Files
UnrealEngineUWP/Engine/Source/Editor/DestructibleMeshEditor/Private/DestructibleMeshEditorModule.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

159 lines
6.1 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "DestructibleMeshEditorModule.h"
#include "Misc/PackageName.h"
#include "Modules/ModuleManager.h"
#include "IDestructibleMeshEditor.h"
#include "DestructibleMeshEditor.h"
#include "Misc/MessageDialog.h"
#include "IAssetTools.h"
#include "AssetToolsModule.h"
#include "Engine/DestructibleMesh.h"
#include "Engine/StaticMesh.h"
#include "Materials/Material.h"
#include "Materials/MaterialExpressionSpeedTree.h"
IMPLEMENT_MODULE( FDestructibleMeshEditorModule, DestructibleMeshEditor );
#define LOCTEXT_NAMESPACE "DestructibleMeshEditor"
const FName DestructibleMeshEditorAppIdentifier = FName(TEXT("DestructibleMeshEditorApp"));
void FDestructibleMeshEditorModule::StartupModule()
{
MenuExtensibilityManager = MakeShareable(new FExtensibilityManager);
ToolBarExtensibilityManager = MakeShareable(new FExtensibilityManager);
}
void FDestructibleMeshEditorModule::ShutdownModule()
{
MenuExtensibilityManager.Reset();
ToolBarExtensibilityManager.Reset();
}
TSharedRef<IDestructibleMeshEditor> FDestructibleMeshEditorModule::CreateDestructibleMeshEditor( const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, UDestructibleMesh* Table )
{
TSharedRef< FDestructibleMeshEditor > NewDestructibleMeshEditor( new FDestructibleMeshEditor() );
NewDestructibleMeshEditor->InitDestructibleMeshEditor( Mode, InitToolkitHost, Table );
return NewDestructibleMeshEditor;
}
UDestructibleMesh* FDestructibleMeshEditorModule::CreateDestructibleMeshFromStaticMesh(UObject* InParent, UStaticMesh* StaticMesh, FName Name, EObjectFlags Flags, FText& OutErrorMsg)
{
if (StaticMesh == NULL)
{
OutErrorMsg = LOCTEXT( "StaticMeshInvalid", "Static Mesh is Invalid!" );
return NULL;
}
// We can't use any speedtree materials for destructibles due to UV requirements, so check the graph here
TArray<UMaterial*> SpeedTreeMaterials;
for(FStaticMaterial& StaticMaterial : StaticMesh->StaticMaterials)
{
UMaterialInterface* Mat = StaticMaterial.MaterialInterface;
UMaterial* BaseMat = Mat->GetBaseMaterial();
for(UMaterialExpression* Expression : BaseMat->Expressions)
{
if(Cast<UMaterialExpressionSpeedTree>(Expression))
{
SpeedTreeMaterials.Add(BaseMat);
break;
}
}
}
if(SpeedTreeMaterials.Num() > 0)
{
// Invalid, can't create a mesh from this
FTextBuilder TextBuilder;
TextBuilder.AppendLine(FText::Format(LOCTEXT("StaticMeshInvalid_SpeedTree", "The static mesh '{0}' uses SpeedTree materials which are not compatible with destructible meshes. Cannot create destructible.\n\nList of Materials:\n"), FText::FromString(StaticMesh->GetName())));
for(UMaterial* SpeedTreeMat : SpeedTreeMaterials)
{
TextBuilder.AppendLine(SpeedTreeMat->GetName());
}
FMessageDialog::Open(EAppMsgType::Ok, TextBuilder.ToText());
return nullptr;
}
FString DestructibleName;
if (Name == NAME_None)
{
DestructibleName = StaticMesh->GetName();
DestructibleName += TEXT("_DM");
}
else
{
DestructibleName = *Name.ToString();
}
UDestructibleMesh* DestructibleMesh = FindObject<UDestructibleMesh>( InParent, *DestructibleName );
// If there is an existing mesh, ask the user if they want to use the existing mesh, replace the existing mesh, or create a new mesh.
if (DestructibleMesh != NULL)
{
enum ENameConflictDialogReturnType
{
NCD_None = 0,
NCD_Use,
NCD_Replace,
NCD_Create
};
#if 0 // BRG - removed SSimpleDialog, needs replacing
FSimpleDialogModule& SimpleDialogModule = FModuleManager::LoadModuleChecked<FSimpleDialogModule>( TEXT("SimpleDialog") );
SimpleDialogModule.CreateSimpleDialog(NSLOCTEXT("SimpleDialogModule", "DestructibleMeshAlreadyExistsTitle", "DestructibleMesh Already Exists").ToString(), NSLOCTEXT("SimpleDialogModule", "DestructibleMeshAlreadyExistsMessage", "A DestructibleMesh by the same name already exists. Select an action.").ToString());
SimpleDialogModule.AddButton(NCD_Use, NSLOCTEXT("SimpleDialogModule", "UseExistingDestructibleMesh", "Use").ToString(), NSLOCTEXT("SimpleDialogModule", "UseExistingDestructibleMeshTip", "Open the DestructibleMesh editor with the existing mesh").ToString());
SimpleDialogModule.AddButton(NCD_Replace, NSLOCTEXT("SimpleDialogModule", "ReplaceExistingDestructibleMesh", "Replace").ToString(), NSLOCTEXT("SimpleDialogModule", "ReplaceExistingDestructibleMeshTip", "Replace the existing DestructibleMesh with a new one, and show in the DestructibleMesh editor").ToString());
SimpleDialogModule.AddButton(NCD_Create, NSLOCTEXT("SimpleDialogModule", "CreateNewDestructibleMesh", "Create").ToString(), NSLOCTEXT("SimpleDialogModule", "CreateNewDestructibleMeshTip", "Create a new DestructibleMesh with a different name, and show in the DestructibleMesh editor").ToString());
const uint32 UserResponse = SimpleDialogModule.ShowSimpleDialog();
#endif
const uint32 UserResponse = NCD_None;
CA_SUPPRESS(6326);
switch (UserResponse)
{
default: // Default to using the same mesh
case NCD_Use:
return DestructibleMesh;
case NCD_Replace:
break;
case NCD_Create:
Name = MakeUniqueObjectName(StaticMesh->GetOuter(), UDestructibleMesh::StaticClass(), Name);
DestructibleName = *Name.ToString();
DestructibleMesh = NULL; // So that one will be created
break;
}
}
// Create the new UDestructibleMesh object if we still haven't found one after a possible resolution above
if (DestructibleMesh == NULL)
{
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
DestructibleMesh = Cast<UDestructibleMesh>(AssetToolsModule.Get().CreateAsset(DestructibleName, FPackageName::GetLongPackagePath(InParent->GetOutermost()->GetPathName()), UDestructibleMesh::StaticClass(), NULL));
if(!DestructibleMesh)
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("Name"), FText::FromString( StaticMesh->GetName() ));
OutErrorMsg = FText::Format( LOCTEXT( "DestructibleMeshFailed", "Failed to Create Destructible Mesh Asset from {Name}!" ), Arguments );
return NULL;
}
}
DestructibleMesh->BuildFromStaticMesh(*StaticMesh);
return DestructibleMesh;
}
#undef LOCTEXT_NAMESPACE