Files
UnrealEngineUWP/Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingEditor/Private/CreateNewAssetUtilityFunctions.cpp
Matt Peters d64cf41728 AssetRegistry includes (Engine Plugins): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270563191629533ec2b6f6e

[CL 20017756 by Matt Peters in ue5-main branch]
2022-05-02 18:59:38 -04:00

275 lines
9.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GeometryScript/CreateNewAssetUtilityFunctions.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "UDynamicMesh.h"
#include "Engine/StaticMesh.h"
#include "Engine/SkeletalMesh.h"
#include "Engine/StaticMeshActor.h"
#include "StaticMeshAttributes.h"
#include "StaticMeshOperations.h"
#include "RenderingThread.h"
#include "Engine/BlockingVolume.h"
#include "Components/BrushComponent.h"
#include "Engine/Polys.h"
#include "Model.h"
#include "BSPOps.h" // in UnrealEd
#include "Editor/EditorEngine.h" // for FActorLabelUtilities
#include "Editor.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Misc/Paths.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "DynamicMeshToMeshDescription.h"
#include "ConversionUtils/DynamicMeshToVolume.h"
#include "AssetUtils/CreateStaticMeshUtil.h"
#include "AssetUtils/CreateTexture2DUtil.h"
#include "ModelingObjectsCreationAPI.h"
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UGeometryScriptLibrary_CreateNewAssetUtilityFunctions"
void UGeometryScriptLibrary_CreateNewAssetFunctions::CreateUniqueNewAssetPathName(
FString AssetFolderPath,
FString BaseAssetName,
FString& UniqueAssetPathAndName,
FString& UniqueAssetName,
FGeometryScriptUniqueAssetNameOptions Options,
TEnumAsByte<EGeometryScriptOutcomePins>& Outcome,
UGeometryScriptDebug* Debug)
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
Outcome = EGeometryScriptOutcomePins::Failure;
int Attempts = 0;
while (Attempts++ < 10)
{
FString UUID = UE::Modeling::GenerateRandomShortHexString(Options.UniqueIDDigits);
UniqueAssetName = FString::Printf(TEXT("%s_%s"), *BaseAssetName, *UUID);
UniqueAssetPathAndName = FPaths::Combine(AssetFolderPath, UniqueAssetName);
// if asset does not exist at this path, we can use it
FAssetData AssetData = AssetRegistryModule.Get().GetAssetByObjectPath(*UniqueAssetPathAndName);
if (AssetData.IsValid() == false)
{
Outcome = EGeometryScriptOutcomePins::Success;
return;
}
}
UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::OperationFailed, LOCTEXT("CreateUniqueNewAssetPathName_Failed", "Failed to find available unique Asset Path/Name"));
}
AVolume* UGeometryScriptLibrary_CreateNewAssetFunctions::CreateNewVolumeFromMesh(
UDynamicMesh* FromDynamicMesh,
UWorld* CreateInWorld,
FTransform ActorTransform,
FString BaseActorName,
FGeometryScriptCreateNewVolumeFromMeshOptions Options,
TEnumAsByte<EGeometryScriptOutcomePins>& Outcome,
UGeometryScriptDebug* Debug)
{
Outcome = EGeometryScriptOutcomePins::Failure;
if (FromDynamicMesh == nullptr)
{
UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, LOCTEXT("CreateNewVolumeFromMesh_InvalidInput1", "CreateNewVolumeFromMesh: FromDynamicMesh is Null"));
return nullptr;
}
if (CreateInWorld == nullptr)
