Files
UnrealEngineUWP/Engine/Source/Editor/LandscapeEditor/Private/LandscapeEdMode.cpp
Jack Porter ae727f8dab Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462)
#lockdown Nick.Penwarden

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

Change 3292174 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Linux toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292193 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm support

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292215 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and wbegl2 support

	- emscripten toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292222 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm support

	- ENGINE changes (c# & cpp files)

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3292223 on 2017/02/08 by Nick.Shin

	HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile

Change 3292228 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches
	- and a lot of UE4 patches to package HTML5 on LINUX
	- mostly from mozilla's jukka -- thx jukka!

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3292285 on 2017/02/08 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- Windows toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3293994 on 2017/02/09 by Nick.Shin

	HTML5 emscripten: wasm and webgl2 support

	- OSX toolchain

	#jira UEPLAT-1437  Switch [to] web assembly

Change 3294391 on 2017/02/09 by Nick.Shin

	HTML5 "black box issues" revisited

	- jukka rewrote the window resize handler -- much cleaner and more straightforward

	#jira UE-36341  HTML5 - View is incorrectly drawn
	#jira UE-32311  Templates on Firefox/Chrome on HTML5 are not full screen during Launch On

Change 3296421 on 2017/02/10 by Jack.Porter

	Fix landscape spline segment splitting placing when using streaming levels

Change 3296587 on 2017/02/10 by Jack.Porter

	Additional fix for landscape spline segment splitting when using streaming levels

Change 3301241 on 2017/02/14 by Mi.Wang

	Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter

Change 3301387 on 2017/02/14 by Nick.Shin

	HTML5 emscripten: webgl support

	- webgl patches from mozilla's jukka
	  + hardware instancing
	  + glBlitFramebuffer
	  + GL AlaphaBlendOperation

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3301405 on 2017/02/14 by Nick.Shin

	HTML5 plugin fix when blueprint projects are promoted to code projects automatically.

	#jira UE-41710  HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc

Change 3302278 on 2017/02/14 by Omar.Rodriguez

	UE-36651: Mac Vulkan Android Projects crash on launch.

	* Glslang library has been built for Mac but flag was not updated
	* Set GlslangAvailable to true for Mac when building an Android project with vulkan

	#jira UE-36651

Change 3302773 on 2017/02/14 by Chris.Babcock

	Add a dropdown with some common console commands on Android (contributed by rafortis)
	#jira UE-40834
	#PR #3143
	#ue4
	#android

Change 3305604 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader- turn on: instance static mesh vertex factory

	#jira  UEPLAT-828  (4.16)  Support ES3 / WebGL2 in HTML5

Change 3308154 on 2017/02/16 by Nick.Shin

	HTML5 GitHub PR

	#jira UE-42019  GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5

Change 3308510 on 2017/02/16 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3308971 on 2017/02/17 by Jack.Porter

	Fix for landscape painting when height<0 in the Ortho viewports

Change 3309075 on 2017/02/17 by Allan.Bentham

	Include static subject meshes when masking out modulated shadow casters.

	#jira UE-41581

Change 3309531 on 2017/02/17 by Chris.Babcock

	Handle large OBB files in APK
	#jira UE-41443
	#ue4
	#android

Change 3311320 on 2017/02/19 by Dmitriy.Dyomin

	Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)
	#jira UE-41970

Change 3311347 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil)
	#jira UE-41976

Change 3311398 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Landscapes do not render on PowerVR device
	#jira UE-35530

Change 3311428 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes
	#jira UE-42036

Change 3311448 on 2017/02/20 by Dmitriy.Dyomin

	Fixed: Packaged game Crashes on android after entering "Help" command twice
	#jira UE-41956

Change 3311587 on 2017/02/20 by Allan.Bentham

	ES2 GLSL - Silently swap all uint to ints
	#jira UE-41548

Change 3313930 on 2017/02/21 by Allan.Bentham

	Print literal uints as ints when generating ES2 code.
	#jira UE-41548

Change 3317924 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317929 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3317951 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318004 on 2017/02/22 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318669 on 2017/02/23 by Nick.Shin

	HTML5 emscripten: wasm & webgl2 support - RC1

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318672 on 2017/02/23 by Nick.Shin

	HTML5 webgl2 shader fixes

	#jria UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3318819 on 2017/02/23 by Dmitriy.Dyomin

	Fixed: Rendering artifacts with bloom on iPhone7 Metal
	#jira UE-40978

Change 3319702 on 2017/02/23 by Chris.Babcock

	Disable eglSwapInterval since it can cause issues with some drivers
	#ue4
	#android

Change 3320880 on 2017/02/24 by Dmitriy.Dyomin

	Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default)
	#jira UEMOB-195

Change 3321042 on 2017/02/24 by Jack.Porter

	Fixed incorrect sizeof in Vulkan pipleine cache
	pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/

	#code_review: rolando.caloca

Change 3322383 on 2017/02/24 by Chris.Babcock

	Fix issue with ad banner on Android 7.0 devices
	#jira UE-42390
	#ue4
	#android

Change 3322479 on 2017/02/24 by Omar.Rodriguez

	UEMOB-199 - WEX: Improved virtual keyboard for Android

	* Calculating the area covered by the virtual keyboard
	* Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events
	* Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event

	#jira UEMOB-199

Change 3323353 on 2017/02/27 by Allan.Bentham

	Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis
	#jira UE-42191

Change 3323431 on 2017/02/27 by Allan.Bentham

	CIS fix

Change 3323687 on 2017/02/27 by Allan.Bentham

	Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices.
	#jira UE-42131

Change 3324652 on 2017/02/28 by Dmitriy.Dyomin

	Fixed: Canvas elements appear darker on iOS Metal

Change 3324885 on 2017/02/28 by Jack.Porter

	Fixed "Minimum iOS Version" setting display name

	#jira UE-42270

Change 3324899 on 2017/02/28 by Jack.Porter

	GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini
	#jira UE-40018

	#3063

Change 3324932 on 2017/02/28 by Jack.Porter

	GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows

	#jira UE-41984
	#3257
	#codereview: Peter.Sauerbrei

Change 3324956 on 2017/02/28 by Jack.Porter

	FOpenGLFrontend::GetMaxSamplers incorrect for IOS
	#jira UE-42038
	#3264

Change 3325478 on 2017/02/28 by Allan.Bentham

	PR # 3188   : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview  (Contributed by ufna)

	#jira UE-41442

Change 3327300 on 2017/03/01 by Allan.Bentham

	PR #3175   : Fixes high quality reflection blending seams  (Contributed by kallehamalainen)
	#jira UE-41257

Change 3328917 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini
	#jira UE-41584  Editor locks up when adding an element for HTML5 devices on Mac
	#jira UE-41701  Editor freezes when setting browser filepath for inserted element in project settings

Change 3329169 on 2017/03/02 by Allan.Bentham

	increase render thread timeout to 1 minute for suntemple / android.
	Prevents low end devices timing out during load.
	#jira UE-40696

Change 3330849 on 2017/03/02 by Nick.Shin

	HTML5 project settings

	expose ini settings to edtior HTML5 project settings panel

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3331078 on 2017/03/03 by Dmitriy.Dyomin

	Fixed: Device output log partial lines

	integrated from WEX (3250488)

Change 3331112 on 2017/03/03 by Dmitriy.Dyomin

	Reduced state setup for slate draw calls (saves about 4ms RT time on mobile)

	integrated from WEX (3256584)

Change 3331117 on 2017/03/03 by Dmitriy.Dyomin

	Fixed redundant blend state changes in opengl

	integrated from WEX (3256586)

Change 3331173 on 2017/03/03 by Dmitriy.Dyomin

	Slate pixel shaders will use half precision where possible on mobile

	integrated from WEX (3256656)

Change 3332865 on 2017/03/06 by Dmitriy.Dyomin

	Better MobileContentScaleFactor defaults for iOS devices
	#jira UEMOB-330

Change 3333129 on 2017/03/06 by Peter.Sauerbrei

	move to Library/Caches instead of documents for saved files
	re-enable iterative deploy on TVOS
	#jira UEMOB-284

Change 3334692 on 2017/03/06 by Jack.Porter

	Allow r.MobileContentScaleFactor to be changed at runtime on Android

	#jira UEMOB-173

Change 3336255 on 2017/03/07 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3337094 on 2017/03/08 by Nick.Shin

	HTML5 project settings

	marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently...

	#jira UE-42331  Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini

Change 3338800 on 2017/03/08 by Chris.Babcock

	Update AAR handling to deal with versioning, subproject dependencies for resources, and scope
	#jira UE-42677
	#ue4
	#android

Change 3338813 on 2017/03/08 by Chris.Babcock

	Pass build configuration to UPL for access during packaging as $S(Configuration)
	#jira UE-42678
	#ue4
	#android
	#ios

Change 3339401 on 2017/03/09 by Alicia.Cano

	Android runtime permissions
	- Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds
	- Fix for Location Services
	- Fix for if target sdk is not set to 23+
	#jira UE-38512
	#android
	#rb: chris.babcock

Change 3340736 on 2017/03/09 by Chris.Babcock

	Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing)
	#jira UE-41965
	#PR #3254
	#ue4
	#android

Change 3340744 on 2017/03/09 by Jack.Porter

	Expose Custom Depth to Foliage
	#jira UE-6061

Change 3340849 on 2017/03/09 by Dmitriy.Dyomin

	Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s.
	#jira UE-42351

Change 3341268 on 2017/03/10 by Alicia.Cano

	PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm)
	#jira UE-37945
	#android
	#rb: chris.babcock, jack.porter

Change 3341303 on 2017/03/10 by Allan.Bentham

	Remove optimisation that prevents full specular occulsion on mobile.
	PR #3186  : Specular can't be blocked on high-end mobile.
	#jira UE-41393

Change 3342304 on 2017/03/10 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343344 on 2017/03/13 by Alicia.Cano

	build fix
	#rb: chris.babcock

Change 3343591 on 2017/03/13 by Brent.Pease

	iOS multiplayer fix part 1. Correct byte ordering.

	#jira UE-34875

Change 3343669 on 2017/03/13 by Chris.Babcock

	Update carefullyredist script version
	#jira UE-42832

Change 3344212 on 2017/03/13 by Will.Fissler

	Various compile fixes for Xcode 8.3.
	These fixes must also be added to //UE4/Release-4.15.
	#jira UE-41313

Change 3344396 on 2017/03/13 by Chris.Babcock

	Fix Java 1.5 obsolete warnings
	#jira UE-42851
	#ue4
	#android

Change 3345132 on 2017/03/14 by Will.Fissler

	Added ifdef wrapper to check clang version for presentDrawable.

Change 3345336 on 2017/03/14 by Will.Fissler

	Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method.

Change 3345460 on 2017/03/14 by Will.Fissler

	ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none

Change 3346046 on 2017/03/14 by Will.Fissler

	Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging.

Change 3346367 on 2017/03/14 by Chris.Babcock

	Fix issue with GoogleVR ARMv7 libraries included for other architectures in link
	#ue4
	#android

Change 3347682 on 2017/03/15 by Allan.Bentham

	Enable HW sRGB correction with retainer widget's render target.
	Use slate's gamma correction for mobile (where no such support exists)
	Render retainer box RT content with gamma correction.
	#jira UE-40967

Change 3348712 on 2017/03/15 by Nick.Shin

	HTML5 - upload to S3

	updated to AWS "signature version 4" authentication

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349254 on 2017/03/16 by Jack.Porter

	Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled.
	#jira UE-42971

Change 3349739 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	better error message feedback on upload failures

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3349765 on 2017/03/16 by Alicia.Cano

	Disable mouseover events in Mobile Previewer

	#jira UE-19903
	#mobile
	#rb: Jack.Porter

Change 3350049 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	folder in bucket is optional

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3350153 on 2017/03/16 by Nick.Shin

	HTML5 - upload to S3

	updated S3 public link generator

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3351582 on 2017/03/17 by Will.Fissler

	Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9";

	Currently we cannot build arm64 for iOS with this change.

Change 3352085 on 2017/03/17 by Alicia.Cano

	iOS doesn't honor request to close the virtual keyboard leading to a crash
	#jira UE-36447
	#ios
	#rb:Peter.Sauerbrei

Change 3353313 on 2017/03/19 by Ben.Marsh

	Always allow large *.js files in Github.

Change 3354444 on 2017/03/20 by Nick.Shin

	HTML5 - upload to S3

	to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set

	#jira UE-42525  HTML5 Upload to Amazon S3 fails with Incorrect Configuration error

Change 3355618 on 2017/03/20 by Nick.Shin

	HTML5 Save Game System

	- ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp
	- cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version)
	- created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3355621 on 2017/03/20 by Nick.Shin

	remove temp debugging code

	#jira UE-42081 Remove heinous HTML5 code from engine

Change 3356937 on 2017/03/21 by Chris.Babcock

	Add "stat vulkanrhi" to new console dropdown
	#jira UE-43149
	#ue4
	#android

Change 3357652 on 2017/03/21 by Nick.Shin

	HTML5 performance speed ups

	added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate)
	- this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel

	this option is based on the suggestions by jukka's post:
	- https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html

	however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden...

	#jira UE-30214 - Implement a warning message for fps settings

Change 3360415 on 2017/03/23 by Allan.Bentham

	Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes.

Change 3360418 on 2017/03/23 by Allan.Bentham

	Disable filmic tonemapper if r.MobileHDR32bppMode is in use.
	#jira UE-40913

Change 3360557 on 2017/03/23 by Allan.Bentham

	Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview.
	#jira UE-42131

Change 3362258 on 2017/03/23 by Dmitriy.Dyomin

	Fixed: Canvas texture element gamma issues on iOS Metal

Change 3362321 on 2017/03/24 by Dmitriy.Dyomin

	GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen)

	#3173

Change 3363550 on 2017/03/24 by Alicia.Cano

	build fix for devices < Android 5.0
	#jira UE-43299
	#android
	#rb: chris.babcock

Change 3363687 on 2017/03/24 by Chris.Babcock

	Fix Android password hiding in input dialog
	#jira WEX-5159
	#ue4
	#android

Change 3365280 on 2017/03/27 by Dmitriy.Dyomin

	Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension

Change 3365291 on 2017/03/27 by Dmitriy.Dyomin

	Copied form WEX CL# 3308653
	Fixed: Enabling shader cache causes crash on NVIDIA Shield

	#jira UE-41639

Change 3365293 on 2017/03/27 by Dmitriy.Dyomin

	GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik)
	#jira UE-43247
	#3411

Change 3365340 on 2017/03/27 by Dmitriy.Dyomin

	Fixed: Moving sublevel in world composition browser does not appear in Undo History
	#jira UE-35535

Change 3365564 on 2017/03/27 by Allan.Bentham

	SkyLightComponent now serializes IrradianceMap SH values.
	clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures.
	Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt.
	#jira UE-42436

Change 3366282 on 2017/03/27 by Nick.Shin

	remove dead links

	these files to not exist anywhere in the make-3.81 subfolders

	#UDN-354501
	#jira none

Change 3366306 on 2017/03/27 by Nick.Shin

	HTML5 - disable multi-threading for wasm

	#jira UE-43219 - HTML5 disable multi-threading for wasm

Change 3366307 on 2017/03/27 by Nick.Shin

	HTML5 packaging Shipping builds

	big cleanup / additions to *gz file support for amazon s3

	* both, uploading to s3
	* and allowing s3 to host the games there

	#jira UE-43002 HTML5 in Shipping fails downloading symbols files
	#jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected.

Change 3367385 on 2017/03/28 by Allan.Bentham

	Display skylight serialization warning only when cooking for mobile platforms.
	#jira UE-42436

Change 3368583 on 2017/03/28 by Chris.Babcock

	Expose JAVA_HOME setting in Android SDK project settings on Mac
	#jira UE-43418
	#ue4
	#android

Change 3368803 on 2017/03/28 by Chris.Babcock

	Fix features requested in manifest for "Daydream and Cardboard" mode
	#jira UE-43314
	#ue4
	#android

Change 3369087 on 2017/03/28 by Jack.Porter

	Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP
	#jira UE-42438

Change 3369372 on 2017/03/29 by Allan.Bentham

	Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled.
	#jira UE-43366

Change 3369381 on 2017/03/29 by Jack.Porter

	Show warnings when mobile shader permutations required for rendering are disbaled
	Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering.
	#jira UE-43050

Change 3369430 on 2017/03/29 by Allan.Bentham

	fix CIS build

Change 3369740 on 2017/03/29 by Allan.Bentham

	Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility)
	Android links with -gc-sections to remove unused code/data
	Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro.
	Add support for map file generation with android.
	Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig()
	bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini

	#jira UEMOB-168

Change 3369975 on 2017/03/29 by Nick.Shin

	HTML5 - AWS S3 shareable link for shipping builds corrected

	#jira UE-43379 Amazon S3 Shareable link does not generate correct filepath.

Change 3369998 on 2017/03/29 by Nick.Shin

	HTML5 python build scripts

	PR:
	1cb836d43c

	#jira none

Change 3370214 on 2017/03/29 by Nick.Shin

	HTML5 - default bUseFixedTimeStep to false...

	#jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms

Change 3370762 on 2017/03/29 by Chris.Babcock

	Fixes to new keyboard for Android
	- Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference.
	- Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets.
	#ue4
	#android

Change 3371344 on 2017/03/30 by Jack.Porter

	Fixed issue where Vulkan screenshot R/B channels were reversed on Android
	#jira UE-43479

Change 3372926 on 2017/03/30 by Peter.Sauerbrei

	start the process of sunsetting 32-bit and GLES2 on iOS
	#jira UE-42266

Change 3372970 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- windows toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3372989 on 2017/03/30 by Peter.Sauerbrei

	fix for Xcode 8.3 build with 32-bit

Change 3373007 on 2017/03/30 by Peter.Sauerbrei

	fix for crash when online subsystem is disabled on IOS

Change 3373108 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- emscripten toolchain

	WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373163 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- OSX toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373169 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	license file updated

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rnx

Change 3373287 on 2017/03/30 by Nick.Shin

	HTML5 - 1.36.11 emscripten - remove old SDK

	#jira none

	#rnx

Change 3373289 on 2017/03/30 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- Linux toolchain

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3373595 on 2017/03/30 by Chris.Babcock

	Reenable GooglePlay for ARM64 now that it doesn't crash
	#jira UE-36198
	#ue4
	#android

Change 3373606 on 2017/03/30 by Chris.Babcock

	Submitting Allan's shelved EXT_shader_framebuffer_fetch fix
	#ue4
	#android

Change 3375456 on 2017/03/31 by Chris.Babcock

	Add missing keycodes for Android keyboard (@ and #)
	#jira WEX-5777
	#ue4
	#android

Change 3376309 on 2017/04/03 by Allan.Bentham

	Fix overflow issues with mobile DoF.

