Files
UnrealEngineUWP/Engine/Plugins/Editor/MeshEditor/Source/PolygonModeling/QuadrangulateMesh.cpp
Mike Fricker 8274683fb2 Mesh Editor extensibility (phase 8) (part 2)
- Added missing source files
#rb none

[CL 3419164 by Mike Fricker in Dev-Geometry branch]
2017-05-02 15:27:34 -04:00

55 lines
1.5 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "QuadrangulateMesh.h"
#include "IMeshEditorModeEditingContract.h"
#include "IMeshEditorModeUIContract.h"
#include "UICommandInfo.h"
#include "EditableMesh.h"
#include "MeshElement.h"
#include "ScopedTransaction.h"
#define LOCTEXT_NAMESPACE "MeshEditorMode"
void UQuadrangulateMeshCommand::RegisterUICommand( FBindingContext* BindingContext )
{
UI_COMMAND_EXT( BindingContext, /* Out */ UICommandInfo, "QuadrangulateMesh", "Quadrangulate Mesh", "Quadrangulates the selected mesh.", EUserInterfaceActionType::Button, FInputChord() );
}
void UQuadrangulateMeshCommand::Execute( IMeshEditorModeEditingContract& MeshEditorMode )
{
if( MeshEditorMode.GetActiveAction() != NAME_None )
{
return;
}
if( MeshEditorMode.GetSelectedEditableMeshes().Num() == 0 )
{
return;
}
FScopedTransaction Transaction( LOCTEXT( "UndoQuadrangulateMesh", "Quadrangulate Mesh" ) );
MeshEditorMode.CommitSelectedMeshes();
const TArray<UEditableMesh*>& SelectedMeshes = MeshEditorMode.GetSelectedEditableMeshes();
MeshEditorMode.DeselectAllMeshElements();
for( UEditableMesh* EditableMesh : SelectedMeshes )
{
static TArray<FPolygonRef> NewPolygonRefs;
EditableMesh->StartModification( EMeshModificationType::Final, EMeshTopologyChange::TopologyChange );
EditableMesh->QuadrangulateMesh( NewPolygonRefs );
EditableMesh->EndModification();
MeshEditorMode.TrackUndo( EditableMesh, EditableMesh->MakeUndo() );
}
}
#undef LOCTEXT_NAMESPACE