{
UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, LOCTEXT("CreateNewVolumeFromMesh_InvalidInput2", "CreateNewVolumeFromMesh: CreateInWorld is Null"));
return nullptr;
}
if (FromDynamicMesh->GetTriangleCount() < 4)
{
UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, LOCTEXT("CreateNewVolumeFromMesh_InvalidInput3", "CreateNewVolumeFromMesh: FromDynamicMesh does not define a valid Volume"));
return nullptr;
}
// todo: other safety checks
// spawn new actor
UClass* VolumeClass = ABlockingVolume::StaticClass();
if (Options.VolumeType != nullptr
&& Cast<AVolume>(Options.VolumeType->GetDefaultObject(false)) != nullptr )
{
VolumeClass = Options.VolumeType;
}
GEditor->BeginTransaction(LOCTEXT("CreateNewVolumeFromMesh_Transaction", "Create Volume"));
FActorSpawnParameters SpawnInfo;
FTransform NewActorTransform = FTransform::Identity;
AVolume* NewVolumeActor = (AVolume*)CreateInWorld->SpawnActor(VolumeClass, &NewActorTransform, SpawnInfo);
NewVolumeActor->BrushType = EBrushType::Brush_Add;
UModel* Model = NewObject<UModel>(NewVolumeActor);
NewVolumeActor->Brush = Model;
NewVolumeActor->GetBrushComponent()->Brush = NewVolumeActor->Brush;
UE::Conversion::FMeshToVolumeOptions ConvertOptions;
ConvertOptions.bAutoSimplify = true;
ConvertOptions.MaxTriangles = FMath::Max(1, Options.MaxTriangles);
FromDynamicMesh->ProcessMesh([&](const FDynamicMesh3& ReadMesh)
{
UE::Conversion::DynamicMeshToVolume(ReadMesh, NewVolumeActor, ConvertOptions);
});
NewVolumeActor->SetActorTransform(ActorTransform);
FActorLabelUtilities::SetActorLabelUnique(NewVolumeActor, BaseActorName);
NewVolumeActor->PostEditChange();
GEditor->EndTransaction();
Outcome = EGeometryScriptOutcomePins::Success;
return NewVolumeActor;
}
UStaticMesh* UGeometryScriptLibrary_CreateNewAssetFunctions::CreateNewStaticMeshAssetFromMesh(
UDynamicMesh* FromDynamicMesh,
FString AssetPathAndName,
FGeometryScriptCreateNewStaticMeshAssetOptions Options,
TEnumAsByte<EGeometryScriptOutcomePins>& Outcome,
UGeometryScriptDebug* Debug)
{
Outcome = EGeometryScriptOutcomePins::Failure;
if (FromDynamicMesh == nullptr)
{
UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, LOCTEXT("CreateNewStaticMeshAssetFromMesh_InvalidInput1", "CreateNewStaticMeshAssetFromMesh: FromDynamicMesh is Null"));
return nullptr;
}
if (FromDynamicMesh->GetTriangleCount() == 0)
{
UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, LOCTEXT("CreateNewStaticMeshAssetFromMesh_InvalidInput3", "CreateNewStaticMeshAssetFromMesh: FromDynamicMesh has zero triangles"));
return nullptr;
}
// todo: other safety checks
GEditor->BeginTransaction(LOCTEXT("CreateNewStaticMeshAssetFromMesh_Transaction", "Create StaticMesh"));
UE::AssetUtils::FStaticMeshAssetOptions AssetOptions;
AssetOptions.NewAssetPath = AssetPathAndName;
AssetOptions.NumSourceModels = 1;
// CreateStaticMeshAsset below will handle this, but we could allow passing in materials as an option...
//AssetOptions.NumMaterialSlots = CreateMeshParams.Materials.Num();
//AssetOptions.AssetMaterials = (CreateMeshParams.AssetMaterials.Num() == AssetOptions.NumMaterialSlots) ?