Change 3377041 on 2017/04/03 by Will.Fissler

	Adding Testbed content for PlatformShowcase.

Change 3377582 on 2017/04/03 by Alicia.Cano

	adding back in GET_ACCOUNTS permission as it is required for Reset Achievements

	#jira: UE-43265
	#android
	#rb: Chris.Babcock

Change 3377643 on 2017/04/03 by Peter.Sauerbrei

	fix for memory leak in MallocBinned
	#jira UE-43008

Change 3378033 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty libs compiled with new toolchain with wasm and webgl2 support

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

	#rn

Change 3378034 on 2017/04/04 by Nick.Shin

	HTML5 - 1.37.9 emscripten: wasm & webgl2 support

	- ThirdParty build scripts

	#jira UEMOB-263  Switch [to] web assembly
	#jira UEMOB-201  Support ES3 / WebGL2 in HTML5

Change 3378035 on 2017/04/04 by Nick.Shin

	HTML5 - Update GameX template to make it work with trunk Emscripten

	PR
	dc2b26f452 (commitcomment-21454978)

	#jira none

	#rn

Change 3378044 on 2017/04/04 by Nick.Shin

	HTML5 harfbuzz - double checking recompiled with NO multithreading

	wasm currently does not support pthreads

	*** THIS IS STILL WIP ***
	checking in to match 3rd party libs compiled configuration

	#jira UE-28588 - Build HarfBuzz for HTML5

	#rnx

Change 3378264 on 2017/04/04 by Allan.Bentham

	Fix crash when using consolas font on android sdk 24
	#jira UE-43464

Change 3379097 on 2017/04/04 by Nick.Shin

	CIS HTML5 build warning fix

	#jria none

	#rnx

Change 3379333 on 2017/04/04 by Chris.Babcock

	Prevent inserting extra permissions into manifest multiple times
	#jira UE-43583
	#ue4
	#android

Change 3380870 on 2017/04/05 by Chris.Babcock

	Fix merge issue

Change 3380898 on 2017/04/05 by Chris.Babcock

	Fixed again

Change 3381443 on 2017/04/05 by Chris.Babcock

	Fix for GearVR non-unity build
	#ue4
	#android

Change 3381941 on 2017/04/05 by Chris.Babcock

	Fix HTTPChunkInstaller texture format checks and missing #define warning
	#jira UE-43706
	#ue4
	#android

Change 3382056 on 2017/04/05 by Chris.Babcock

	Updates to Android AARs needed for Facebook plugin

Change 3382097 on 2017/04/05 by Chris.Babcock

	Disable java console cmd receiver only in shipping builds
	#jira UE-43710
	#ue4
	#android

Change 3382497 on 2017/04/06 by Allan.Bentham

	Fix Fortnite Cooked Server crashes when joining game from lobby.
	#jira UE-43695

Change 3383227 on 2017/04/06 by Will.Fissler

	Reverted case sensitive change, from yesterday, and implemented a pragma instead.

