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#jira UETOOL-3823 #rb lonnie.li #preflight 617b1aea5794a500014f544a #ROBOMERGE-AUTHOR: michael.balzer #ROBOMERGE-SOURCE: CL 17972239 in //UE5/Release-5.0/... via CL 17972248 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292) #ROBOMERGE[STARSHIP]: UE5-Main [CL 17972256 by michael balzer in ue5-release-engine-test branch]
75 lines
1.9 KiB
C++
75 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "PropertySets/PolygroupLayersProperties.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "DynamicMesh/DynamicMeshAttributeSet.h"
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#include "Polygroups/PolygroupUtil.h"
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using namespace UE::Geometry;
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void UPolygroupLayersProperties::InitializeGroupLayers(const FDynamicMesh3* Mesh)
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{
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GroupLayersList.Reset();
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GroupLayersList.Add(TEXT("Default")); // always have standard group
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if (Mesh->Attributes())
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{
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for (int32 k = 0; k < Mesh->Attributes()->NumPolygroupLayers(); k++)
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{
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FName Name = Mesh->Attributes()->GetPolygroupLayer(k)->GetName();
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GroupLayersList.Add(Name.ToString());
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}
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}
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if (GroupLayersList.Contains(ActiveGroupLayer.ToString()) == false) // discard restored value if it doesn't apply
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{
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ActiveGroupLayer = FName(GroupLayersList[0]);
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}
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}
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void UPolygroupLayersProperties::InitializeGroupLayers(const TSet<FName>& LayerNames)
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{
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GroupLayersList.Reset();
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GroupLayersList.Add(TEXT("Default")); // always have standard group
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for (const FName& Name : LayerNames)
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{
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GroupLayersList.Add(Name.ToString());
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}
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if (GroupLayersList.Contains(ActiveGroupLayer.ToString()) == false) // discard restored value if it doesn't apply
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{
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ActiveGroupLayer = FName(GroupLayersList[0]);
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}
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}
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bool UPolygroupLayersProperties::HasSelectedPolygroup() const
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{
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return ActiveGroupLayer != FName(GroupLayersList[0]);
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}
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void UPolygroupLayersProperties::SetSelectedFromPolygroupIndex(int32 Index)
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{
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if (Index < 0)
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{
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ActiveGroupLayer = FName(GroupLayersList[0]);
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}
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else
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{
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ActiveGroupLayer = FName(GroupLayersList[Index+1]);
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}
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}
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UE::Geometry::FPolygroupLayer UPolygroupLayersProperties::GetSelectedLayer(const FDynamicMesh3& FromMesh)
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{
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if (HasSelectedPolygroup() == false)
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{
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return FPolygroupLayer::Default();
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}
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else
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{
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int32 Index = UE::Geometry::FindPolygroupLayerIndexByName(FromMesh, ActiveGroupLayer);
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return (Index >= 0) ? FPolygroupLayer::Layer(Index) : FPolygroupLayer::Default();
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}
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} |