// FilterMaterials(CreateMeshParams.AssetMaterials) : FilterMaterials(CreateMeshParams.Materials);
AssetOptions.bEnableRecomputeNormals = Options.bEnableRecomputeNormals;
AssetOptions.bEnableRecomputeTangents = Options.bEnableRecomputeTangents;
AssetOptions.bGenerateNaniteEnabledMesh = Options.bEnableNanite;
AssetOptions.NaniteProxyTrianglePercent = Options.NaniteProxyTrianglePercent;
AssetOptions.bCreatePhysicsBody = Options.bEnableCollision;
AssetOptions.CollisionType = Options.CollisionMode;
FDynamicMesh3 LODMesh;
FromDynamicMesh->ProcessMesh([&](const FDynamicMesh3& ReadMesh)
{
LODMesh = ReadMesh;
});
AssetOptions.SourceMeshes.DynamicMeshes.Add(&LODMesh);
UE::AssetUtils::FStaticMeshResults ResultData;
UE::AssetUtils::ECreateStaticMeshResult AssetResult = UE::AssetUtils::CreateStaticMeshAsset(AssetOptions, ResultData);
if (AssetResult != UE::AssetUtils::ECreateStaticMeshResult::Ok)
{
UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::OperationFailed, LOCTEXT("CreateNewStaticMeshAssetFromMesh_Failed", "CreateNewStaticMeshAssetFromMesh: Failed to create new Asset"));
return nullptr;
}
UStaticMesh* NewStaticMesh = ResultData.StaticMesh;
NewStaticMesh->PostEditChange();
GEditor->EndTransaction();
// publish new asset so that asset editor updates
FAssetRegistryModule::AssetCreated(NewStaticMesh);
Outcome = EGeometryScriptOutcomePins::Success;
return NewStaticMesh;
}
UTexture2D* UGeometryScriptLibrary_CreateNewAssetFunctions::CreateNewTexture2DAsset(
UTexture2D* FromTexture,
FString AssetPathAndName,
FGeometryScriptCreateNewTexture2DAssetOptions Options,
TEnumAsByte<EGeometryScriptOutcomePins>& Outcome,
UGeometryScriptDebug* Debug)
{
Outcome = EGeometryScriptOutcomePins::Failure;
if (FromTexture == nullptr)
{
UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, LOCTEXT("CreateNewTexture2DAsset_InvalidInput1", "CreateNewTexture2DAsset: FromTexture is Null"));
return nullptr;
}
UE::AssetUtils::FTexture2DAssetOptions AssetOptions;
AssetOptions.NewAssetPath = AssetPathAndName;
AssetOptions.bOverwriteIfExists = Options.bOverwriteIfExists;
UE::AssetUtils::FTexture2DAssetResults ResultData;
UE::AssetUtils::ECreateTexture2DResult AssetResult = UE::AssetUtils::SaveGeneratedTexture2DAsset(
FromTexture, AssetOptions, ResultData);
switch (AssetResult)
{
case UE::AssetUtils::ECreateTexture2DResult::NameError:
{
const FText Error = FText::Format(LOCTEXT("CreateNewTexture2DAsset_InvalidInputName", "CreateNewTexture2DAsset: AssetPathAndName '{0}' already exists."), FText::FromString(AssetPathAndName));
UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, Error);
break;
}
case UE::AssetUtils::ECreateTexture2DResult::OverwriteTypeError:
{
const FText Error = FText::Format(LOCTEXT("CreateNewTexture2DAsset_InvalidOverwriteType", "CreateNewTexture2DAsset: AssetPathAndName '{0}' already exists and is not a UTexture2D."), FText::FromString(AssetPathAndName));
UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, Error);
break;
}
case UE::AssetUtils::ECreateTexture2DResult::InvalidInputTexture:
{
const FText Error = FText::Format(LOCTEXT("CreateNewTexture2DAsset_InvalidInputPackage", "CreateNewTexture2DAsset: Failed to read input texture '{0}'."), FText::FromString(FromTexture->GetPathName()));
UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::InvalidInputs, Error);
break;
}
case UE::AssetUtils::ECreateTexture2DResult::InvalidPackage:
case UE::AssetUtils::ECreateTexture2DResult::UnknownError:
{
UE::Geometry::AppendError(Debug, EGeometryScriptErrorType::OperationFailed, LOCTEXT("CreateNewTexture2DAsset_Failed", "CreateNewTexture2DAsset: Failed to create new Asset."));
break;
}
case UE::AssetUtils::ECreateTexture2DResult::Ok:
{
Outcome = EGeometryScriptOutcomePins::Success;
break;
}
}
return ResultData.Texture;
}
#undef LOCTEXT_NAMESPACE