	#jira UE-41313

[CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00

3577 lines
120 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "LandscapeEdMode.h"
#include "SceneView.h"
#include "Engine/Texture2D.h"
#include "EditorViewportClient.h"
#include "Misc/MessageDialog.h"
#include "Modules/ModuleManager.h"
#include "Engine/Light.h"
#include "Engine/Selection.h"
#include "EditorModeManager.h"
#include "LandscapeFileFormatInterface.h"
#include "LandscapeEditorModule.h"
#include "LandscapeEditorObject.h"
#include "Landscape.h"
#include "LandscapeStreamingProxy.h"
#include "EditorSupportDelegates.h"
#include "ScopedTransaction.h"
#include "LandscapeEdit.h"
#include "LandscapeEditorUtils.h"
#include "LandscapeRender.h"
#include "LandscapeDataAccess.h"
#include "Framework/Commands/UICommandList.h"
#include "LevelEditor.h"
#include "Toolkits/ToolkitManager.h"
#include "LandscapeHeightfieldCollisionComponent.h"
#include "InstancedFoliageActor.h"
#include "EditorWorldExtension.h"
#include "ViewportWorldInteraction.h"
#include "VREditorInteractor.h"
#include "LandscapeEdModeTools.h"
#include "LandscapeInfoMap.h"
//Slate dependencies
#include "Misc/FeedbackContext.h"
#include "ILevelViewport.h"
#include "SLandscapeEditor.h"
#include "SlateApplication.h"
// VR Editor
#include "VREditorMode.h"
// Classes
#include "LandscapeMaterialInstanceConstant.h"
#include "LandscapeSplinesComponent.h"
#include "ComponentReregisterContext.h"
#include "EngineUtils.h"
#include "IVREditorModule.h"
#define LOCTEXT_NAMESPACE "Landscape"
DEFINE_LOG_CATEGORY(LogLandscapeEdMode);
struct HNewLandscapeGrabHandleProxy : public HHitProxy
{
DECLARE_HIT_PROXY();
ELandscapeEdge::Type Edge;
HNewLandscapeGrabHandleProxy(ELandscapeEdge::Type InEdge) :
HHitProxy(HPP_Wireframe),
Edge(InEdge)
{
}
virtual EMouseCursor::Type GetMouseCursor() override
{
switch (Edge)
{
case ELandscapeEdge::X_Negative:
case ELandscapeEdge::X_Positive:
return EMouseCursor::ResizeLeftRight;
case ELandscapeEdge::Y_Negative:
case ELandscapeEdge::Y_Positive:
return EMouseCursor::ResizeUpDown;
case ELandscapeEdge::X_Negative_Y_Negative:
case ELandscapeEdge::X_Positive_Y_Positive:
return EMouseCursor::ResizeSouthEast;
case ELandscapeEdge::X_Negative_Y_Positive:
case ELandscapeEdge::X_Positive_Y_Negative:
return EMouseCursor::ResizeSouthWest;
}
return EMouseCursor::SlashedCircle;
}
};
IMPLEMENT_HIT_PROXY(HNewLandscapeGrabHandleProxy, HHitProxy)
void ALandscape::SplitHeightmap(ULandscapeComponent* Comp, bool bMoveToCurrentLevel /*= false*/)
{
ULandscapeInfo* Info = Comp->GetLandscapeInfo();
int32 ComponentSizeVerts = Comp->NumSubsections * (Comp->SubsectionSizeQuads + 1);
// make sure the heightmap UVs are powers of two.
int32 HeightmapSizeU = (1 << FMath::CeilLogTwo(ComponentSizeVerts));
int32 HeightmapSizeV = (1 << FMath::CeilLogTwo(ComponentSizeVerts));
UTexture2D* HeightmapTexture = NULL;
TArray<FColor*> HeightmapTextureMipData;
// Scope for FLandscapeEditDataInterface
{
// Read old data and split
FLandscapeEditDataInterface LandscapeEdit(Info);
TArray<uint8> HeightData;
HeightData.AddZeroed((1 + Comp->ComponentSizeQuads)*(1 + Comp->ComponentSizeQuads)*sizeof(uint16));
// Because of edge problem, normal would be just copy from old component data
TArray<uint8> NormalData;
NormalData.AddZeroed((1 + Comp->ComponentSizeQuads)*(1 + Comp->ComponentSizeQuads)*sizeof(uint16));
LandscapeEdit.GetHeightDataFast(Comp->GetSectionBase().X, Comp->GetSectionBase().Y, Comp->GetSectionBase().X + Comp->ComponentSizeQuads, Comp->GetSectionBase().Y + Comp->ComponentSizeQuads, (uint16*)HeightData.GetData(), 0, (uint16*)NormalData.GetData());
// Construct the heightmap textures
UObject* TextureOuter = bMoveToCurrentLevel ? Comp->GetWorld()->GetCurrentLevel()->GetOutermost() : nullptr;
HeightmapTexture = Comp->GetLandscapeProxy()->CreateLandscapeTexture(HeightmapSizeU, HeightmapSizeV, TEXTUREGROUP_Terrain_Heightmap, TSF_BGRA8, TextureOuter);
int32 MipSubsectionSizeQuads = Comp->SubsectionSizeQuads;
int32 MipSizeU = HeightmapSizeU;
int32 MipSizeV = HeightmapSizeV;
while (MipSizeU > 1 && MipSizeV > 1 && MipSubsectionSizeQuads >= 1)
{
FColor* HeightmapTextureData = (FColor*)HeightmapTexture->Source.LockMip(HeightmapTextureMipData.Num());
FMemory::Memzero(HeightmapTextureData, MipSizeU*MipSizeV*sizeof(FColor));
HeightmapTextureMipData.Add(HeightmapTextureData);
MipSizeU >>= 1;
MipSizeV >>= 1;
MipSubsectionSizeQuads = ((MipSubsectionSizeQuads + 1) >> 1) - 1;
}
Comp->HeightmapScaleBias = FVector4(1.0f / (float)HeightmapSizeU, 1.0f / (float)HeightmapSizeV, 0.0f, 0.0f);
Comp->HeightmapTexture = HeightmapTexture;
Comp->UpdateMaterialInstances();
for (int32 i = 0; i < HeightmapTextureMipData.Num(); i++)
{
HeightmapTexture->Source.UnlockMip(i);
}
LandscapeEdit.SetHeightData(Comp->GetSectionBase().X, Comp->GetSectionBase().Y, Comp->GetSectionBase().X + Comp->ComponentSizeQuads, Comp->GetSectionBase().Y + Comp->ComponentSizeQuads, (uint16*)HeightData.GetData(), 0, false, (uint16*)NormalData.GetData());
}
// End of LandscapeEdit interface
HeightmapTexture->PostEditChange();
// Reregister
FComponentReregisterContext ReregisterContext(Comp);
}
void FLandscapeTool::SetEditRenderType()
{
GLandscapeEditRenderMode = ELandscapeEditRenderMode::SelectRegion | (GLandscapeEditRenderMode & ELandscapeEditRenderMode::BitMaskForMask);
}
namespace LandscapeTool
{
UMaterialInstance* CreateMaterialInstance(UMaterialInterface* BaseMaterial)
{
ULandscapeMaterialInstanceConstant* MaterialInstance = NewObject<ULandscapeMaterialInstanceConstant>(GetTransientPackage());
MaterialInstance->SetParentEditorOnly(BaseMaterial);
MaterialInstance->PostEditChange();
return MaterialInstance;
}
}
//
// FEdModeLandscape
//
/** Constructor */
FEdModeLandscape::FEdModeLandscape()
: FEdMode()
, NewLandscapePreviewMode(ENewLandscapePreviewMode::None)
, DraggingEdge(ELandscapeEdge::None)
, DraggingEdge_Remainder(0)
, CurrentGizmoActor(nullptr)
, CopyPasteTool(nullptr)
, SplinesTool(nullptr)
, LandscapeRenderAddCollision(nullptr)
, CachedLandscapeMaterial(nullptr)
, ToolActiveViewport(nullptr)
, bIsPaintingInVR(false)
, InteractorPainting( nullptr )
{
GLayerDebugColorMaterial = LandscapeTool::CreateMaterialInstance(LoadObject<UMaterial>(nullptr, TEXT("/Engine/EditorLandscapeResources/LayerVisMaterial.LayerVisMaterial")));
GSelectionColorMaterial = LandscapeTool::CreateMaterialInstance(LoadObject<UMaterialInstanceConstant>(nullptr, TEXT("/Engine/EditorLandscapeResources/SelectBrushMaterial_Selected.SelectBrushMaterial_Selected")));
GSelectionRegionMaterial = LandscapeTool::CreateMaterialInstance(LoadObject<UMaterialInstanceConstant>(nullptr, TEXT("/Engine/EditorLandscapeResources/SelectBrushMaterial_SelectedRegion.SelectBrushMaterial_SelectedRegion")));
GMaskRegionMaterial = LandscapeTool::CreateMaterialInstance(LoadObject<UMaterialInstanceConstant>(nullptr, TEXT("/Engine/EditorLandscapeResources/MaskBrushMaterial_MaskedRegion.MaskBrushMaterial_MaskedRegion")));
GLandscapeBlackTexture = LoadObject<UTexture2D>(nullptr, TEXT("/Engine/EngineResources/Black.Black"));
GLandscapeLayerUsageMaterial = LandscapeTool::CreateMaterialInstance(LoadObject<UMaterial>(nullptr, TEXT("/Engine/EditorLandscapeResources/LandscapeLayerUsageMaterial.LandscapeLayerUsageMaterial")));
// Initialize modes
InitializeToolModes();
CurrentToolMode = nullptr;
// Initialize tools.
InitializeTool_Paint();
InitializeTool_Smooth();
InitializeTool_Flatten();
InitializeTool_Erosion();
InitializeTool_HydraErosion();
InitializeTool_Noise();
InitializeTool_Retopologize();
InitializeTool_NewLandscape();
InitializeTool_ResizeLandscape();
InitializeTool_Select();
InitializeTool_AddComponent();
InitializeTool_DeleteComponent();
InitializeTool_MoveToLevel();
InitializeTool_Mask();
InitializeTool_CopyPaste();
InitializeTool_Visibility();
InitializeTool_Splines();
InitializeTool_Ramp();
InitializeTool_Mirror();
CurrentTool = nullptr;
CurrentToolIndex = INDEX_NONE;
// Initialize brushes
InitializeBrushes();
CurrentBrush = LandscapeBrushSets[0].Brushes[0];
CurrentBrushSetIndex = 0;
CurrentToolTarget.LandscapeInfo = nullptr;
CurrentToolTarget.TargetType = ELandscapeToolTargetType::Heightmap;
CurrentToolTarget.LayerInfo = nullptr;
UISettings = NewObject<ULandscapeEditorObject>(GetTransientPackage(), TEXT("UISettings"), RF_Transactional);
UISettings->SetParent(this);
}
/** Destructor */
FEdModeLandscape::~FEdModeLandscape()
{
// Destroy tools.
LandscapeTools.Empty();
// Destroy brushes
LandscapeBrushSets.Empty();
// Clean up Debug Materials
FlushRenderingCommands();
GLayerDebugColorMaterial = NULL;
GSelectionColorMaterial = NULL;
GSelectionRegionMaterial = NULL;
GMaskRegionMaterial = NULL;
GLandscapeBlackTexture = NULL;
GLandscapeLayerUsageMaterial = NULL;
InteractorPainting = nullptr;
}
/** FGCObject interface */
void FEdModeLandscape::AddReferencedObjects(FReferenceCollector& Collector)
{
// Call parent implementation
FEdMode::AddReferencedObjects(Collector);
Collector.AddReferencedObject(UISettings);
Collector.AddReferencedObject(GLayerDebugColorMaterial);
Collector.AddReferencedObject(GSelectionColorMaterial);
Collector.AddReferencedObject(GSelectionRegionMaterial);
Collector.AddReferencedObject(GMaskRegionMaterial);
Collector.AddReferencedObject(GLandscapeBlackTexture);
Collector.AddReferencedObject(GLandscapeLayerUsageMaterial);
}
void FEdModeLandscape::InitializeToolModes()
{
FLandscapeToolMode* ToolMode_Manage = new(LandscapeToolModes)FLandscapeToolMode(TEXT("ToolMode_Manage"), ELandscapeToolTargetTypeMask::NA);
ToolMode_Manage->ValidTools.Add(TEXT("NewLandscape"));
ToolMode_Manage->ValidTools.Add(TEXT("Select"));
ToolMode_Manage->ValidTools.Add(TEXT("AddComponent"));
ToolMode_Manage->ValidTools.Add(TEXT("DeleteComponent"));
ToolMode_Manage->ValidTools.Add(TEXT("MoveToLevel"));
ToolMode_Manage->ValidTools.Add(TEXT("ResizeLandscape"));
ToolMode_Manage->ValidTools.Add(TEXT("Splines"));
ToolMode_Manage->CurrentToolName = TEXT("Select");
FLandscapeToolMode* ToolMode_Sculpt = new(LandscapeToolModes)FLandscapeToolMode(TEXT("ToolMode_Sculpt"), ELandscapeToolTargetTypeMask::Heightmap | ELandscapeToolTargetTypeMask::Visibility);
ToolMode_Sculpt->ValidTools.Add(TEXT("Sculpt"));
ToolMode_Sculpt->ValidTools.Add(TEXT("Smooth"));
ToolMode_Sculpt->ValidTools.Add(TEXT("Flatten"));
ToolMode_Sculpt->ValidTools.Add(TEXT("Ramp"));
ToolMode_Sculpt->ValidTools.Add(TEXT("Noise"));
ToolMode_Sculpt->ValidTools.Add(TEXT("Erosion"));
ToolMode_Sculpt->ValidTools.Add(TEXT("HydraErosion"));
ToolMode_Sculpt->ValidTools.Add(TEXT("Retopologize"));
ToolMode_Sculpt->ValidTools.Add(TEXT("Visibility"));
ToolMode_Sculpt->ValidTools.Add(TEXT("Mask"));
ToolMode_Sculpt->ValidTools.Add(TEXT("CopyPaste"));
ToolMode_Sculpt->ValidTools.Add(TEXT("Mirror"));
FLandscapeToolMode* ToolMode_Paint = new(LandscapeToolModes)FLandscapeToolMode(TEXT("ToolMode_Paint"), ELandscapeToolTargetTypeMask::Weightmap);
ToolMode_Paint->ValidTools.Add(TEXT("Paint"));
ToolMode_Paint->ValidTools.Add(TEXT("Smooth"));
ToolMode_Paint->ValidTools.Add(TEXT("Flatten"));
ToolMode_Paint->ValidTools.Add(TEXT("Noise"));
ToolMode_Paint->ValidTools.Add(TEXT("Visibility"));
}
bool FEdModeLandscape::UsesToolkits() const
{
return true;
}
TSharedRef<FUICommandList> FEdModeLandscape::GetUICommandList() const
{
check(Toolkit.IsValid());
return Toolkit->GetToolkitCommands();
}
/** FEdMode: Called when the mode is entered */
void FEdModeLandscape::Enter()
{
// Call parent implementation
FEdMode::Enter();
ALandscapeProxy* SelectedLandscape = GEditor->GetSelectedActors()->GetTop<ALandscapeProxy>();
if (SelectedLandscape)
{
CurrentToolTarget.LandscapeInfo = SelectedLandscape->GetLandscapeInfo();
GEditor->SelectNone(false, true);
GEditor->SelectActor(SelectedLandscape, true, false);
}
else
{
GEditor->SelectNone(false, true);
}
for (TActorIterator<ALandscapeGizmoActiveActor> It(GetWorld()); It; ++It)
{
CurrentGizmoActor = *It;
break;
}
if (!CurrentGizmoActor.IsValid())
{
CurrentGizmoActor = GetWorld()->SpawnActor<ALandscapeGizmoActiveActor>();
CurrentGizmoActor->ImportFromClipboard();
}
// Update list of landscapes and layers
// For now depends on the SpawnActor() above in order to get the current editor world as edmodes don't get told
UpdateLandscapeList();
UpdateTargetList();
OnWorldChangeDelegateHandle = FEditorSupportDelegates::WorldChange.AddRaw(this, &FEdModeLandscape::HandleLevelsChanged, true);
OnLevelsChangedDelegateHandle = GetWorld()->OnLevelsChanged().AddRaw(this, &FEdModeLandscape::HandleLevelsChanged, true);
OnMaterialCompilationFinishedDelegateHandle = UMaterial::OnMaterialCompilationFinished().AddRaw(this, &FEdModeLandscape::OnMaterialCompilationFinished);
if (CurrentGizmoActor.IsValid())
{
CurrentGizmoActor->SetTargetLandscape(CurrentToolTarget.LandscapeInfo.Get());
CastChecked<ALandscapeGizmoActiveActor>(CurrentGizmoActor.Get())->bSnapToLandscapeGrid = UISettings->bSnapGizmo;
}
int32 SquaredDataTex = ALandscapeGizmoActiveActor::DataTexSize * ALandscapeGizmoActiveActor::DataTexSize;
if (CurrentGizmoActor.IsValid() && !CurrentGizmoActor->GizmoTexture)
{
// Init Gizmo Texture...
CurrentGizmoActor->GizmoTexture = NewObject<UTexture2D>(GetTransientPackage(), NAME_None, RF_Transient);
if (CurrentGizmoActor->GizmoTexture)
{
CurrentGizmoActor->GizmoTexture->Source.Init(
ALandscapeGizmoActiveActor::DataTexSize,
ALandscapeGizmoActiveActor::DataTexSize,
1,
1,
TSF_G8
);
CurrentGizmoActor->GizmoTexture->SRGB = false;
CurrentGizmoActor->GizmoTexture->CompressionNone = true;
CurrentGizmoActor->GizmoTexture->MipGenSettings = TMGS_NoMipmaps;
CurrentGizmoActor->GizmoTexture->AddressX = TA_Clamp;
CurrentGizmoActor->GizmoTexture->AddressY = TA_Clamp;
CurrentGizmoActor->GizmoTexture->LODGroup = TEXTUREGROUP_Terrain_Weightmap;
uint8* TexData = CurrentGizmoActor->GizmoTexture->Source.LockMip(0);
FMemory::Memset(TexData, 0, SquaredDataTex*sizeof(uint8));
// Restore Sampled Data if exist...
if (CurrentGizmoActor->CachedScaleXY > 0.0f)
{
int32 SizeX = FMath::CeilToInt(CurrentGizmoActor->CachedWidth / CurrentGizmoActor->CachedScaleXY);
int32 SizeY = FMath::CeilToInt(CurrentGizmoActor->CachedHeight / CurrentGizmoActor->CachedScaleXY);
for (int32 Y = 0; Y < CurrentGizmoActor->SampleSizeY; ++Y)
{
for (int32 X = 0; X < CurrentGizmoActor->SampleSizeX; ++X)
{
float TexX = X * SizeX / CurrentGizmoActor->SampleSizeX;
float TexY = Y * SizeY / CurrentGizmoActor->SampleSizeY;
int32 LX = FMath::FloorToInt(TexX);
int32 LY = FMath::FloorToInt(TexY);
float FracX = TexX - LX;
float FracY = TexY - LY;
FGizmoSelectData* Data00 = CurrentGizmoActor->SelectedData.Find(FIntPoint(LX, LY));
FGizmoSelectData* Data10 = CurrentGizmoActor->SelectedData.Find(FIntPoint(LX + 1, LY));
FGizmoSelectData* Data01 = CurrentGizmoActor->SelectedData.Find(FIntPoint(LX, LY + 1));
FGizmoSelectData* Data11 = CurrentGizmoActor->SelectedData.Find(FIntPoint(LX + 1, LY + 1));
TexData[X + Y*ALandscapeGizmoActiveActor::DataTexSize] = FMath::Lerp(
FMath::Lerp(Data00 ? Data00->Ratio : 0, Data10 ? Data10->Ratio : 0, FracX),
FMath::Lerp(Data01 ? Data01->Ratio : 0, Data11 ? Data11->Ratio : 0, FracX),
FracY
) * 255;
}
}
}
CurrentGizmoActor->GizmoTexture->Source.UnlockMip(0);
CurrentGizmoActor->GizmoTexture->PostEditChange();
FlushRenderingCommands();
}
}
if (CurrentGizmoActor.IsValid() && CurrentGizmoActor->SampledHeight.Num() != SquaredDataTex)
{
CurrentGizmoActor->SampledHeight.Empty(SquaredDataTex);
CurrentGizmoActor->SampledHeight.AddZeroed(SquaredDataTex);
CurrentGizmoActor->DataType = LGT_None;
}
if (CurrentGizmoActor.IsValid()) // Update Scene Proxy
{
CurrentGizmoActor->ReregisterAllComponents();
}
GLandscapeEditRenderMode = ELandscapeEditRenderMode::None;
GLandscapeEditModeActive = true;
// Load UI settings from config file
UISettings->Load();
UpdateShownLayerList();
// Initialize current tool prior to creating the landscape toolkit in case it has a dependency on it
if (LandscapeList.Num() == 0)
{
SetCurrentToolMode("ToolMode_Manage", false);
SetCurrentTool("NewLandscape");
}
else
{
if (CurrentToolMode == nullptr || (CurrentToolMode->CurrentToolName == FName("NewLandscape")))
{
SetCurrentToolMode("ToolMode_Sculpt", false);
SetCurrentTool("Sculpt");
}
else
{
SetCurrentTool(CurrentToolMode->CurrentToolName);
}
}
// Create the landscape editor window
if (!Toolkit.IsValid())
{
Toolkit = MakeShareable(new FLandscapeToolKit);
Toolkit->Init(Owner->GetToolkitHost());
}
// Force real-time viewports. We'll back up the current viewport state so we can restore it when the
// user exits this mode.
const bool bWantRealTime = true;
const bool bRememberCurrentState = true;
ForceRealTimeViewports(bWantRealTime, bRememberCurrentState);
CurrentBrush->EnterBrush();
if (GizmoBrush)
{
GizmoBrush->EnterBrush();
}
// Register to find out about VR input events
UViewportWorldInteraction* ViewportWorldInteraction = Cast<UViewportWorldInteraction>(GEditor->GetEditorWorldExtensionsManager()->GetEditorWorldExtensions(GetWorld())->FindExtension(UViewportWorldInteraction::StaticClass()));
if (ViewportWorldInteraction != nullptr)
{
ViewportWorldInteraction->OnViewportInteractionInputAction().RemoveAll(this);
ViewportWorldInteraction->OnViewportInteractionInputAction().AddRaw(this, &FEdModeLandscape::OnVRAction);
