Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/BaseTools/MultiSelectionMeshEditingTool.cpp

114 lines
3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseTools/MultiSelectionMeshEditingTool.h"
#include "Engine/World.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/DynamicMeshCommitter.h"
#include "TargetInterfaces/DynamicMeshProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "TargetInterfaces/AssetBackedTarget.h"
#include "ToolTargetManager.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(MultiSelectionMeshEditingTool)
/*
* ToolBuilder
*/
const FToolTargetTypeRequirements& UMultiSelectionMeshEditingToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMaterialProvider::StaticClass(),
UDynamicMeshCommitter::StaticClass(),
UDynamicMeshProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass()
});
return TypeRequirements;
}
bool UMultiSelectionMeshEditingToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) > 0;
}
UInteractiveTool* UMultiSelectionMeshEditingToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
{
UMultiSelectionMeshEditingTool* NewTool = CreateNewTool(SceneState);
InitializeNewTool(NewTool, SceneState);
return NewTool;
}
void UMultiSelectionMeshEditingToolBuilder::InitializeNewTool(UMultiSelectionMeshEditingTool* NewTool, const FToolBuilderState& SceneState) const
{
const TArray<TObjectPtr<UToolTarget>> Targets = SceneState.TargetManager->BuildAllSelectedTargetable(SceneState, GetTargetRequirements());
NewTool->SetTargets(Targets);
NewTool->SetWorld(SceneState.World);
}
/**
* Tool
*/
void UMultiSelectionMeshEditingTool::Shutdown(EToolShutdownType ShutdownType)
{
OnShutdown(ShutdownType);
TargetWorld = nullptr;
}
void UMultiSelectionMeshEditingTool::OnShutdown(EToolShutdownType ShutdownType)
{
}
void UMultiSelectionMeshEditingTool::SetWorld(UWorld* World)
{
TargetWorld = World;
}
UWorld* UMultiSelectionMeshEditingTool::GetTargetWorld()
{
return TargetWorld.Get();
}
bool UMultiSelectionMeshEditingTool::GetMapToSharedSourceData(TArray<int32>& MapToFirstOccurrences)
{
bool bSharesSources = false;
MapToFirstOccurrences.SetNumUninitialized(Targets.Num());
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
MapToFirstOccurrences[ComponentIdx] = -1;
}
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
if (MapToFirstOccurrences[ComponentIdx] >= 0) // already mapped
{
continue;
}
MapToFirstOccurrences[ComponentIdx] = ComponentIdx;
IAssetBackedTarget* Target = Cast<IAssetBackedTarget>(Targets[ComponentIdx]);
if (!Target)
{
continue;
}
for (int32 VsIdx = ComponentIdx + 1; VsIdx < Targets.Num(); VsIdx++)
{
IAssetBackedTarget* OtherTarget = Cast<IAssetBackedTarget>(Targets[VsIdx]);
if (OtherTarget && OtherTarget->GetSourceData() == Target->GetSourceData())
{
bSharesSources = true;
MapToFirstOccurrences[VsIdx] = ComponentIdx;
}
}
}
return bSharesSources;
}