
|
|
FScopedSkeletalMeshPostEditChange ScopedPostEditChange(SkeletalMesh);
|
|
// Reimport the asset
|
|
bResult = FReimportManager::Instance()->Reimport(SkeletalMesh, true, true, TEXT(""), nullptr, SourceFileIndex, bWithNewFile);
|
|
// Refresh skeleton tree
|
|
SkeletonTree->Refresh();
|
|
}
|
|
return bResult;
|
|
}
|
|
|
|
void FSkeletalMeshEditor::HandleReimportMesh(int32 SourceFileIndex /*= INDEX_NONE*/)
|
|
{
|
|
FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(SkeletalMesh);
|
|
|
|
HandleReimportMeshInternal(SourceFileIndex, false);
|
|
}
|
|
|
|
void FSkeletalMeshEditor::HandleReimportMeshWithNewFile(int32 SourceFileIndex /*= INDEX_NONE*/)
|
|
{
|
|
FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(SkeletalMesh);
|
|
|
|
HandleReimportMeshInternal(SourceFileIndex, true);
|
|
}
|
|
|
|
void ReimportAllCustomLODs(USkeletalMesh* SkeletalMesh, UDebugSkelMeshComponent* PreviewMeshComponent, bool bWithNewFile)
|
|
{
|
|
FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(SkeletalMesh);
|
|
{
|
|
FScopedSkeletalMeshPostEditChange ScopedPostEditChange(SkeletalMesh);
|
|
|
|
//Find the dependencies of the generated LOD
|
|
TArray<bool> Dependencies;
|
|
Dependencies.AddZeroed(SkeletalMesh->GetLODNum());
|
|
//Avoid making LOD 0 to true in the dependencies since everything that should be regenerate base on LOD 0 is already regenerate at this point.
|
|
//But we need to regenerate every generated LOD base on any re-import custom LOD
|
|
//Reimport all custom LODs
|
|
for (int32 LodIndex = 1; LodIndex < SkeletalMesh->GetLODNum(); ++LodIndex)
|
|
{
|
|
//Do not reimport LOD that was re-import with the base mesh
|
|
if (SkeletalMesh->GetLODInfo(LodIndex)->bImportWithBaseMesh)
|
|
{
|
|
continue;
|
|
}
|
|
if (SkeletalMesh->GetLODInfo(LodIndex)->bHasBeenSimplified == false)
|
|
{
|
|
FString SourceFilenameBackup = SkeletalMesh->GetLODInfo(LodIndex)->SourceImportFilename;
|
|
if (bWithNewFile)
|
|
{
|
|
SkeletalMesh->GetLODInfo(LodIndex)->SourceImportFilename.Empty();
|
|
}
|
|
|
|
if (!FbxMeshUtils::ImportMeshLODDialog(SkeletalMesh, LodIndex, false))
|
|
{
|
|
if (bWithNewFile)
|
|
{
|
|
SkeletalMesh->GetLODInfo(LodIndex)->SourceImportFilename = SourceFilenameBackup;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Dependencies[LodIndex] = true;
|
|
}
|
|
}
|
|
else if (Dependencies[SkeletalMesh->GetLODInfo(LodIndex)->ReductionSettings.BaseLOD])
|
|
{
|
|
//Regenerate the LOD
|
|
FSkeletalMeshUpdateContext UpdateContext;
|
|
UpdateContext.SkeletalMesh = SkeletalMesh;
|
|
UpdateContext.AssociatedComponents.Push(PreviewMeshComponent);
|
|
FLODUtilities::SimplifySkeletalMeshLOD(UpdateContext, LodIndex, GetTargetPlatformManagerRef().GetRunningTargetPlatform(), false);
|
|
Dependencies[LodIndex] = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FSkeletalMeshEditor::HandleReimportAllMesh(int32 SourceFileIndex /*= INDEX_NONE*/)
|
|
{
|
|
FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(SkeletalMesh);
|
|
// Reimport the asset
|
|
if (SkeletalMesh)
|
|
{
|
|
FScopedSkeletalMeshPostEditChange ScopedPostEditChange(SkeletalMesh);
|
|
|
|
//Reimport base LOD
|
|
if (HandleReimportMeshInternal(SourceFileIndex, false))
|
|
{
|
|
//Reimport all custom LODs
|
|
ReimportAllCustomLODs(SkeletalMesh, GetPersonaToolkit()->GetPreviewMeshComponent(), false);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FSkeletalMeshEditor::HandleReimportAllMeshWithNewFile(int32 SourceFileIndex /*= INDEX_NONE*/)
|
|
{
|
|
FScopedSuspendAlternateSkinWeightPreview ScopedSuspendAlternateSkinnWeightPreview(SkeletalMesh);
|
|
|
|
// Reimport the asset
|
|
if (SkeletalMesh)
|
|
{
|
|
FScopedSkeletalMeshPostEditChange ScopedPostEditChange(SkeletalMesh);
|
|
TArray<UObject*> ImportObjs;
|
|
ImportObjs.Add(SkeletalMesh);
|
|
if (HandleReimportMeshInternal(SourceFileIndex, true))
|
|
{
|
|
//Reimport all custom LODs
|
|
ReimportAllCustomLODs(SkeletalMesh, GetPersonaToolkit()->GetPreviewMeshComponent(), true);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FSkeletalMeshEditor::IsMeshSectionSelectionChecked() const
|
|
{
|
|
return GetPersonaToolkit()->GetPreviewScene()->AllowMeshHitProxies();
|
|
}
|
|
|
|
void FSkeletalMeshEditor::HandleMeshClick(HActor* HitProxy, const FViewportClick& Click)
|
|
{
|
|
USkeletalMeshComponent* Component = GetPersonaToolkit()->GetPreviewMeshComponent();
|
|
if (Component)
|
|
{
|
|
Component->SetSelectedEditorSection(HitProxy->SectionIndex);
|
|
Component->PushSelectionToProxy();
|
|
|
|
if(Click.GetKey() == EKeys::RightMouseButton)
|
|
{
|
|
USkeletalMeshEditorContextMenuContext* MenuContext = NewObject<USkeletalMeshEditorContextMenuContext>();
|
|
MenuContext->LodIndex = Component->GetPredictedLODLevel();
|
|
MenuContext->SectionIndex = HitProxy->SectionIndex;
|
|
|
|
FToolMenuContext ToolMenuContext(MenuContext);
|
|
InitToolMenuContext(ToolMenuContext);
|
|
|
|
FSlateApplication::Get().PushMenu(
|
|
FSlateApplication::Get().GetActiveTopLevelWindow().ToSharedRef(),
|
|
FWidgetPath(),
|
|
UToolMenus::Get()->GenerateWidget("SkeletalMeshEditor.MeshContextMenu", ToolMenuContext),
|
|
FSlateApplication::Get().GetCursorPos(),
|
|
FPopupTransitionEffect(FPopupTransitionEffect::ContextMenu)
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|