ViewportWorldInteraction->OnViewportInteractionHoverUpdate().RemoveAll(this);
ViewportWorldInteraction->OnViewportInteractionHoverUpdate().AddRaw(this, &FEdModeLandscape::OnVRHoverUpdate);
}
}
/** FEdMode: Called when the mode is exited */
void FEdModeLandscape::Exit()
{
// Unregister VR mode from event handlers
UViewportWorldInteraction* ViewportWorldInteraction = Cast<UViewportWorldInteraction>(GEditor->GetEditorWorldExtensionsManager()->GetEditorWorldExtensions(GetWorld())->FindExtension(UViewportWorldInteraction::StaticClass()));
if (ViewportWorldInteraction != nullptr)
{
ViewportWorldInteraction->OnViewportInteractionInputAction().RemoveAll(this);
ViewportWorldInteraction->OnViewportInteractionHoverUpdate().RemoveAll(this);
}
FEditorSupportDelegates::WorldChange.Remove(OnWorldChangeDelegateHandle);
GetWorld()->OnLevelsChanged().Remove(OnLevelsChangedDelegateHandle);
UMaterial::OnMaterialCompilationFinished().Remove(OnMaterialCompilationFinishedDelegateHandle);
// Restore real-time viewport state if we changed it
const bool bWantRealTime = false;
const bool bRememberCurrentState = false;
ForceRealTimeViewports(bWantRealTime, bRememberCurrentState);
if (Toolkit.IsValid())
{
FToolkitManager::Get().CloseToolkit(Toolkit.ToSharedRef());
Toolkit.Reset();
}
CurrentBrush->LeaveBrush();
if (GizmoBrush)
{
GizmoBrush->LeaveBrush();
}
if (CurrentTool)
{
CurrentTool->PreviousBrushIndex = CurrentBrushSetIndex;
if (CurrentTool)
{
CurrentTool->ExitTool();
}
}
CurrentTool = NULL;
// Leave CurrentToolIndex set so we can restore the active tool on re-opening the landscape editor
LandscapeList.Empty();
LandscapeTargetList.Empty();
// Save UI settings to config file
UISettings->Save();
GLandscapeViewMode = ELandscapeViewMode::Normal;
GLandscapeEditRenderMode = ELandscapeEditRenderMode::None;
GLandscapeEditModeActive = false;
CurrentGizmoActor = NULL;
GEditor->SelectNone(false, true);
// Clear all GizmoActors if there is no Landscape in World
bool bIsLandscapeExist = false;
for (TActorIterator<ALandscapeProxy> It(GetWorld()); It; ++It)
{
bIsLandscapeExist = true;
break;
}
if (!bIsLandscapeExist)
{
for (TActorIterator<ALandscapeGizmoActor> It(GetWorld()); It; ++It)
{
GetWorld()->DestroyActor(*It, false, false);
}
}
// Redraw one last time to remove any landscape editor stuff from view
GEditor->RedrawLevelEditingViewports();
// Call parent implementation
FEdMode::Exit();
}
void FEdModeLandscape::OnVRHoverUpdate(UViewportInteractor* Interactor, FVector& HoverImpactPoint, bool& bWasHandled)
{
if (InteractorPainting != nullptr && InteractorPainting == Interactor && IVREditorModule::Get().IsVREditorModeActive())
{
UVREditorMode* VREditorMode = Cast<UVREditorMode>( GEditor->GetEditorWorldExtensionsManager()->GetEditorWorldExtensions( GetWorld() )->FindExtension( UVREditorMode::StaticClass() ) );
if( VREditorMode != nullptr && VREditorMode->IsActive() && Interactor != nullptr && Interactor->GetDraggingMode() == EViewportInteractionDraggingMode::Nothing )
{
const UVREditorInteractor* VRInteractor = Cast<UVREditorInteractor>(Interactor);
if (VRInteractor != nullptr && !VRInteractor->IsHoveringOverPriorityType() && CurrentTool && (CurrentTool->GetSupportedTargetTypes() == ELandscapeToolTargetTypeMask::NA || CurrentToolTarget.TargetType != ELandscapeToolTargetType::Invalid))
{
FVector HitLocation;
FVector LaserPointerStart, LaserPointerEnd;
if (Interactor->GetLaserPointer( /* Out */ LaserPointerStart, /* Out */ LaserPointerEnd))
{
if( LandscapeTrace( LaserPointerStart, LaserPointerEnd, HitLocation ) )
{
if (CurrentTool && CurrentTool->IsToolActive())
{
CurrentTool->SetExternalModifierPressed(Interactor->IsModifierPressed());
CurrentTool->MouseMove(nullptr, nullptr, HitLocation.X, HitLocation.Y);
}
if (CurrentBrush)
{
// Inform the brush of the current location, to update the cursor
CurrentBrush->MouseMove(HitLocation.X, HitLocation.Y);
}
}
}
}
}
}
}
void FEdModeLandscape::OnVRAction(FEditorViewportClient& ViewportClient, UViewportInteractor* Interactor, const struct FViewportActionKeyInput& Action, bool& bOutIsInputCaptured, bool& bWasHandled)
{
UVREditorMode* VREditorMode = Cast<UVREditorMode>( GEditor->GetEditorWorldExtensionsManager()->GetEditorWorldExtensions( GetWorld() )->FindExtension( UVREditorMode::StaticClass() ) );
// Never show the traditional Unreal transform widget. It doesn't work in VR because we don't have hit proxies.
ViewportClient.EngineShowFlags.SetModeWidgets(false);
if (VREditorMode != nullptr && VREditorMode->IsActive() && Interactor != nullptr && Interactor->GetDraggingMode() == EViewportInteractionDraggingMode::Nothing)
{
if (Action.ActionType == ViewportWorldActionTypes::SelectAndMove)
{
const UVREditorInteractor* VRInteractor = Cast<UVREditorInteractor>(Interactor);
// Begin landscape brush
if (Action.Event == IE_Pressed && !VRInteractor->IsHoveringOverUI() && !VRInteractor->IsHoveringOverPriorityType() && CurrentTool)
{
if (ViewportClient.Viewport != nullptr && ViewportClient.Viewport == ToolActiveViewport)
{
CurrentTool->EndTool(&ViewportClient);
ToolActiveViewport = nullptr;
}
if (CurrentTool->GetSupportedTargetTypes() == ELandscapeToolTargetTypeMask::NA || CurrentToolTarget.TargetType != ELandscapeToolTargetType::Invalid)
{
FVector HitLocation;
FVector LaserPointerStart, LaserPointerEnd;
if (Interactor->GetLaserPointer( /* Out */ LaserPointerStart, /* Out */ LaserPointerEnd))
{
if (LandscapeTrace(LaserPointerStart, LaserPointerEnd, HitLocation))
{
if (!(CurrentToolTarget.TargetType == ELandscapeToolTargetType::Weightmap && CurrentToolTarget.LayerInfo == NULL))
{
CurrentTool->SetExternalModifierPressed(Interactor->IsModifierPressed());
if( CurrentTool->BeginTool(&ViewportClient, CurrentToolTarget, HitLocation))
{
ToolActiveViewport = ViewportClient.Viewport;
}
}
bIsPaintingInVR = true;
bWasHandled = true;
bOutIsInputCaptured = false;
InteractorPainting = Interactor;
}
}
}
}
// End landscape brush
else if (Action.Event == IE_Released)
{
if (CurrentTool && ViewportClient.Viewport != nullptr && ViewportClient.Viewport == ToolActiveViewport)
{
CurrentTool->EndTool(&ViewportClient);
ToolActiveViewport = nullptr;
}
bIsPaintingInVR = false;
}
}
}
}
/** FEdMode: Called once per frame */
void FEdModeLandscape::Tick(FEditorViewportClient* ViewportClient, float DeltaTime)
{
FEdMode::Tick(ViewportClient, DeltaTime);
if (!IsEditingEnabled())
{
return;
}
FViewport* const Viewport = ViewportClient->Viewport;
if (ToolActiveViewport && ToolActiveViewport == Viewport && ensure(CurrentTool) && !bIsPaintingInVR)
{
// Require Ctrl or not as per user preference
const ELandscapeFoliageEditorControlType LandscapeEditorControlType = GetDefault<ULevelEditorViewportSettings>()->LandscapeEditorControlType;
if (!Viewport->KeyState(EKeys::LeftMouseButton) ||
(LandscapeEditorControlType == ELandscapeFoliageEditorControlType::RequireCtrl && !IsCtrlDown(Viewport)))
{
CurrentTool->EndTool(ViewportClient);
Viewport->CaptureMouse(false);
ToolActiveViewport = nullptr;
}
}
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
const bool bStaleTargetLandscapeInfo = CurrentToolTarget.LandscapeInfo.IsStale();
const bool bStaleTargetLandscape = CurrentToolTarget.LandscapeInfo.IsValid() && (CurrentToolTarget.LandscapeInfo->GetLandscapeProxy() != nullptr);
if (bStaleTargetLandscapeInfo || bStaleTargetLandscape)
{
UpdateLandscapeList();
}
if (CurrentToolTarget.LandscapeInfo.IsValid())
{
ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
if (LandscapeProxy == NULL ||
LandscapeProxy->GetLandscapeMaterial() != CachedLandscapeMaterial)
{
UpdateTargetList();
}
else
{
if (CurrentTool)
{
CurrentTool->Tick(ViewportClient, DeltaTime);
}
if (CurrentBrush)
{
CurrentBrush->Tick(ViewportClient, DeltaTime);
}
if (CurrentBrush != GizmoBrush && CurrentGizmoActor.IsValid() && GizmoBrush && (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo))
{
GizmoBrush->Tick(ViewportClient, DeltaTime);
}
}
}
}
}
/** FEdMode: Called when the mouse is moved over the viewport */
bool FEdModeLandscape::MouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 MouseX, int32 MouseY)
{
// due to mouse capture this should only ever be called on the active viewport
// if it ever gets called on another viewport the mouse has been released without us picking it up
if (ToolActiveViewport && ensure(CurrentTool) && !bIsPaintingInVR)
{
// Require Ctrl or not as per user preference
const ELandscapeFoliageEditorControlType LandscapeEditorControlType = GetDefault<ULevelEditorViewportSettings>()->LandscapeEditorControlType;
if (ToolActiveViewport != Viewport ||
!Viewport->KeyState(EKeys::LeftMouseButton) ||
(LandscapeEditorControlType == ELandscapeFoliageEditorControlType::RequireCtrl && !IsCtrlDown(Viewport)))
{
CurrentTool->EndTool(ViewportClient);
Viewport->CaptureMouse(false);
ToolActiveViewport = nullptr;
}
}
if (!IsEditingEnabled())
{
return false;
}
bool Result = false;
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
if (CurrentTool)
{
Result = CurrentTool->MouseMove(ViewportClient, Viewport, MouseX, MouseY);
ViewportClient->Invalidate(false, false);
}
}
return Result;
}
bool FEdModeLandscape::GetCursor(EMouseCursor::Type& OutCursor) const
{
if (!IsEditingEnabled())
{
return false;
}
bool Result = false;
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
if (CurrentTool)
{
Result = CurrentTool->GetCursor(OutCursor);
}
}
return Result;
}
bool FEdModeLandscape::DisallowMouseDeltaTracking() const
{
// We never want to use the mouse delta tracker while painting
return (ToolActiveViewport != nullptr);
}
/**
* Called when the mouse is moved while a window input capture is in effect
*
* @param InViewportClient Level editor viewport client that captured the mouse input
* @param InViewport Viewport that captured the mouse input
* @param InMouseX New mouse cursor X coordinate
* @param InMouseY New mouse cursor Y coordinate
*
* @return true if input was handled
*/
bool FEdModeLandscape::CapturedMouseMove(FEditorViewportClient* ViewportClient, FViewport* Viewport, int32 MouseX, int32 MouseY)
{
return MouseMove(ViewportClient, Viewport, MouseX, MouseY);
}
namespace
{
bool GIsGizmoDragging = false;
}
/** FEdMode: Called when a mouse button is pressed */
bool FEdModeLandscape::StartTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport)
{
if (CurrentGizmoActor.IsValid() && CurrentGizmoActor->IsSelected() && GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo)
{
GIsGizmoDragging = true;
return true;
}
return false;
}
/** FEdMode: Called when the a mouse button is released */
bool FEdModeLandscape::EndTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport)
{
if (GIsGizmoDragging)
{
GIsGizmoDragging = false;
return true;
}
return false;
}
namespace
{
bool RayIntersectTriangle(const FVector& Start, const FVector& End, const FVector& A, const FVector& B, const FVector& C, FVector& IntersectPoint)
{
const FVector BA = A - B;
const FVector CB = B - C;
const FVector TriNormal = BA ^ CB;
bool bCollide = FMath::SegmentPlaneIntersection(Start, End, FPlane(A, TriNormal), IntersectPoint);
if (!bCollide)
{
return false;
}
FVector BaryCentric = FMath::ComputeBaryCentric2D(IntersectPoint, A, B, C);
if (BaryCentric.X > 0.0f && BaryCentric.Y > 0.0f && BaryCentric.Z > 0.0f)
{
return true;
}
return false;
}
};
/** Trace under the mouse cursor and return the landscape hit and the hit location (in landscape quad space) */
bool FEdModeLandscape::LandscapeMouseTrace(FEditorViewportClient* ViewportClient, float& OutHitX, float& OutHitY)
{
int32 MouseX = ViewportClient->Viewport->GetMouseX();
int32 MouseY = ViewportClient->Viewport->GetMouseY();
return LandscapeMouseTrace(ViewportClient, MouseX, MouseY, OutHitX, OutHitY);
}
bool FEdModeLandscape::LandscapeMouseTrace(FEditorViewportClient* ViewportClient, FVector& OutHitLocation)
{
int32 MouseX = ViewportClient->Viewport->GetMouseX();
int32 MouseY = ViewportClient->Viewport->GetMouseY();
return LandscapeMouseTrace(ViewportClient, MouseX, MouseY, OutHitLocation);
}
/** Trace under the specified coordinates and return the landscape hit and the hit location (in landscape quad space) */
bool FEdModeLandscape::LandscapeMouseTrace(FEditorViewportClient* ViewportClient, int32 MouseX, int32 MouseY, float& OutHitX, float& OutHitY)
{
FVector HitLocation;
bool bResult = LandscapeMouseTrace(ViewportClient, MouseX, MouseY, HitLocation);
OutHitX = HitLocation.X;
OutHitY = HitLocation.Y;
return bResult;
}
bool FEdModeLandscape::LandscapeMouseTrace(FEditorViewportClient* ViewportClient, int32 MouseX, int32 MouseY, FVector& OutHitLocation)
{
// Cache a copy of the world pointer
UWorld* World = ViewportClient->GetWorld();
// Compute a world space ray from the screen space mouse coordinates
FSceneViewFamilyContext ViewFamily(FSceneViewFamilyContext::ConstructionValues(ViewportClient->Viewport, ViewportClient->GetScene(), ViewportClient->EngineShowFlags)
.SetRealtimeUpdate(ViewportClient->IsRealtime()));
FSceneView* View = ViewportClient->CalcSceneView(&ViewFamily);
FViewportCursorLocation MouseViewportRay(View, ViewportClient, MouseX, MouseY);
FVector MouseViewportRayDirection = MouseViewportRay.GetDirection();
FVector Start = MouseViewportRay.GetOrigin();
FVector End = Start + WORLD_MAX * MouseViewportRayDirection;
if (ViewportClient->IsOrtho())
{
Start -= WORLD_MAX * MouseViewportRayDirection;
}
return LandscapeTrace(Start, End, OutHitLocation);
}
bool FEdModeLandscape::LandscapeTrace(const FVector& InRayOrigin, const FVector& InRayEnd, FVector& OutHitLocation)
{
FVector Start = InRayOrigin;
FVector End = InRayEnd;
// Cache a copy of the world pointer
UWorld* World = GetWorld();
static FName TraceTag = FName(TEXT("LandscapeTrace"));
TArray<FHitResult> Results;
// Each landscape component has 2 collision shapes, 1 of them is specific to landscape editor
// Trace only ECC_Visibility channel, so we do hit only Editor specific shape
World->LineTraceMultiByObjectType(Results, Start, End, FCollisionObjectQueryParams(ECollisionChannel::ECC_Visibility), FCollisionQueryParams(TraceTag, true));
for (int32 i = 0; i < Results.Num(); i++)
{
const FHitResult& Hit = Results[i];
ULandscapeHeightfieldCollisionComponent* CollisionComponent = Cast<ULandscapeHeightfieldCollisionComponent>(Hit.Component.Get());
if (CollisionComponent)
{
ALandscapeProxy* HitLandscape = CollisionComponent->GetLandscapeProxy();
if (HitLandscape &&
CurrentToolTarget.LandscapeInfo.IsValid() &&
CurrentToolTarget.LandscapeInfo->LandscapeGuid == HitLandscape->GetLandscapeGuid())
{
OutHitLocation = HitLandscape->LandscapeActorToWorld().InverseTransformPosition(Hit.Location);
return true;
}
}
}
// For Add Landscape Component Mode
if (CurrentTool->GetToolName() == FName("AddComponent") &&
CurrentToolTarget.LandscapeInfo.IsValid())
{
bool bCollided = false;
FVector IntersectPoint;
LandscapeRenderAddCollision = NULL;
// Need to optimize collision for AddLandscapeComponent...?
for (auto& XYToAddCollisionPair : CurrentToolTarget.LandscapeInfo->XYtoAddCollisionMap)
{
FLandscapeAddCollision& AddCollision = XYToAddCollisionPair.Value;
// Triangle 1
bCollided = RayIntersectTriangle(Start, End, AddCollision.Corners[0], AddCollision.Corners[3], AddCollision.Corners[1], IntersectPoint);
if (bCollided)
{
LandscapeRenderAddCollision = &AddCollision;
break;
}
// Triangle 2
bCollided = RayIntersectTriangle(Start, End, AddCollision.Corners[0], AddCollision.Corners[2], AddCollision.Corners[3], IntersectPoint);
if (bCollided)
{
LandscapeRenderAddCollision = &AddCollision;
break;
}
}
if (bCollided &&
CurrentToolTarget.LandscapeInfo.IsValid())
{
ALandscapeProxy* Proxy = CurrentToolTarget.LandscapeInfo.Get()->GetCurrentLevelLandscapeProxy(true);
if (Proxy)
{
OutHitLocation = Proxy->LandscapeActorToWorld().InverseTransformPosition(IntersectPoint);
return true;
}
}
}
return false;
}
bool FEdModeLandscape::LandscapePlaneTrace(FEditorViewportClient* ViewportClient, const FPlane& Plane, FVector& OutHitLocation)
{
int32 MouseX = ViewportClient->Viewport->GetMouseX();
int32 MouseY = ViewportClient->Viewport->GetMouseY();
return LandscapePlaneTrace(ViewportClient, MouseX, MouseY, Plane, OutHitLocation);
}
bool FEdModeLandscape::LandscapePlaneTrace(FEditorViewportClient* ViewportClient, int32 MouseX, int32 MouseY, const FPlane& Plane, FVector& OutHitLocation)
{
// Compute a world space ray from the screen space mouse coordinates
FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
ViewportClient->Viewport,
ViewportClient->GetScene(),
ViewportClient->EngineShowFlags)
.SetRealtimeUpdate(ViewportClient->IsRealtime()));
FSceneView* View = ViewportClient->CalcSceneView(&ViewFamily);
FViewportCursorLocation MouseViewportRay(View, ViewportClient, MouseX, MouseY);
FVector Start = MouseViewportRay.GetOrigin();
FVector End = Start + WORLD_MAX * MouseViewportRay.GetDirection();
OutHitLocation = FMath::LinePlaneIntersection(Start, End, Plane);
return true;
}
namespace
{
const int32 SelectionSizeThresh = 2 * 256 * 256;
FORCEINLINE bool IsSlowSelect(ULandscapeInfo* LandscapeInfo)
{
if (LandscapeInfo)
{
int32 MinX = MAX_int32, MinY = MAX_int32, MaxX = MIN_int32, MaxY = MIN_int32;
LandscapeInfo->GetSelectedExtent(MinX, MinY, MaxX, MaxY);
return (MinX != MAX_int32 && ((MaxX - MinX) * (MaxY - MinY)));
}
return false;
}
};
EEditAction::Type FEdModeLandscape::GetActionEditDuplicate()
