Files
UnrealEngineUWP/Engine/Plugins/Editor/MeshEditor/Source/PolygonModeling/FlipPolygon.cpp
Ryan Durand 28d3d740dd (Integrating from Dev-EngineMerge to Main)
Second batch of remaining Engine copyright updates.

#rnx
#rb none
#jira none

[CL 10871196 by Ryan Durand in Main branch]
2019-12-27 07:44:07 -05:00

73 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "FlipPolygon.h"
#include "EditableMesh.h"
#include "Framework/Commands/UICommandInfo.h"
#include "IMeshEditorModeEditingContract.h"
#include "ScopedTransaction.h"
#define LOCTEXT_NAMESPACE "MeshEditorMode"
void UFlipPolygonCommand::RegisterUICommand( FBindingContext* BindingContext )
{
UI_COMMAND_EXT( BindingContext, /* Out */ UICommandInfo, "FlipPolygon", "Flip", "Flip the currently selected polygons.", EUserInterfaceActionType::Button, FInputChord( EKeys::F, EModifierKey::Shift ) );
}
void UFlipPolygonCommand::Execute( IMeshEditorModeEditingContract& MeshEditorMode )
{
if ( MeshEditorMode.GetActiveAction() != NAME_None )
{
return;
}
static TMap< UEditableMesh*, TArray<FMeshElement> > MeshesAndPolygons;
MeshEditorMode.GetSelectedMeshesAndPolygons( MeshesAndPolygons );
if ( MeshesAndPolygons.Num() == 0 )
{
return;
}
const FScopedTransaction Transaction( LOCTEXT( "UndoFlipPolygon", "Flip Polygon" ) );
MeshEditorMode.CommitSelectedMeshes();
// Refresh selection (committing may have created a new mesh instance)
MeshEditorMode.GetSelectedMeshesAndPolygons( MeshesAndPolygons );
// Deselect the elements because the selection visual needs to be updated
MeshEditorMode.DeselectMeshElements( MeshesAndPolygons );
// Flip selected polygons
for( const auto& MeshAndPolygons : MeshesAndPolygons )
{
UEditableMesh* EditableMesh = MeshAndPolygons.Key;
EditableMesh->StartModification( EMeshModificationType::Final, EMeshTopologyChange::TopologyChange );
static TArray<FPolygonID> PolygonsToFlip;
PolygonsToFlip.Reset();
for( const FMeshElement& PolygonElement : MeshAndPolygons.Value )
{
const FPolygonID PolygonID( PolygonElement.ElementAddress.ElementID );
PolygonsToFlip.Add( PolygonID );
}
EditableMesh->FlipPolygons( PolygonsToFlip );
EditableMesh->EndModification();
MeshEditorMode.TrackUndo( EditableMesh, EditableMesh->MakeUndo() );
}
// Re-select the elements to update the selection visual
for ( const auto& MeshAndPolygons : MeshesAndPolygons )
{
MeshEditorMode.SelectMeshElements( MeshAndPolygons.Value );
}
}
#undef LOCTEXT_NAMESPACE