{
EEditAction::Type Result = EEditAction::Skip;
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
if (CurrentTool != NULL)
{
Result = CurrentTool->GetActionEditDuplicate();
}
}
return Result;
}
EEditAction::Type FEdModeLandscape::GetActionEditDelete()
{
EEditAction::Type Result = EEditAction::Skip;
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
if (CurrentTool != NULL)
{
Result = CurrentTool->GetActionEditDelete();
}
if (Result == EEditAction::Skip)
{
// Prevent deleting Gizmo during LandscapeEdMode
if (CurrentGizmoActor.IsValid())
{
if (CurrentGizmoActor->IsSelected())
{
if (GEditor->GetSelectedActors()->Num() > 1)
{
GEditor->GetSelectedActors()->Deselect(CurrentGizmoActor.Get());
Result = EEditAction::Skip;
}
else
{
Result = EEditAction::Halt;
}
}
}
}
}
return Result;
}
EEditAction::Type FEdModeLandscape::GetActionEditCut()
{
EEditAction::Type Result = EEditAction::Skip;
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
if (CurrentTool != NULL)
{
Result = CurrentTool->GetActionEditCut();
}
}
if (Result == EEditAction::Skip)
{
// Special case: we don't want the 'normal' cut operation to be possible at all while in this mode,
// so we need to stop evaluating the others in-case they come back as true.
return EEditAction::Halt;
}
return Result;
}
EEditAction::Type FEdModeLandscape::GetActionEditCopy()
{
EEditAction::Type Result = EEditAction::Skip;
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
if (CurrentTool != NULL)
{
Result = CurrentTool->GetActionEditCopy();
}
if (Result == EEditAction::Skip)
{
if (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo || GLandscapeEditRenderMode & (ELandscapeEditRenderMode::Select))
{
if (CurrentGizmoActor.IsValid() && GizmoBrush && CurrentGizmoActor->TargetLandscapeInfo)
{
Result = EEditAction::Process;
}
}
}
}
return Result;
}
EEditAction::Type FEdModeLandscape::GetActionEditPaste()
{
EEditAction::Type Result = EEditAction::Skip;
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
if (CurrentTool != NULL)
{
Result = CurrentTool->GetActionEditPaste();
}
if (Result == EEditAction::Skip)
{
if (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo || GLandscapeEditRenderMode & (ELandscapeEditRenderMode::Select))
{
if (CurrentGizmoActor.IsValid() && GizmoBrush && CurrentGizmoActor->TargetLandscapeInfo)
{
Result = EEditAction::Process;
}
}
}
}
return Result;
}
bool FEdModeLandscape::ProcessEditDuplicate()
{
if (!IsEditingEnabled())
{
return true;
}
bool Result = false;
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
if (CurrentTool != NULL)
{
Result = CurrentTool->ProcessEditDuplicate();
}
}
return Result;
}
bool FEdModeLandscape::ProcessEditDelete()
{
if (!IsEditingEnabled())
{
return true;
}
bool Result = false;
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
if (CurrentTool != NULL)
{
Result = CurrentTool->ProcessEditDelete();
}
}
return Result;
}
bool FEdModeLandscape::ProcessEditCut()
{
if (!IsEditingEnabled())
{
return true;
}
bool Result = false;
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
if (CurrentTool != NULL)
{
Result = CurrentTool->ProcessEditCut();
}
}
return Result;
}
bool FEdModeLandscape::ProcessEditCopy()
{
if (!IsEditingEnabled())
{
return true;
}
bool Result = false;
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
if (CurrentTool != NULL)
{
Result = CurrentTool->ProcessEditCopy();
}
if (!Result)
{
bool IsSlowTask = IsSlowSelect(CurrentGizmoActor->TargetLandscapeInfo);
if (IsSlowTask)
{
GWarn->BeginSlowTask(LOCTEXT("BeginFitGizmoAndCopy", "Fit Gizmo to Selected Region and Copy Data..."), true);
}
FScopedTransaction Transaction(LOCTEXT("LandscapeGizmo_Copy", "Copy landscape data to Gizmo"));
CurrentGizmoActor->Modify();
CurrentGizmoActor->FitToSelection();
CopyDataToGizmo();
SetCurrentTool(FName("CopyPaste"));
if (IsSlowTask)
{
GWarn->EndSlowTask();
}
Result = true;
}
}
return Result;
}
bool FEdModeLandscape::ProcessEditPaste()
{
if (!IsEditingEnabled())
{
return true;
}
bool Result = false;
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
if (CurrentTool != NULL)
{
Result = CurrentTool->ProcessEditPaste();
}
if (!Result)
{
bool IsSlowTask = IsSlowSelect(CurrentGizmoActor->TargetLandscapeInfo);
if (IsSlowTask)
{
GWarn->BeginSlowTask(LOCTEXT("BeginPasteGizmoDataTask", "Paste Gizmo Data..."), true);
}
PasteDataFromGizmo();
SetCurrentTool(FName("CopyPaste"));
if (IsSlowTask)
{
GWarn->EndSlowTask();
}
Result = true;
}
}
return Result;
}
bool FEdModeLandscape::HandleClick(FEditorViewportClient* InViewportClient, HHitProxy* HitProxy, const FViewportClick& Click)
{
if (!IsEditingEnabled())
{
return false;
}
if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None)
{
return false;
}
// Override Click Input for Splines Tool
if (CurrentTool && CurrentTool->HandleClick(HitProxy, Click))
{
return true;
}
return false;
}
/** FEdMode: Called when a key is pressed */
bool FEdModeLandscape::InputKey(FEditorViewportClient* ViewportClient, FViewport* Viewport, FKey Key, EInputEvent Event)
{
if (!IsEditingEnabled())
{
return false;
}
if (Event != IE_Released)
{
ILandscapeEditorModule& LandscapeEditorModule = FModuleManager::GetModuleChecked<ILandscapeEditorModule>("LandscapeEditor");
if (LandscapeEditorModule.GetLandscapeLevelViewportCommandList()->ProcessCommandBindings(Key, FSlateApplication::Get().GetModifierKeys(), false/*Event == IE_Repeat*/))
{
return true;
}
}
if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None)
{
if (Key == EKeys::LeftMouseButton)
{
// Press mouse button
if (Event == IE_Pressed && !IsAltDown(Viewport))
{
// See if we clicked on a new landscape handle..
int32 HitX = Viewport->GetMouseX();
int32 HitY = Viewport->GetMouseY();
HHitProxy* HitProxy = Viewport->GetHitProxy(HitX, HitY);
if (HitProxy)
{
if (HitProxy->IsA(HNewLandscapeGrabHandleProxy::StaticGetType()))
{
HNewLandscapeGrabHandleProxy* EdgeProxy = (HNewLandscapeGrabHandleProxy*)HitProxy;
DraggingEdge = EdgeProxy->Edge;
DraggingEdge_Remainder = 0;
return false; // false to let FEditorViewportClient.InputKey start mouse tracking and enable InputDelta() so we can use it
}
}
}
else if (Event == IE_Released)
{
if (DraggingEdge)
{
DraggingEdge = ELandscapeEdge::None;
DraggingEdge_Remainder = 0;
return false; // false to let FEditorViewportClient.InputKey end mouse tracking
}
}
}
}
else
{
// Override Key Input for Selection Brush
if (CurrentBrush)
{
TOptional<bool> BrushKeyOverride = CurrentBrush->InputKey(ViewportClient, Viewport, Key, Event);
if (BrushKeyOverride.IsSet())
{
return BrushKeyOverride.GetValue();
}
}
if (CurrentTool && CurrentTool->InputKey(ViewportClient, Viewport, Key, Event) == true)
{
return true;
}
// Require Ctrl or not as per user preference
ELandscapeFoliageEditorControlType LandscapeEditorControlType = GetDefault<ULevelEditorViewportSettings>()->LandscapeEditorControlType;
// HACK - Splines tool has not yet been updated to support not using ctrl
if (CurrentBrush->GetBrushType() == ELandscapeBrushType::Splines)
{
LandscapeEditorControlType = ELandscapeFoliageEditorControlType::RequireCtrl;
}
// Special case to handle where user paint with Left Click then pressing a moving camera input, we do not want to process them so as long as the tool is active ignore other input
if (CurrentTool != nullptr && CurrentTool->IsToolActive())
{
return true;
}
if (Key == EKeys::LeftMouseButton && Event == IE_Pressed)
{
// When debugging it's possible to miss the "mouse released" event, if we get a "mouse pressed" event when we think it's already pressed then treat it as release first
if (ToolActiveViewport)
{
CurrentTool->EndTool(ViewportClient);
Viewport->CaptureMouse(false);
ToolActiveViewport = nullptr;
}
// Only activate tool if we're not already moving the camera and we're not trying to drag a transform widget
// Not using "if (!ViewportClient->IsMovingCamera())" because it's wrong in ortho viewports :D
bool bMovingCamera = Viewport->KeyState(EKeys::MiddleMouseButton) || Viewport->KeyState(EKeys::RightMouseButton) || IsAltDown(Viewport);
if ((Viewport->IsPenActive() && Viewport->GetTabletPressure() > 0.0f) ||
(!bMovingCamera && ViewportClient->GetCurrentWidgetAxis() == EAxisList::None &&
((LandscapeEditorControlType == ELandscapeFoliageEditorControlType::IgnoreCtrl) ||
(LandscapeEditorControlType == ELandscapeFoliageEditorControlType::RequireCtrl && IsCtrlDown(Viewport)) ||
(LandscapeEditorControlType == ELandscapeFoliageEditorControlType::RequireNoCtrl && !IsCtrlDown(Viewport)))))
{
if (CurrentTool && (CurrentTool->GetSupportedTargetTypes() == ELandscapeToolTargetTypeMask::NA || CurrentToolTarget.TargetType != ELandscapeToolTargetType::Invalid))
{
FVector HitLocation;
if (LandscapeMouseTrace(ViewportClient, HitLocation))
{
if (CurrentToolTarget.TargetType == ELandscapeToolTargetType::Weightmap && CurrentToolTarget.LayerInfo == NULL)
{
FMessageDialog::Open(EAppMsgType::Ok,
NSLOCTEXT("UnrealEd", "LandscapeNeedToCreateLayerInfo", "This layer has no layer info assigned yet. You must create or assign a layer info before you can paint this layer."));
// TODO: FName to LayerInfo: do we want to create the layer info here?
//if (FMessageDialog::Open(EAppMsgType::YesNo, NSLOCTEXT("UnrealEd", "LandscapeNeedToCreateLayerInfo", "This layer has no layer info assigned yet. You must create or assign a layer info before you can paint this layer.")) == EAppReturnType::Yes)
//{
// CurrentToolTarget.LandscapeInfo->LandscapeProxy->CreateLayerInfo(*CurrentToolTarget.PlaceholderLayerName.ToString());
//}
}
else
{
Viewport->CaptureMouse(true);
if (CurrentTool->CanToolBeActivated())
{
bool bToolActive = CurrentTool->BeginTool(ViewportClient, CurrentToolTarget, HitLocation);
if (bToolActive)
{
ToolActiveViewport = Viewport;
}
else
{
ToolActiveViewport = nullptr;
Viewport->CaptureMouse(false);
}
ViewportClient->Invalidate(false, false);
return bToolActive;
}
}
}
}
return true;
}
}
if (Key == EKeys::LeftMouseButton ||
(LandscapeEditorControlType == ELandscapeFoliageEditorControlType::RequireCtrl && (Key == EKeys::LeftControl || Key == EKeys::RightControl)))
{
if (Event == IE_Released && CurrentTool && ToolActiveViewport)
{
//Set the cursor position to that of the slate cursor so it wont snap back
Viewport->SetPreCaptureMousePosFromSlateCursor();
CurrentTool->EndTool(ViewportClient);
Viewport->CaptureMouse(false);
ToolActiveViewport = nullptr;
return true;
}
}
// Change Brush Size
if ((Event == IE_Pressed || Event == IE_Repeat) && (Key == EKeys::LeftBracket || Key == EKeys::RightBracket))
{
if (CurrentBrush->GetBrushType() == ELandscapeBrushType::Component)
{
int32 Radius = UISettings->BrushComponentSize;
if (Key == EKeys::LeftBracket)
{
--Radius;
}
else
{
++Radius;
}
Radius = (int32)FMath::Clamp(Radius, 1, 64);
UISettings->BrushComponentSize = Radius;
}
else
{
float Radius = UISettings->BrushRadius;
float SliderMin = 0.0f;
float SliderMax = 8192.0f;
float LogPosition = FMath::Clamp(Radius / SliderMax, 0.0f, 1.0f);
float Diff = 0.05f; //6.0f / SliderMax;
if (Key == EKeys::LeftBracket)
{
Diff = -Diff;
}
float NewValue = Radius*(1.0f + Diff);
if (Key == EKeys::LeftBracket)
{
NewValue = FMath::Min(NewValue, Radius - 1.0f);
}
else
{
NewValue = FMath::Max(NewValue, Radius + 1.0f);
}
NewValue = (int32)FMath::Clamp(NewValue, SliderMin, SliderMax);
// convert from Exp scale to linear scale
//float LinearPosition = 1.0f - FMath::Pow(1.0f - LogPosition, 1.0f / 3.0f);
//LinearPosition = FMath::Clamp(LinearPosition + Diff, 0.0f, 1.0f);
//float NewValue = FMath::Clamp((1.0f - FMath::Pow(1.0f - LinearPosition, 3.0f)) * SliderMax, SliderMin, SliderMax);
//float NewValue = FMath::Clamp((SliderMax - SliderMin) * LinearPosition + SliderMin, SliderMin, SliderMax);
UISettings->BrushRadius = NewValue;
}
return true;
}
// Prev tool
if (Event == IE_Pressed && Key == EKeys::Comma)
{
if (CurrentTool && ToolActiveViewport)
{
CurrentTool->EndTool(ViewportClient);
Viewport->CaptureMouse(false);
ToolActiveViewport = nullptr;
}
int32 OldToolIndex = CurrentToolMode->ValidTools.Find(CurrentTool->GetToolName());
int32 NewToolIndex = FMath::Max(OldToolIndex - 1, 0);
SetCurrentTool(CurrentToolMode->ValidTools[NewToolIndex]);
return true;
}
// Next tool
if (Event == IE_Pressed && Key == EKeys::Period)
{
if (CurrentTool && ToolActiveViewport)
{
CurrentTool->EndTool(ViewportClient);
Viewport->CaptureMouse(false);
ToolActiveViewport = nullptr;
}
int32 OldToolIndex = CurrentToolMode->ValidTools.Find(CurrentTool->GetToolName());
int32 NewToolIndex = FMath::Min(OldToolIndex + 1, CurrentToolMode->ValidTools.Num() - 1);
SetCurrentTool(CurrentToolMode->ValidTools[NewToolIndex]);
return true;
}
}
return false;
}
/** FEdMode: Called when mouse drag input is applied */
bool FEdModeLandscape::InputDelta(FEditorViewportClient* InViewportClient, FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale)
{
if (!IsEditingEnabled())
{
return false;
}
if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None)
{
if (InViewportClient->GetCurrentWidgetAxis() != EAxisList::None)
{
FVector DeltaScale = InScale;
DeltaScale.X = DeltaScale.Y = (FMath::Abs(InScale.X) > FMath::Abs(InScale.Y)) ? InScale.X : InScale.Y;
UISettings->Modify();
UISettings->NewLandscape_Location += InDrag;
UISettings->NewLandscape_Rotation += InRot;
UISettings->NewLandscape_Scale += DeltaScale;
return true;
}
else if (DraggingEdge != ELandscapeEdge::None)
{
FVector HitLocation;
LandscapePlaneTrace(InViewportClient, FPlane(UISettings->NewLandscape_Location, FVector(0, 0, 1)), HitLocation);
FTransform Transform(UISettings->NewLandscape_Rotation, UISettings->NewLandscape_Location, UISettings->NewLandscape_Scale * UISettings->NewLandscape_QuadsPerSection * UISettings->NewLandscape_SectionsPerComponent);
HitLocation = Transform.InverseTransformPosition(HitLocation);
UISettings->Modify();
switch (DraggingEdge)
{
case ELandscapeEdge::X_Negative:
case ELandscapeEdge::X_Negative_Y_Negative:
case ELandscapeEdge::X_Negative_Y_Positive:
{
const int32 InitialComponentCountX = UISettings->NewLandscape_ComponentCount.X;
const int32 Delta = FMath::RoundToInt(HitLocation.X + (float)InitialComponentCountX / 2);
UISettings->NewLandscape_ComponentCount.X = InitialComponentCountX - Delta;
UISettings->NewLandscape_ClampSize();
const int32 ActualDelta = UISettings->NewLandscape_ComponentCount.X - InitialComponentCountX;
UISettings->NewLandscape_Location -= Transform.TransformVector(FVector(((float)ActualDelta / 2), 0, 0));
}
break;
case ELandscapeEdge::X_Positive:
case ELandscapeEdge::X_Positive_Y_Negative:
case ELandscapeEdge::X_Positive_Y_Positive:
{
const int32 InitialComponentCountX = UISettings->NewLandscape_ComponentCount.X;
int32 Delta = FMath::RoundToInt(HitLocation.X - (float)InitialComponentCountX / 2);
UISettings->NewLandscape_ComponentCount.X = InitialComponentCountX + Delta;
UISettings->NewLandscape_ClampSize();
const int32 ActualDelta = UISettings->NewLandscape_ComponentCount.X - InitialComponentCountX;
UISettings->NewLandscape_Location += Transform.TransformVector(FVector(((float)ActualDelta / 2), 0, 0));
}
break;
case ELandscapeEdge::Y_Negative:
case ELandscapeEdge::Y_Positive:
break;
}
switch (DraggingEdge)
{
case ELandscapeEdge::Y_Negative:
case ELandscapeEdge::X_Negative_Y_Negative:
case ELandscapeEdge::X_Positive_Y_Negative:
{
const int32 InitialComponentCountY = UISettings->NewLandscape_ComponentCount.Y;
int32 Delta = FMath::RoundToInt(HitLocation.Y + (float)InitialComponentCountY / 2);
UISettings->NewLandscape_ComponentCount.Y = InitialComponentCountY - Delta;
UISettings->NewLandscape_ClampSize();
const int32 ActualDelta = UISettings->NewLandscape_ComponentCount.Y - InitialComponentCountY;
UISettings->NewLandscape_Location -= Transform.TransformVector(FVector(0, (float)ActualDelta / 2, 0));
}
break;
case ELandscapeEdge::Y_Positive:
case ELandscapeEdge::X_Negative_Y_Positive:
case ELandscapeEdge::X_Positive_Y_Positive:
{
const int32 InitialComponentCountY = UISettings->NewLandscape_ComponentCount.Y;
int32 Delta = FMath::RoundToInt(HitLocation.Y - (float)InitialComponentCountY / 2);
UISettings->NewLandscape_ComponentCount.Y = InitialComponentCountY + Delta;
UISettings->NewLandscape_ClampSize();
const int32 ActualDelta = UISettings->NewLandscape_ComponentCount.Y - InitialComponentCountY;
UISettings->NewLandscape_Location += Transform.TransformVector(FVector(0, (float)ActualDelta / 2, 0));
}
break;
case ELandscapeEdge::X_Negative:
case ELandscapeEdge::X_Positive:
break;
}
return true;
}
}
if (CurrentTool && CurrentTool->InputDelta(InViewportClient, InViewport, InDrag, InRot, InScale))
{
return true;
}
return false;
}
void FEdModeLandscape::SetCurrentToolMode(FName ToolModeName, bool bRestoreCurrentTool /*= true*/)
{
if (CurrentToolMode == NULL || ToolModeName != CurrentToolMode->ToolModeName)
{
for (int32 i = 0; i < LandscapeToolModes.Num(); ++i)
{
if (LandscapeToolModes[i].ToolModeName == ToolModeName)
{
CurrentToolMode = &LandscapeToolModes[i];
if (bRestoreCurrentTool)
{
if (CurrentToolMode->CurrentToolName == NAME_None)
{
CurrentToolMode->CurrentToolName = CurrentToolMode->ValidTools[0];
}
SetCurrentTool(CurrentToolMode->CurrentToolName);
}
break;
}
}
}
}
void FEdModeLandscape::SetCurrentTool(FName ToolName)
{
// Several tools have identically named versions for sculpting and painting
// Prefer the one with the same target type as the current mode
int32 BackupToolIndex = INDEX_NONE;
int32 ToolIndex = INDEX_NONE;
for (int32 i = 0; i < LandscapeTools.Num(); ++i)
{
FLandscapeTool* Tool = LandscapeTools[i].Get();
if (ToolName == Tool->GetToolName())
{
if ((Tool->GetSupportedTargetTypes() & CurrentToolMode->SupportedTargetTypes) != 0)
{
ToolIndex = i;
break;
}
else if (BackupToolIndex == INDEX_NONE)
{
BackupToolIndex = i;
}
}
}
if (ToolIndex == INDEX_NONE)
{
checkf(BackupToolIndex != INDEX_NONE, TEXT("Tool '%s' not found, please check name is correct!"), *ToolName.ToString());
ToolIndex = BackupToolIndex;
}
check(ToolIndex != INDEX_NONE);
SetCurrentTool(ToolIndex);
}
void FEdModeLandscape::SetCurrentTool(int32 ToolIndex)
{
if (CurrentTool)
{
CurrentTool->PreviousBrushIndex = CurrentBrushSetIndex;
if (CurrentTool)
{
CurrentTool->ExitTool();
}
}
CurrentToolIndex = LandscapeTools.IsValidIndex(ToolIndex) ? ToolIndex : 0;
CurrentTool = LandscapeTools[CurrentToolIndex].Get();
if (!CurrentToolMode->ValidTools.Contains(CurrentTool->GetToolName()))
{
// if tool isn't valid for this mode then automatically switch modes
// this mostly happens with shortcut keys
bool bFoundValidMode = false;
for (int32 i = 0; i < LandscapeToolModes.Num(); ++i)
{
if (LandscapeToolModes[i].ValidTools.Contains(CurrentTool->GetToolName()))
{
SetCurrentToolMode(LandscapeToolModes[i].ToolModeName, false);
bFoundValidMode = true;
break;
}
}
check(bFoundValidMode);
}
// Set target type appropriate for tool
if (CurrentTool->GetSupportedTargetTypes() == ELandscapeToolTargetTypeMask::NA)
{
CurrentToolTarget.TargetType = ELandscapeToolTargetType::Invalid;
CurrentToolTarget.LayerInfo = nullptr;
CurrentToolTarget.LayerName = NAME_None;
}
else
{
const uint8 TargetTypeMask = CurrentToolMode->SupportedTargetTypes & CurrentTool->GetSupportedTargetTypes();
checkSlow(TargetTypeMask != 0);
if ((TargetTypeMask & ELandscapeToolTargetTypeMask::FromType(CurrentToolTarget.TargetType)) == 0)
{
auto filter = [TargetTypeMask](const TSharedRef<FLandscapeTargetListInfo>& Target){ return (TargetTypeMask & ELandscapeToolTargetTypeMask::FromType(Target->TargetType)) != 0; };
const TSharedRef<FLandscapeTargetListInfo>* Target = LandscapeTargetList.FindByPredicate(filter);
if (Target != nullptr)
{
check(CurrentToolTarget.LandscapeInfo == (*Target)->LandscapeInfo);
CurrentToolTarget.TargetType = (*Target)->TargetType;
CurrentToolTarget.LayerInfo = (*Target)->LayerInfoObj;
CurrentToolTarget.LayerName = (*Target)->LayerName;
}
else // can happen with for example paint tools if there are no paint layers defined
{
CurrentToolTarget.TargetType = ELandscapeToolTargetType::Invalid;
CurrentToolTarget.LayerInfo = nullptr;
CurrentToolTarget.LayerName = NAME_None;
}
}
}
CurrentTool->EnterTool();
CurrentTool->SetEditRenderType();
//bool MaskEnabled = CurrentTool->SupportsMask() && CurrentToolTarget.LandscapeInfo.IsValid() && CurrentToolTarget.LandscapeInfo->SelectedRegion.Num();
CurrentToolMode->CurrentToolName = CurrentTool->GetToolName();
// Set Brush
if (!LandscapeBrushSets.IsValidIndex(CurrentTool->PreviousBrushIndex))
{
SetCurrentBrushSet(CurrentTool->ValidBrushes[0]);
}
else
{
SetCurrentBrushSet(CurrentTool->PreviousBrushIndex);
}
// Update GizmoActor Landscape Target (is this necessary?)
if (CurrentGizmoActor.IsValid() && CurrentToolTarget.LandscapeInfo.IsValid())
{
CurrentGizmoActor->SetTargetLandscape(CurrentToolTarget.LandscapeInfo.Get());
}
if (Toolkit.IsValid())
{
StaticCastSharedPtr<FLandscapeToolKit>(Toolkit)->NotifyToolChanged();
}
GEditor->RedrawLevelEditingViewports();
}
void FEdModeLandscape::SetCurrentBrushSet(FName BrushSetName)
{
for (int32 BrushIndex = 0; BrushIndex < LandscapeBrushSets.Num(); BrushIndex++)
{
if (BrushSetName == LandscapeBrushSets[BrushIndex].BrushSetName)
{
SetCurrentBrushSet(BrushIndex);
return;
}
}
}
void FEdModeLandscape::SetCurrentBrushSet(int32 BrushSetIndex)
{
if (CurrentBrushSetIndex != BrushSetIndex)
{
LandscapeBrushSets[CurrentBrushSetIndex].PreviousBrushIndex = LandscapeBrushSets[CurrentBrushSetIndex].Brushes.IndexOfByKey(CurrentBrush);
CurrentBrushSetIndex = BrushSetIndex;
if (CurrentTool)
{
CurrentTool->PreviousBrushIndex = BrushSetIndex;
}
SetCurrentBrush(LandscapeBrushSets[CurrentBrushSetIndex].PreviousBrushIndex);
}
}
void FEdModeLandscape::SetCurrentBrush(FName BrushName)
{
for (int32 BrushIndex = 0; BrushIndex < LandscapeBrushSets[CurrentBrushSetIndex].Brushes.Num(); BrushIndex++)
{
if (BrushName == LandscapeBrushSets[CurrentBrushSetIndex].Brushes[BrushIndex]->GetBrushName())
{
SetCurrentBrush(BrushIndex);
return;
}
}
}
void FEdModeLandscape::SetCurrentBrush(int32 BrushIndex)
{
if (CurrentBrush != LandscapeBrushSets[CurrentBrushSetIndex].Brushes[BrushIndex])
{
CurrentBrush->LeaveBrush();
CurrentBrush = LandscapeBrushSets[CurrentBrushSetIndex].Brushes[BrushIndex];
CurrentBrush->EnterBrush();
if (Toolkit.IsValid())
{
StaticCastSharedPtr<FLandscapeToolKit>(Toolkit)->NotifyBrushChanged();
}
}
}
const TArray<TSharedRef<FLandscapeTargetListInfo>>& FEdModeLandscape::GetTargetList() const
{
return LandscapeTargetList;
}
const TArray<FLandscapeListInfo>& FEdModeLandscape::GetLandscapeList()
{
return LandscapeList;
}
void FEdModeLandscape::AddLayerInfo(ULandscapeLayerInfoObject* LayerInfo)
{
if (CurrentToolTarget.LandscapeInfo.IsValid() && CurrentToolTarget.LandscapeInfo->GetLayerInfoIndex(LayerInfo) == INDEX_NONE)
{
ALandscapeProxy* Proxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
CurrentToolTarget.LandscapeInfo->Layers.Add(FLandscapeInfoLayerSettings(LayerInfo, Proxy));
UpdateTargetList();
}
}
int32 FEdModeLandscape::UpdateLandscapeList()
{
LandscapeList.Empty();
if (!CurrentGizmoActor.IsValid())
{
ALandscapeGizmoActiveActor* GizmoActor = NULL;
for (TActorIterator<ALandscapeGizmoActiveActor> It(GetWorld()); It; ++It)
{
GizmoActor = *It;
break;
}
}
int32 CurrentIndex = INDEX_NONE;
UWorld* World = GetWorld();
if (World)
{
int32 Index = 0;
auto& LandscapeInfoMap = ULandscapeInfoMap::GetLandscapeInfoMap(World);
for (auto It = LandscapeInfoMap.Map.CreateIterator(); It; ++It)
{
ULandscapeInfo* LandscapeInfo = It.Value();
if (LandscapeInfo && !LandscapeInfo->IsPendingKill())
{
ALandscapeProxy* LandscapeProxy = LandscapeInfo->GetLandscapeProxy();
if (LandscapeProxy)
{
if (CurrentToolTarget.LandscapeInfo == LandscapeInfo)
{
CurrentIndex = Index;
// Update GizmoActor Landscape Target (is this necessary?)
if (CurrentGizmoActor.IsValid())
{
CurrentGizmoActor->SetTargetLandscape(LandscapeInfo);
}
}
int32 MinX, MinY, MaxX, MaxY;
int32 Width = 0, Height = 0;
if (LandscapeInfo->GetLandscapeExtent(MinX, MinY, MaxX, MaxY))
{
Width = MaxX - MinX + 1;
Height = MaxY - MinY + 1;
}
LandscapeList.Add(FLandscapeListInfo(*LandscapeProxy->GetName(), LandscapeInfo,
LandscapeInfo->ComponentSizeQuads, LandscapeInfo->ComponentNumSubsections, Width, Height));
Index++;
}
}
}
}
if (CurrentIndex == INDEX_NONE)
{
if (LandscapeList.Num() > 0)
{
if (CurrentTool != nullptr)
{
CurrentBrush->LeaveBrush();
CurrentTool->ExitTool();
}
CurrentToolTarget.LandscapeInfo = LandscapeList[0].Info;
CurrentIndex = 0;
// Init UI to saved value
ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
if (LandscapeProxy != nullptr)
{
UISettings->TargetDisplayOrder = LandscapeProxy->TargetDisplayOrder;
}
UpdateTargetList();
UpdateShownLayerList();
if (CurrentTool != nullptr)
{
CurrentTool->EnterTool();
CurrentBrush->EnterBrush();
}
}
else
{
// no landscape, switch to "new landscape" tool
CurrentToolTarget.LandscapeInfo = nullptr;
UpdateTargetList();
SetCurrentToolMode("ToolMode_Manage", false);
SetCurrentTool("NewLandscape");
}
}
return CurrentIndex;
}
void FEdModeLandscape::UpdateTargetList()
{
LandscapeTargetList.Empty();
if (CurrentToolTarget.LandscapeInfo.IsValid())
{
ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
if (LandscapeProxy != nullptr)
{
CachedLandscapeMaterial = LandscapeProxy->GetLandscapeMaterial();
bool bFoundSelected = false;
// Add heightmap
LandscapeTargetList.Add(MakeShareable(new FLandscapeTargetListInfo(LOCTEXT("Heightmap", "Heightmap"), ELandscapeToolTargetType::Heightmap, CurrentToolTarget.LandscapeInfo.Get())));
if (CurrentToolTarget.TargetType == ELandscapeToolTargetType::Heightmap)
{
bFoundSelected = true;
}
// Add visibility
FLandscapeInfoLayerSettings VisibilitySettings(ALandscapeProxy::VisibilityLayer, LandscapeProxy);
LandscapeTargetList.Add(MakeShareable(new FLandscapeTargetListInfo(LOCTEXT("Visibility", "Visibility"), ELandscapeToolTargetType::Visibility, VisibilitySettings)));
if (CurrentToolTarget.TargetType == ELandscapeToolTargetType::Visibility)
{
bFoundSelected = true;
}
// Add layers
UTexture2D* ThumbnailWeightmap = NULL;
UTexture2D* ThumbnailHeightmap = NULL;
TargetLayerStartingIndex = LandscapeTargetList.Num();
for (auto It = CurrentToolTarget.LandscapeInfo->Layers.CreateIterator(); It; It++)
{
FLandscapeInfoLayerSettings& LayerSettings = *It;
FName LayerName = LayerSettings.GetLayerName();
if (LayerSettings.LayerInfoObj == ALandscapeProxy::VisibilityLayer)
{
// Already handled above
continue;
}
if (!bFoundSelected &&
CurrentToolTarget.TargetType == ELandscapeToolTargetType::Weightmap &&
CurrentToolTarget.LayerInfo == LayerSettings.LayerInfoObj &&
CurrentToolTarget.LayerName == LayerSettings.LayerName)
{
bFoundSelected = true;
}
// Ensure thumbnails are up valid
if (LayerSettings.ThumbnailMIC == NULL)
{
if (ThumbnailWeightmap == NULL)
{
ThumbnailWeightmap = LoadObject<UTexture2D>(NULL, TEXT("/Engine/EditorLandscapeResources/LandscapeThumbnailWeightmap.LandscapeThumbnailWeightmap"), NULL, LOAD_None, NULL);
}
if (ThumbnailHeightmap == NULL)
{
ThumbnailHeightmap = LoadObject<UTexture2D>(NULL, TEXT("/Engine/EditorLandscapeResources/LandscapeThumbnailHeightmap.LandscapeThumbnailHeightmap"), NULL, LOAD_None, NULL);
}
// Construct Thumbnail MIC
UMaterialInterface* LandscapeMaterial = LayerSettings.Owner ? LayerSettings.Owner->GetLandscapeMaterial() : UMaterial::GetDefaultMaterial(MD_Surface);
LayerSettings.ThumbnailMIC = ALandscapeProxy::GetLayerThumbnailMIC(LandscapeMaterial, LayerName, ThumbnailWeightmap, ThumbnailHeightmap, LayerSettings.Owner);
}
// Add the layer
LandscapeTargetList.Add(MakeShareable(new FLandscapeTargetListInfo(FText::FromName(LayerName), ELandscapeToolTargetType::Weightmap, LayerSettings)));
}
if (!bFoundSelected)
{
CurrentToolTarget.TargetType = ELandscapeToolTargetType::Invalid;
CurrentToolTarget.LayerInfo = nullptr;
CurrentToolTarget.LayerName = NAME_None;
}
UpdateTargetLayerDisplayOrder(UISettings->TargetDisplayOrder);
}
}
TargetsListUpdated.Broadcast();
}
void FEdModeLandscape::UpdateTargetLayerDisplayOrder(ELandscapeLayerDisplayMode InTargetDisplayOrder)
{
if (!CurrentToolTarget.LandscapeInfo.IsValid())
{
return;
}
ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
if (LandscapeProxy == nullptr)
{
return;
}
bool DetailPanelRefreshRequired = false;
// Save value to landscape
LandscapeProxy->TargetDisplayOrder = InTargetDisplayOrder;
TArray<FName>& SavedTargetNameList = LandscapeProxy->TargetDisplayOrderList;
switch (InTargetDisplayOrder)
{
case ELandscapeLayerDisplayMode::Default:
{
SavedTargetNameList.Empty();
for (const TSharedRef<FLandscapeTargetListInfo>& TargetInfo : LandscapeTargetList)
{
SavedTargetNameList.Add(TargetInfo->LayerName);
}
DetailPanelRefreshRequired = true;
}
break;
case ELandscapeLayerDisplayMode::Alphabetical:
{
SavedTargetNameList.Empty();
// Add only layers to be able to sort them by name
for (int32 i = GetTargetLayerStartingIndex(); i < LandscapeTargetList.Num(); ++i)
{
SavedTargetNameList.Add(LandscapeTargetList[i]->LayerName);
}
SavedTargetNameList.Sort();
// Then insert the non layer target that shouldn't be sorted
for (int32 i = 0; i < GetTargetLayerStartingIndex(); ++i)
{
SavedTargetNameList.Insert(LandscapeTargetList[i]->LayerName, i);
}
DetailPanelRefreshRequired = true;
}
break;
case ELandscapeLayerDisplayMode::UserSpecific:
{
for (const TSharedRef<FLandscapeTargetListInfo>& TargetInfo : LandscapeTargetList)
{
bool Found = false;
for (const FName& LayerName : SavedTargetNameList)
{
if (TargetInfo->LayerName == LayerName)
{
Found = true;
break;
}
}
if (!Found)
{
DetailPanelRefreshRequired = true;
SavedTargetNameList.Add(TargetInfo->LayerName);
}
}
// Handle the removing of elements from material
for (int32 i = SavedTargetNameList.Num() - 1; i >= 0; --i)
{
bool Found = false;
for (const TSharedRef<FLandscapeTargetListInfo>& TargetInfo : LandscapeTargetList)
{
if (SavedTargetNameList[i] == TargetInfo->LayerName)
{
Found = true;
break;
}
}
if (!Found)
{
DetailPanelRefreshRequired = true;
SavedTargetNameList.RemoveSingle(SavedTargetNameList[i]);
}
}
}
break;
}
if (DetailPanelRefreshRequired)
{
if (Toolkit.IsValid())
{
StaticCastSharedPtr<FLandscapeToolKit>(Toolkit)->RefreshDetailPanel();
}
}
}
void FEdModeLandscape::UpdateShownLayerList()
{
if (!CurrentToolTarget.LandscapeInfo.IsValid())
{
return;
}
// Make sure usage information is up to date
UpdateLayerUsageInformation();
bool DetailPanelRefreshRequired = false;
ShownTargetLayerList.Empty();
const TArray<FName>* DisplayOrderList = GetTargetDisplayOrderList();
if (DisplayOrderList == nullptr)
{
return;
}
for (const FName& LayerName : *DisplayOrderList)
{
for (const TSharedRef<FLandscapeTargetListInfo>& TargetInfo : GetTargetList())
{
if (TargetInfo->LayerName == LayerName)
{
// Keep a mapping of visible layer name to display order list so we can drag & drop proper items
if (ShouldShowLayer(TargetInfo))
{
ShownTargetLayerList.Add(TargetInfo->LayerName);
DetailPanelRefreshRequired = true;
}
break;
}
}
}
if (DetailPanelRefreshRequired)
{
if (Toolkit.IsValid())
{
StaticCastSharedPtr<FLandscapeToolKit>(Toolkit)->RefreshDetailPanel();
}
}
}
void FEdModeLandscape::UpdateLayerUsageInformation()
{
if (!CurrentToolTarget.LandscapeInfo.IsValid())
{
return;
}
bool DetailPanelRefreshRequired = false;
for (const TSharedRef<FLandscapeTargetListInfo>& TargetInfo : GetTargetList())
{
TArray<ULandscapeComponent*> AllComponents;
CurrentToolTarget.LandscapeInfo->XYtoComponentMap.GenerateValueArray(AllComponents);
for (ULandscapeComponent* Component : AllComponents)
{
if (TargetInfo->LayerInfoObj.IsValid())
{
TArray<uint8> WeightmapTextureData;
FLandscapeComponentDataInterface DataInterface(Component);
DataInterface.GetWeightmapTextureData(TargetInfo->LayerInfoObj.Get(), WeightmapTextureData);
int32 UsageCount = 0;
for (uint8 Value : WeightmapTextureData)
{
UsageCount += Value;
}
bool PreviousValue = TargetInfo->LayerInfoObj->IsReferencedFromLoadedData;
TargetInfo->LayerInfoObj->IsReferencedFromLoadedData = UsageCount > 0;
if (PreviousValue != TargetInfo->LayerInfoObj->IsReferencedFromLoadedData)
{
DetailPanelRefreshRequired = true;
}
// Early exit as we already found a component using this layer
if (TargetInfo->LayerInfoObj->IsReferencedFromLoadedData)
{
break;
}
}
}
}
if (DetailPanelRefreshRequired)
{
if (Toolkit.IsValid())
{
StaticCastSharedPtr<FLandscapeToolKit>(Toolkit)->RefreshDetailPanel();
}
}
}
bool FEdModeLandscape::ShouldShowLayer(TSharedRef<FLandscapeTargetListInfo> Target) const
{
if (!UISettings->ShowUnusedLayers)
{
return Target->LayerInfoObj.IsValid() && Target->LayerInfoObj.Get()->IsReferencedFromLoadedData;
}
return true;
}
const TArray<FName>& FEdModeLandscape::GetTargetShownList() const
{
return ShownTargetLayerList;
}
int32 FEdModeLandscape::GetTargetLayerStartingIndex() const
{
return TargetLayerStartingIndex;
}
const TArray<FName>* FEdModeLandscape::GetTargetDisplayOrderList() const
{
if (!CurrentToolTarget.LandscapeInfo.IsValid())
{
return nullptr;
}
ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
if (LandscapeProxy == nullptr)
{
return nullptr;
}
return &LandscapeProxy->TargetDisplayOrderList;
}
void FEdModeLandscape::MoveTargetLayerDisplayOrder(int32 IndexToMove, int32 IndexToDestination)
{
if (!CurrentToolTarget.LandscapeInfo.IsValid())
{
return;
}
ALandscapeProxy* LandscapeProxy = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
if (LandscapeProxy == nullptr)
{
return;
}
FName Data = LandscapeProxy->TargetDisplayOrderList[IndexToMove];
LandscapeProxy->TargetDisplayOrderList.RemoveAt(IndexToMove);
LandscapeProxy->TargetDisplayOrderList.Insert(Data, IndexToDestination);
LandscapeProxy->TargetDisplayOrder = ELandscapeLayerDisplayMode::UserSpecific;
UISettings->TargetDisplayOrder = ELandscapeLayerDisplayMode::UserSpecific;
// Everytime we move something from the display order we must rebuild the shown layer list
UpdateShownLayerList();
}
FEdModeLandscape::FTargetsListUpdated FEdModeLandscape::TargetsListUpdated;
void FEdModeLandscape::HandleLevelsChanged(bool ShouldExitMode)
{
bool bHadLandscape = (NewLandscapePreviewMode == ENewLandscapePreviewMode::None);
UpdateLandscapeList();
UpdateTargetList();
UpdateShownLayerList();
// if the Landscape is deleted then close the landscape editor
if (ShouldExitMode && bHadLandscape && CurrentToolTarget.LandscapeInfo == nullptr)
{
RequestDeletion();
}
// if a landscape is added somehow then switch to sculpt
if (!bHadLandscape && CurrentToolTarget.LandscapeInfo != nullptr)
{
SetCurrentTool("Select");
SetCurrentTool("Sculpt");
}
}
void FEdModeLandscape::OnMaterialCompilationFinished(UMaterialInterface* MaterialInterface)
{
if (CurrentToolTarget.LandscapeInfo.IsValid() &&
CurrentToolTarget.LandscapeInfo->GetLandscapeProxy() != NULL &&
CurrentToolTarget.LandscapeInfo->GetLandscapeProxy()->GetLandscapeMaterial() != NULL &&
CurrentToolTarget.LandscapeInfo->GetLandscapeProxy()->GetLandscapeMaterial()->IsDependent(MaterialInterface))
{
CurrentToolTarget.LandscapeInfo->UpdateLayerInfoMap();
UpdateTargetList();
UpdateShownLayerList();
}
}
/** FEdMode: Render the mesh paint tool */
void FEdModeLandscape::Render(const FSceneView* View, FViewport* Viewport, FPrimitiveDrawInterface* PDI)
{
/** Call parent implementation */
FEdMode::Render(View, Viewport, PDI);
if (!IsEditingEnabled())
{
return;
}
if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None)
{
static const float CornerSize = 0.33f;
static const FLinearColor CornerColour(1.0f, 1.0f, 0.5f);
static const FLinearColor EdgeColour(1.0f, 1.0f, 0.0f);
static const FLinearColor ComponentBorderColour(0.0f, 0.85f, 0.0f);
static const FLinearColor SectionBorderColour(0.0f, 0.4f, 0.0f);
static const FLinearColor InnerColour(0.0f, 0.25f, 0.0f);
const ELevelViewportType ViewportType = ((FEditorViewportClient*)Viewport->GetClient())->ViewportType;
const int32 ComponentCountX = UISettings->NewLandscape_ComponentCount.X;
const int32 ComponentCountY = UISettings->NewLandscape_ComponentCount.Y;
const int32 QuadsPerComponent = UISettings->NewLandscape_SectionsPerComponent * UISettings->NewLandscape_QuadsPerSection;
const float ComponentSize = QuadsPerComponent;
const FVector Offset = UISettings->NewLandscape_Location + FTransform(UISettings->NewLandscape_Rotation, FVector::ZeroVector, UISettings->NewLandscape_Scale).TransformVector(FVector(-ComponentCountX * ComponentSize / 2, -ComponentCountY * ComponentSize / 2, 0));
const FTransform Transform = FTransform(UISettings->NewLandscape_Rotation, Offset, UISettings->NewLandscape_Scale);
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::ImportLandscape)
{
const TArray<uint16>& ImportHeights = UISettings->GetImportLandscapeData();
if (ImportHeights.Num() != 0)
{
const float InvQuadsPerComponent = 1.0f / (float)QuadsPerComponent;
const int32 SizeX = ComponentCountX * QuadsPerComponent + 1;
const int32 SizeY = ComponentCountY * QuadsPerComponent + 1;
const int32 ImportSizeX = UISettings->ImportLandscape_Width;
const int32 ImportSizeY = UISettings->ImportLandscape_Height;
const int32 OffsetX = (SizeX - ImportSizeX) / 2;
const int32 OffsetY = (SizeY - ImportSizeY) / 2;
for (int32 ComponentY = 0; ComponentY < ComponentCountY; ComponentY++)
{
const int32 Y0 = ComponentY * QuadsPerComponent;
const int32 Y1 = (ComponentY + 1) * QuadsPerComponent;
const int32 ImportY0 = FMath::Clamp<int32>(Y0 - OffsetY, 0, ImportSizeY - 1);
const int32 ImportY1 = FMath::Clamp<int32>(Y1 - OffsetY, 0, ImportSizeY - 1);
for (int32 ComponentX = 0; ComponentX < ComponentCountX; ComponentX++)
{
const int32 X0 = ComponentX * QuadsPerComponent;
const int32 X1 = (ComponentX + 1) * QuadsPerComponent;
const int32 ImportX0 = FMath::Clamp<int32>(X0 - OffsetX, 0, ImportSizeX - 1);
const int32 ImportX1 = FMath::Clamp<int32>(X1 - OffsetX, 0, ImportSizeX - 1);
const float Z00 = ((float)ImportHeights[ImportX0 + ImportY0 * ImportSizeX] - 32768.0f) * LANDSCAPE_ZSCALE;
const float Z01 = ((float)ImportHeights[ImportX0 + ImportY1 * ImportSizeX] - 32768.0f) * LANDSCAPE_ZSCALE;
const float Z10 = ((float)ImportHeights[ImportX1 + ImportY0 * ImportSizeX] - 32768.0f) * LANDSCAPE_ZSCALE;
const float Z11 = ((float)ImportHeights[ImportX1 + ImportY1 * ImportSizeX] - 32768.0f) * LANDSCAPE_ZSCALE;
if (ComponentX == 0)
{
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::X_Negative));
PDI->DrawLine(Transform.TransformPosition(FVector(X0, Y0, Z00)), Transform.TransformPosition(FVector(X0, Y1, Z01)), ComponentBorderColour, SDPG_Foreground);
PDI->SetHitProxy(NULL);
}
if (ComponentX == ComponentCountX - 1)
{
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::X_Positive));
PDI->DrawLine(Transform.TransformPosition(FVector(X1, Y0, Z10)), Transform.TransformPosition(FVector(X1, Y1, Z11)), ComponentBorderColour, SDPG_Foreground);
PDI->SetHitProxy(NULL);
}
else
{
PDI->DrawLine(Transform.TransformPosition(FVector(X1, Y0, Z10)), Transform.TransformPosition(FVector(X1, Y1, Z11)), ComponentBorderColour, SDPG_Foreground);
}
if (ComponentY == 0)
{
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::Y_Negative));
PDI->DrawLine(Transform.TransformPosition(FVector(X0, Y0, Z00)), Transform.TransformPosition(FVector(X1, Y0, Z10)), ComponentBorderColour, SDPG_Foreground);
PDI->SetHitProxy(NULL);
}
if (ComponentY == ComponentCountY - 1)
{
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::Y_Positive));
PDI->DrawLine(Transform.TransformPosition(FVector(X0, Y1, Z01)), Transform.TransformPosition(FVector(X1, Y1, Z11)), ComponentBorderColour, SDPG_Foreground);
PDI->SetHitProxy(NULL);
}
else
{
PDI->DrawLine(Transform.TransformPosition(FVector(X0, Y1, Z01)), Transform.TransformPosition(FVector(X1, Y1, Z11)), ComponentBorderColour, SDPG_Foreground);
}
// intra-component lines - too slow for big landscapes
/*
for (int32 x=1;x<QuadsPerComponent;x++)
{
PDI->DrawLine(Transform.TransformPosition(FVector(X0+x, Y0, FMath::Lerp(Z00,Z10,(float)x*InvQuadsPerComponent))), Transform.TransformPosition(FVector(X0+x, Y1, FMath::Lerp(Z01,Z11,(float)x*InvQuadsPerComponent))), ComponentBorderColour, SDPG_World);
}
for (int32 y=1;y<QuadsPerComponent;y++)
{
PDI->DrawLine(Transform.TransformPosition(FVector(X0, Y0+y, FMath::Lerp(Z00,Z01,(float)y*InvQuadsPerComponent))), Transform.TransformPosition(FVector(X1, Y0+y, FMath::Lerp(Z10,Z11,(float)y*InvQuadsPerComponent))), ComponentBorderColour, SDPG_World);
}
*/
}
}
}
}
else //if (NewLandscapePreviewMode == ENewLandscapePreviewMode::NewLandscape)
{
if (ViewportType == LVT_Perspective || ViewportType == LVT_OrthoXY || ViewportType == LVT_OrthoNegativeXY)
{
for (int32 x = 0; x <= ComponentCountX * QuadsPerComponent; x++)
{
if (x == 0)
{
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::X_Negative_Y_Negative));
PDI->DrawLine(Transform.TransformPosition(FVector(x, 0, 0)), Transform.TransformPosition(FVector(x, CornerSize * ComponentSize, 0)), CornerColour, SDPG_Foreground);
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::X_Negative));
PDI->DrawLine(Transform.TransformPosition(FVector(x, CornerSize * ComponentSize, 0)), Transform.TransformPosition(FVector(x, (ComponentCountY - CornerSize) * ComponentSize, 0)), EdgeColour, SDPG_Foreground);
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::X_Negative_Y_Positive));
PDI->DrawLine(Transform.TransformPosition(FVector(x, (ComponentCountY - CornerSize) * ComponentSize, 0)), Transform.TransformPosition(FVector(x, ComponentCountY * ComponentSize, 0)), CornerColour, SDPG_Foreground);
PDI->SetHitProxy(NULL);
}
else if (x == ComponentCountX * QuadsPerComponent)
{
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::X_Positive_Y_Negative));
PDI->DrawLine(Transform.TransformPosition(FVector(x, 0, 0)), Transform.TransformPosition(FVector(x, CornerSize * ComponentSize, 0)), CornerColour, SDPG_Foreground);
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::X_Positive));
PDI->DrawLine(Transform.TransformPosition(FVector(x, CornerSize * ComponentSize, 0)), Transform.TransformPosition(FVector(x, (ComponentCountY - CornerSize) * ComponentSize, 0)), EdgeColour, SDPG_Foreground);
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::X_Positive_Y_Positive));
PDI->DrawLine(Transform.TransformPosition(FVector(x, (ComponentCountY - CornerSize) * ComponentSize, 0)), Transform.TransformPosition(FVector(x, ComponentCountY * ComponentSize, 0)), CornerColour, SDPG_Foreground);
PDI->SetHitProxy(NULL);
}
else if (x % QuadsPerComponent == 0)
{
PDI->DrawLine(Transform.TransformPosition(FVector(x, 0, 0)), Transform.TransformPosition(FVector(x, ComponentCountY * ComponentSize, 0)), ComponentBorderColour, SDPG_Foreground);
}
else if (x % UISettings->NewLandscape_QuadsPerSection == 0)
{
PDI->DrawLine(Transform.TransformPosition(FVector(x, 0, 0)), Transform.TransformPosition(FVector(x, ComponentCountY * ComponentSize, 0)), SectionBorderColour, SDPG_Foreground);
}
else
{
PDI->DrawLine(Transform.TransformPosition(FVector(x, 0, 0)), Transform.TransformPosition(FVector(x, ComponentCountY * ComponentSize, 0)), InnerColour, SDPG_World);
}
}
}
else
{
// Don't allow dragging to resize in side-view
// and there's no point drawing the inner lines as only the outer is visible
PDI->DrawLine(Transform.TransformPosition(FVector(0, 0, 0)), Transform.TransformPosition(FVector(0, ComponentCountY * ComponentSize, 0)), EdgeColour, SDPG_World);
PDI->DrawLine(Transform.TransformPosition(FVector(ComponentCountX * QuadsPerComponent, 0, 0)), Transform.TransformPosition(FVector(ComponentCountX * QuadsPerComponent, ComponentCountY * ComponentSize, 0)), EdgeColour, SDPG_World);
}
if (ViewportType == LVT_Perspective || ViewportType == LVT_OrthoXY || ViewportType == LVT_OrthoNegativeXY)
{
for (int32 y = 0; y <= ComponentCountY * QuadsPerComponent; y++)
{
if (y == 0)
{
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::X_Negative_Y_Negative));
PDI->DrawLine(Transform.TransformPosition(FVector(0, y, 0)), Transform.TransformPosition(FVector(CornerSize * ComponentSize, y, 0)), CornerColour, SDPG_Foreground);
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::Y_Negative));
PDI->DrawLine(Transform.TransformPosition(FVector(CornerSize * ComponentSize, y, 0)), Transform.TransformPosition(FVector((ComponentCountX - CornerSize) * ComponentSize, y, 0)), EdgeColour, SDPG_Foreground);
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::X_Positive_Y_Negative));
PDI->DrawLine(Transform.TransformPosition(FVector((ComponentCountX - CornerSize) * ComponentSize, y, 0)), Transform.TransformPosition(FVector(ComponentCountX * ComponentSize, y, 0)), CornerColour, SDPG_Foreground);
PDI->SetHitProxy(NULL);
}
else if (y == ComponentCountY * QuadsPerComponent)
{
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::X_Negative_Y_Positive));
PDI->DrawLine(Transform.TransformPosition(FVector(0, y, 0)), Transform.TransformPosition(FVector(CornerSize * ComponentSize, y, 0)), CornerColour, SDPG_Foreground);
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::Y_Positive));
PDI->DrawLine(Transform.TransformPosition(FVector(CornerSize * ComponentSize, y, 0)), Transform.TransformPosition(FVector((ComponentCountX - CornerSize) * ComponentSize, y, 0)), EdgeColour, SDPG_Foreground);
PDI->SetHitProxy(new HNewLandscapeGrabHandleProxy(ELandscapeEdge::X_Positive_Y_Positive));
PDI->DrawLine(Transform.TransformPosition(FVector((ComponentCountX - CornerSize) * ComponentSize, y, 0)), Transform.TransformPosition(FVector(ComponentCountX * ComponentSize, y, 0)), CornerColour, SDPG_Foreground);
PDI->SetHitProxy(NULL);
}
else if (y % QuadsPerComponent == 0)
{
PDI->DrawLine(Transform.TransformPosition(FVector(0, y, 0)), Transform.TransformPosition(FVector(ComponentCountX * ComponentSize, y, 0)), ComponentBorderColour, SDPG_Foreground);
}
else if (y % UISettings->NewLandscape_QuadsPerSection == 0)
{
PDI->DrawLine(Transform.TransformPosition(FVector(0, y, 0)), Transform.TransformPosition(FVector(ComponentCountX * ComponentSize, y, 0)), SectionBorderColour, SDPG_Foreground);
}
else
{
PDI->DrawLine(Transform.TransformPosition(FVector(0, y, 0)), Transform.TransformPosition(FVector(ComponentCountX * ComponentSize, y, 0)), InnerColour, SDPG_World);
}
}
}
else
{
// Don't allow dragging to resize in side-view
// and there's no point drawing the inner lines as only the outer is visible
PDI->DrawLine(Transform.TransformPosition(FVector(0, 0, 0)), Transform.TransformPosition(FVector(ComponentCountX * ComponentSize, 0, 0)), EdgeColour, SDPG_World);
PDI->DrawLine(Transform.TransformPosition(FVector(0, ComponentCountY * QuadsPerComponent, 0)), Transform.TransformPosition(FVector(ComponentCountX * ComponentSize, ComponentCountY * QuadsPerComponent, 0)), EdgeColour, SDPG_World);
}
}
return;
}
if (LandscapeRenderAddCollision)
{
PDI->DrawLine(LandscapeRenderAddCollision->Corners[0], LandscapeRenderAddCollision->Corners[3], FColor(0, 255, 128), SDPG_Foreground);
PDI->DrawLine(LandscapeRenderAddCollision->Corners[3], LandscapeRenderAddCollision->Corners[1], FColor(0, 255, 128), SDPG_Foreground);
PDI->DrawLine(LandscapeRenderAddCollision->Corners[1], LandscapeRenderAddCollision->Corners[0], FColor(0, 255, 128), SDPG_Foreground);
PDI->DrawLine(LandscapeRenderAddCollision->Corners[0], LandscapeRenderAddCollision->Corners[2], FColor(0, 255, 128), SDPG_Foreground);
PDI->DrawLine(LandscapeRenderAddCollision->Corners[2], LandscapeRenderAddCollision->Corners[3], FColor(0, 255, 128), SDPG_Foreground);
PDI->DrawLine(LandscapeRenderAddCollision->Corners[3], LandscapeRenderAddCollision->Corners[0], FColor(0, 255, 128), SDPG_Foreground);
}
// Override Rendering for Splines Tool
if (CurrentTool)
{
CurrentTool->Render(View, Viewport, PDI);
}
}
/** FEdMode: Render HUD elements for this tool */
void FEdModeLandscape::DrawHUD(FEditorViewportClient* ViewportClient, FViewport* Viewport, const FSceneView* View, FCanvas* Canvas)
{
}
bool FEdModeLandscape::UsesTransformWidget() const
{
if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None)
{
return true;
}
// Override Widget for Splines Tool
if (CurrentTool && CurrentTool->UsesTransformWidget())
{
return true;
}
return (CurrentGizmoActor.IsValid() && CurrentGizmoActor->IsSelected() && (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo));
}
bool FEdModeLandscape::ShouldDrawWidget() const
{
return UsesTransformWidget();
}
EAxisList::Type FEdModeLandscape::GetWidgetAxisToDraw(FWidget::EWidgetMode InWidgetMode) const
{
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
// Override Widget for Splines Tool
if (CurrentTool)
{
return CurrentTool->GetWidgetAxisToDraw(InWidgetMode);
}
}
switch (InWidgetMode)
{
case FWidget::WM_Translate:
return EAxisList::XYZ;
case FWidget::WM_Rotate:
return EAxisList::Z;
case FWidget::WM_Scale:
return EAxisList::XYZ;
default:
return EAxisList::None;
}
}
FVector FEdModeLandscape::GetWidgetLocation() const
{
if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None)
{
return UISettings->NewLandscape_Location;
}
if (CurrentGizmoActor.IsValid() && (GLandscapeEditRenderMode & ELandscapeEditRenderMode::Gizmo) && CurrentGizmoActor->IsSelected())
{
if (CurrentGizmoActor->TargetLandscapeInfo && CurrentGizmoActor->TargetLandscapeInfo->GetLandscapeProxy())
{
// Apply Landscape transformation when it is available
ULandscapeInfo* LandscapeInfo = CurrentGizmoActor->TargetLandscapeInfo;
return CurrentGizmoActor->GetActorLocation()
+ FQuatRotationMatrix(LandscapeInfo->GetLandscapeProxy()->GetActorQuat()).TransformPosition(FVector(0, 0, CurrentGizmoActor->GetLength()));
}
return CurrentGizmoActor->GetActorLocation();
}
// Override Widget for Splines Tool
if (CurrentTool)
{
return CurrentTool->GetWidgetLocation();
}
return FEdMode::GetWidgetLocation();
}
bool FEdModeLandscape::GetCustomDrawingCoordinateSystem(FMatrix& InMatrix, void* InData)
{
if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None)
{
InMatrix = FRotationMatrix(UISettings->NewLandscape_Rotation);
return true;
}
// Override Widget for Splines Tool
if (CurrentTool)
{
InMatrix = CurrentTool->GetWidgetRotation();
return true;
}
return false;
}
bool FEdModeLandscape::GetCustomInputCoordinateSystem(FMatrix& InMatrix, void* InData)
{
return GetCustomDrawingCoordinateSystem(InMatrix, InData);
}
/** FEdMode: Handling SelectActor */
bool FEdModeLandscape::Select(AActor* InActor, bool bInSelected)
{
if (!IsEditingEnabled())
{
return false;
}
if (InActor->IsA<ALandscapeProxy>() && bInSelected)
{
ALandscapeProxy* Landscape = CastChecked<ALandscapeProxy>(InActor);
if (CurrentToolTarget.LandscapeInfo != Landscape->GetLandscapeInfo())
{
CurrentToolTarget.LandscapeInfo = Landscape->GetLandscapeInfo();
UpdateTargetList();
// If we were in "New Landscape" mode and we select a landscape then switch to editing mode
if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None)
{
SetCurrentTool("Sculpt");
}
}
}
if (IsSelectionAllowed(InActor, bInSelected))
{
// false means "we haven't handled the selection", which allows the editor to perform the selection
// so false means "allow"
return false;
}
// true means "we have handled the selection", which effectively blocks the selection from happening
// so true means "block"
return true;
}
/** FEdMode: Check to see if an actor can be selected in this mode - no side effects */
bool FEdModeLandscape::IsSelectionAllowed(AActor* InActor, bool bInSelection) const
{
if (!IsEditingEnabled())
{
return false;
}
// Override Selection for Splines Tool
if (CurrentTool && CurrentTool->OverrideSelection())
{
return CurrentTool->IsSelectionAllowed(InActor, bInSelection);
}
if (!bInSelection)
{
// always allow de-selection
return true;
}
if (InActor->IsA(ALandscapeProxy::StaticClass()))
{
return true;
}
else if (InActor->IsA(ALandscapeGizmoActor::StaticClass()))
{
return true;
}
else if (InActor->IsA(ALight::StaticClass()))
{
return true;
}
return false;
}
/** FEdMode: Called when the currently selected actor has changed */
void FEdModeLandscape::ActorSelectionChangeNotify()
{
if (CurrentGizmoActor.IsValid() && CurrentGizmoActor->IsSelected())
{
GEditor->SelectNone(false, true);
GEditor->SelectActor(CurrentGizmoActor.Get(), true, false, true);
}
/*
USelection* EditorSelection = GEditor->GetSelectedActors();
for ( FSelectionIterator Itor(EditorSelection) ; Itor ; ++Itor )
{
if (((*Itor)->IsA(ALandscapeGizmoActor::StaticClass())) )
{
bIsGizmoSelected = true;
break;
}
}
*/
}
void FEdModeLandscape::ActorMoveNotify()
{
//GUnrealEd->UpdateFloatingPropertyWindows();
}
void FEdModeLandscape::PostUndo()
{
HandleLevelsChanged(false);
}
/** Forces all level editor viewports to realtime mode */
void FEdModeLandscape::ForceRealTimeViewports(const bool bEnable, const bool bStoreCurrentState)
{
FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked<FLevelEditorModule>("LevelEditor");
TSharedPtr<ILevelEditor> LevelEditor = LevelEditorModule.GetFirstLevelEditor();
if (LevelEditor.IsValid())
{
TArray<TSharedPtr<ILevelViewport>> Viewports = LevelEditor->GetViewports();
for (const TSharedPtr<ILevelViewport>& ViewportWindow : Viewports)
{
if (ViewportWindow.IsValid())
{
FEditorViewportClient& Viewport = ViewportWindow->GetLevelViewportClient();
if (bEnable)
{
Viewport.SetRealtime(bEnable, bStoreCurrentState);
// @todo vreditor: Force game view to true in VREditor since we can't use hitproxies and debug objects yet
UVREditorMode* VREditorMode = Cast<UVREditorMode>( GEditor->GetEditorWorldExtensionsManager()->GetEditorWorldExtensions( GetWorld() )->FindExtension( UVREditorMode::StaticClass() ) );
if( VREditorMode != nullptr && VREditorMode->IsActive())
{
Viewport.SetGameView(true);
}
else
{
Viewport.SetGameView(false);
}
}
else
{
const bool bAllowDisable = true;
Viewport.RestoreRealtime(bAllowDisable);
}
}
}
}
}
void FEdModeLandscape::ReimportData(const FLandscapeTargetListInfo& TargetInfo)
{
const FString& SourceFilePath = TargetInfo.ReimportFilePath();
if (SourceFilePath.Len())
{
ImportData(TargetInfo, SourceFilePath);
}
else
{
FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "LandscapeReImport_BadFileName", "Reimport Source Filename is invalid"));
}
}
void FEdModeLandscape::ImportData(const FLandscapeTargetListInfo& TargetInfo, const FString& Filename)
{
ULandscapeInfo* LandscapeInfo = TargetInfo.LandscapeInfo.Get();
int32 MinX, MinY, MaxX, MaxY;
if (LandscapeInfo && LandscapeInfo->GetLandscapeExtent(MinX, MinY, MaxX, MaxY))
{
const FLandscapeFileResolution LandscapeResolution = {(uint32)(1 + MaxX - MinX), (uint32)(1 + MaxY - MinY)};
ILandscapeEditorModule& LandscapeEditorModule = FModuleManager::GetModuleChecked<ILandscapeEditorModule>("LandscapeEditor");
if (TargetInfo.TargetType == ELandscapeToolTargetType::Heightmap)
{
const ILandscapeHeightmapFileFormat* HeightmapFormat = LandscapeEditorModule.GetHeightmapFormatByExtension(*FPaths::GetExtension(Filename, true));
if (!HeightmapFormat)
{
FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("LandscapeEditor.NewLandscape", "Import_UnknownFileType", "File type not recognised"));
return;
}
FLandscapeFileResolution ImportResolution = {0, 0};
const FLandscapeHeightmapInfo HeightmapInfo = HeightmapFormat->Validate(*Filename);
// display error message if there is one, and abort the import
if (HeightmapInfo.ResultCode == ELandscapeImportResult::Error)
{
FMessageDialog::Open(EAppMsgType::Ok, HeightmapInfo.ErrorMessage);
return;
}
// if the file is a raw format with multiple possibly resolutions, only attempt import if one matches the current landscape
if (HeightmapInfo.PossibleResolutions.Num() > 1)
{
if (!HeightmapInfo.PossibleResolutions.Contains(LandscapeResolution))
{
FFormatNamedArguments Args;
Args.Add(TEXT("LandscapeSizeX"), LandscapeResolution.Width);
Args.Add(TEXT("LandscapeSizeY"), LandscapeResolution.Height);
FMessageDialog::Open(EAppMsgType::Ok,
FText::Format(NSLOCTEXT("LandscapeEditor.NewLandscape", "Import_HeightmapSizeMismatchRaw", "The heightmap file does not match the current Landscape extent ({LandscapeSizeX}\u00D7{LandscapeSizeY}), and its exact resolution could not be determined"), Args));
return;
}
else
{
ImportResolution = LandscapeResolution;
}
}
// display warning message if there is one and allow user to cancel
if (HeightmapInfo.ResultCode == ELandscapeImportResult::Warning)
{
auto Result = FMessageDialog::Open(EAppMsgType::OkCancel, HeightmapInfo.ErrorMessage);
if (Result != EAppReturnType::Ok)
{
return;
}
}
// if the file is a format with resolution information, warn the user if the resolution doesn't match the current landscape
// unlike for raw this is only a warning as we can pad/clip the data if we know what resolution it is
if (HeightmapInfo.PossibleResolutions.Num() == 1)
{
ImportResolution = HeightmapInfo.PossibleResolutions[0];
if (ImportResolution != LandscapeResolution)
{
FFormatNamedArguments Args;
Args.Add(TEXT("FileSizeX"), ImportResolution.Width);
Args.Add(TEXT("FileSizeY"), ImportResolution.Height);
Args.Add(TEXT("LandscapeSizeX"), LandscapeResolution.Width);
Args.Add(TEXT("LandscapeSizeY"), LandscapeResolution.Height);
auto Result = FMessageDialog::Open(EAppMsgType::OkCancel,
FText::Format(NSLOCTEXT("LandscapeEditor.NewLandscape", "Import_HeightmapSizeMismatch", "The heightmap file's size ({FileSizeX}\u00D7{FileSizeY}) does not match the current Landscape extent ({LandscapeSizeX}\u00D7{LandscapeSizeY}), if you continue it will be padded/clipped to fit"), Args));
if (Result != EAppReturnType::Ok)
{
return;
}
}
}
FLandscapeHeightmapImportData ImportData = HeightmapFormat->Import(*Filename, ImportResolution);
if (ImportData.ResultCode == ELandscapeImportResult::Error)
{
FMessageDialog::Open(EAppMsgType::Ok, ImportData.ErrorMessage);
return;
}
TArray<uint16> Data;
if (ImportResolution != LandscapeResolution)
{
// Cloned from FLandscapeEditorDetailCustomization_NewLandscape.OnCreateButtonClicked
// so that reimports behave the same as the initial import :)
const int32 OffsetX = (int32)(LandscapeResolution.Width - ImportResolution.Width) / 2;
const int32 OffsetY = (int32)(LandscapeResolution.Height - ImportResolution.Height) / 2;
Data.SetNumUninitialized(LandscapeResolution.Width * LandscapeResolution.Height * sizeof(uint16));
LandscapeEditorUtils::ExpandData<uint16>(Data.GetData(), ImportData.Data.GetData(),
0, 0, ImportResolution.Width - 1, ImportResolution.Height - 1,
-OffsetX, -OffsetY, LandscapeResolution.Width - OffsetX - 1, LandscapeResolution.Height - OffsetY - 1);
}
else
{
Data = MoveTemp(ImportData.Data);
}
FScopedTransaction Transaction(LOCTEXT("Undo_ImportHeightmap", "Importing Landscape Heightmap"));
FHeightmapAccessor<false> HeightmapAccessor(LandscapeInfo);
HeightmapAccessor.SetData(MinX, MinY, MaxX, MaxY, Data.GetData());
}
else
{
const ILandscapeWeightmapFileFormat* WeightmapFormat = LandscapeEditorModule.GetWeightmapFormatByExtension(*FPaths::GetExtension(Filename, true));
if (!WeightmapFormat)
{
FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("LandscapeEditor.NewLandscape", "Import_UnknownFileType", "File type not recognised"));
return;
}
FLandscapeFileResolution ImportResolution = {0, 0};
const FLandscapeWeightmapInfo WeightmapInfo = WeightmapFormat->Validate(*Filename, TargetInfo.LayerName);
// display error message if there is one, and abort the import
if (WeightmapInfo.ResultCode == ELandscapeImportResult::Error)
{
FMessageDialog::Open(EAppMsgType::Ok, WeightmapInfo.ErrorMessage);
return;
}
// if the file is a raw format with multiple possibly resolutions, only attempt import if one matches the current landscape
if (WeightmapInfo.PossibleResolutions.Num() > 1)
{
if (!WeightmapInfo.PossibleResolutions.Contains(LandscapeResolution))
{
FFormatNamedArguments Args;
Args.Add(TEXT("LandscapeSizeX"), LandscapeResolution.Width);
Args.Add(TEXT("LandscapeSizeY"), LandscapeResolution.Height);
FMessageDialog::Open(EAppMsgType::Ok,
FText::Format(NSLOCTEXT("LandscapeEditor.NewLandscape", "Import_LayerSizeMismatch_ResNotDetermined", "The layer file does not match the current Landscape extent ({LandscapeSizeX}\u00D7{LandscapeSizeY}), and its exact resolution could not be determined"), Args));
return;
}
else
{
ImportResolution = LandscapeResolution;
}
}
// display warning message if there is one and allow user to cancel
if (WeightmapInfo.ResultCode == ELandscapeImportResult::Warning)
{
auto Result = FMessageDialog::Open(EAppMsgType::OkCancel, WeightmapInfo.ErrorMessage);
if (Result != EAppReturnType::Ok)
{
return;
}
}
// if the file is a format with resolution information, warn the user if the resolution doesn't match the current landscape
// unlike for raw this is only a warning as we can pad/clip the data if we know what resolution it is
if (WeightmapInfo.PossibleResolutions.Num() == 1)
{
ImportResolution = WeightmapInfo.PossibleResolutions[0];
if (ImportResolution != LandscapeResolution)
{
FFormatNamedArguments Args;
Args.Add(TEXT("FileSizeX"), ImportResolution.Width);
Args.Add(TEXT("FileSizeY"), ImportResolution.Height);
Args.Add(TEXT("LandscapeSizeX"), LandscapeResolution.Width);
Args.Add(TEXT("LandscapeSizeY"), LandscapeResolution.Height);
auto Result = FMessageDialog::Open(EAppMsgType::OkCancel,
FText::Format(NSLOCTEXT("LandscapeEditor.NewLandscape", "Import_LayerSizeMismatch_WillClamp", "The layer file's size ({FileSizeX}\u00D7{FileSizeY}) does not match the current Landscape extent ({LandscapeSizeX}\u00D7{LandscapeSizeY}), if you continue it will be padded/clipped to fit"), Args));
if (Result != EAppReturnType::Ok)
{
return;
}
}
}
FLandscapeWeightmapImportData ImportData = WeightmapFormat->Import(*Filename, TargetInfo.LayerName, ImportResolution);
if (ImportData.ResultCode == ELandscapeImportResult::Error)
{
FMessageDialog::Open(EAppMsgType::Ok, ImportData.ErrorMessage);
return;
}
TArray<uint8> Data;
if (ImportResolution != LandscapeResolution)
{
// Cloned from FLandscapeEditorDetailCustomization_NewLandscape.OnCreateButtonClicked
// so that reimports behave the same as the initial import :)
const int32 OffsetX = (int32)(LandscapeResolution.Width - ImportResolution.Width) / 2;
const int32 OffsetY = (int32)(LandscapeResolution.Height - ImportResolution.Height) / 2;
Data.SetNumUninitialized(LandscapeResolution.Width * LandscapeResolution.Height * sizeof(uint8));
LandscapeEditorUtils::ExpandData<uint8>(Data.GetData(), ImportData.Data.GetData(),
0, 0, ImportResolution.Width - 1, ImportResolution.Height - 1,
-OffsetX, -OffsetY, LandscapeResolution.Width - OffsetX - 1, LandscapeResolution.Height - OffsetY - 1);
}
else
{
Data = MoveTemp(ImportData.Data);
}
FScopedTransaction Transaction(LOCTEXT("Undo_ImportWeightmap", "Importing Landscape Layer"));
FAlphamapAccessor<false, false> AlphamapAccessor(LandscapeInfo, TargetInfo.LayerInfoObj.Get());
AlphamapAccessor.SetData(MinX, MinY, MaxX, MaxY, Data.GetData(), ELandscapeLayerPaintingRestriction::None);
}
}
}
void FEdModeLandscape::DeleteLandscapeComponents(ULandscapeInfo* LandscapeInfo, TSet<ULandscapeComponent*> ComponentsToDelete)
{
LandscapeInfo->Modify();
ALandscapeProxy* Proxy = LandscapeInfo->GetLandscapeProxy();
Proxy->Modify();
for (ULandscapeComponent* Component : ComponentsToDelete)
{
Component->Modify();
ULandscapeHeightfieldCollisionComponent* CollisionComp = Component->CollisionComponent.Get();
if (CollisionComp)
{
CollisionComp->Modify();
}
}
int32 ComponentSizeVerts = LandscapeInfo->ComponentNumSubsections * (LandscapeInfo->SubsectionSizeQuads + 1);
int32 NeedHeightmapSize = 1 << FMath::CeilLogTwo(ComponentSizeVerts);
TSet<ULandscapeComponent*> HeightmapUpdateComponents;
// Need to split all the component which share Heightmap with selected components
// Search neighbor only
for (ULandscapeComponent* Component : ComponentsToDelete)
{
int32 SearchX = Component->HeightmapTexture->Source.GetSizeX() / NeedHeightmapSize;
int32 SearchY = Component->HeightmapTexture->Source.GetSizeY() / NeedHeightmapSize;
FIntPoint ComponentBase = Component->GetSectionBase() / Component->ComponentSizeQuads;
for (int32 Y = 0; Y < SearchY; ++Y)
{
for (int32 X = 0; X < SearchX; ++X)
{
// Search for four directions...
for (int32 Dir = 0; Dir < 4; ++Dir)
{
int32 XDir = (Dir >> 1) ? 1 : -1;
int32 YDir = (Dir % 2) ? 1 : -1;
ULandscapeComponent* Neighbor = LandscapeInfo->XYtoComponentMap.FindRef(ComponentBase + FIntPoint(XDir*X, YDir*Y));
if (Neighbor && Neighbor->HeightmapTexture == Component->HeightmapTexture && !HeightmapUpdateComponents.Contains(Neighbor))
{
Neighbor->Modify();
HeightmapUpdateComponents.Add(Neighbor);
}
}
}
}
}
// Changing Heightmap format for selected components
for (ULandscapeComponent* Component : HeightmapUpdateComponents)
{
ALandscape::SplitHeightmap(Component, false);
}
// Remove attached foliage
for (ULandscapeComponent* Component : ComponentsToDelete)
{
ULandscapeHeightfieldCollisionComponent* CollisionComp = Component->CollisionComponent.Get();
if (CollisionComp)
{
AInstancedFoliageActor::DeleteInstancesForComponent(Proxy->GetWorld(), CollisionComp);
}
}
// Check which ones are need for height map change
for (ULandscapeComponent* Component : ComponentsToDelete)
{
// Reset neighbors LOD information
FIntPoint ComponentBase = Component->GetSectionBase() / Component->ComponentSizeQuads;
FIntPoint NeighborKeys[8] =
{
ComponentBase + FIntPoint(-1, -1),
ComponentBase + FIntPoint(+0, -1),
ComponentBase + FIntPoint(+1, -1),
ComponentBase + FIntPoint(-1, +0),
ComponentBase + FIntPoint(+1, +0),
ComponentBase + FIntPoint(-1, +1),
ComponentBase + FIntPoint(+0, +1),
ComponentBase + FIntPoint(+1, +1)
};
for (const FIntPoint& NeighborKey : NeighborKeys)
{
ULandscapeComponent* NeighborComp = LandscapeInfo->XYtoComponentMap.FindRef(NeighborKey);
if (NeighborComp && !ComponentsToDelete.Contains(NeighborComp))
{
NeighborComp->Modify();
NeighborComp->InvalidateLightingCache();
// is this really needed? It can happen multiple times per component!
FComponentReregisterContext ReregisterContext(NeighborComp);
}
}
// Remove Selected Region in deleted Component
for (int32 Y = 0; Y < Component->ComponentSizeQuads; ++Y)
{
for (int32 X = 0; X < Component->ComponentSizeQuads; ++X)
{
LandscapeInfo->SelectedRegion.Remove(FIntPoint(X, Y) + Component->GetSectionBase());
}
}
if (Component->HeightmapTexture)
{
Component->HeightmapTexture->SetFlags(RF_Transactional);
Component->HeightmapTexture->Modify();
Component->HeightmapTexture->MarkPackageDirty();
Component->HeightmapTexture->ClearFlags(RF_Standalone); // Remove when there is no reference for this Heightmap...
}
for (int32 i = 0; i < Component->WeightmapTextures.Num(); ++i)
{
Component->WeightmapTextures[i]->SetFlags(RF_Transactional);
Component->WeightmapTextures[i]->Modify();
Component->WeightmapTextures[i]->MarkPackageDirty();
Component->WeightmapTextures[i]->ClearFlags(RF_Standalone);
}
if (Component->XYOffsetmapTexture)
{
Component->XYOffsetmapTexture->SetFlags(RF_Transactional);
Component->XYOffsetmapTexture->Modify();
Component->XYOffsetmapTexture->MarkPackageDirty();
Component->XYOffsetmapTexture->ClearFlags(RF_Standalone);
}
ULandscapeHeightfieldCollisionComponent* CollisionComp = Component->CollisionComponent.Get();
if (CollisionComp)
{
CollisionComp->DestroyComponent();
}
Component->DestroyComponent();
}
// Remove Selection
LandscapeInfo->ClearSelectedRegion(true);
//EdMode->SetMaskEnable(Landscape->SelectedRegion.Num());
GEngine->BroadcastLevelActorListChanged();
}
ALandscape* FEdModeLandscape::ChangeComponentSetting(int32 NumComponentsX, int32 NumComponentsY, int32 NumSubsections, int32 SubsectionSizeQuads, bool bResample)
{
check(NumComponentsX > 0);
check(NumComponentsY > 0);
check(NumSubsections > 0);
check(SubsectionSizeQuads > 0);
const int32 NewComponentSizeQuads = NumSubsections * SubsectionSizeQuads;
ALandscape* Landscape = NULL;
ULandscapeInfo* LandscapeInfo = CurrentToolTarget.LandscapeInfo.Get();
if (ensure(LandscapeInfo != NULL))
{
int32 OldMinX, OldMinY, OldMaxX, OldMaxY;
if (LandscapeInfo->GetLandscapeExtent(OldMinX, OldMinY, OldMaxX, OldMaxY))
{
ALandscapeProxy* OldLandscapeProxy = LandscapeInfo->GetLandscapeProxy();
const int32 OldVertsX = OldMaxX - OldMinX + 1;
const int32 OldVertsY = OldMaxY - OldMinY + 1;
const int32 NewVertsX = NumComponentsX * NewComponentSizeQuads + 1;
const int32 NewVertsY = NumComponentsY * NewComponentSizeQuads + 1;
FLandscapeEditDataInterface LandscapeEdit(LandscapeInfo);
TArray<uint16> HeightData;
TArray<FLandscapeImportLayerInfo> ImportLayerInfos;
FVector LandscapeOffset = FVector::ZeroVector;
FIntPoint LandscapeOffsetQuads = FIntPoint::ZeroValue;
float LandscapeScaleFactor = 1.0f;
int32 NewMinX, NewMinY, NewMaxX, NewMaxY;
if (bResample)
{
NewMinX = OldMinX / LandscapeInfo->ComponentSizeQuads * NewComponentSizeQuads;
NewMinY = OldMinY / LandscapeInfo->ComponentSizeQuads * NewComponentSizeQuads;
NewMaxX = NewMinX + NewVertsX - 1;
NewMaxY = NewMinY + NewVertsY - 1;
HeightData.AddZeroed(OldVertsX * OldVertsY * sizeof(uint16));
// GetHeightData alters its args, so make temp copies to avoid screwing things up
int32 TMinX = OldMinX, TMinY = OldMinY, TMaxX = OldMaxX, TMaxY = OldMaxY;
LandscapeEdit.GetHeightData(TMinX, TMinY, TMaxX, TMaxY, HeightData.GetData(), 0);
HeightData = LandscapeEditorUtils::ResampleData(HeightData,
OldVertsX, OldVertsY, NewVertsX, NewVertsY);
for (const FLandscapeInfoLayerSettings& LayerSettings : LandscapeInfo->Layers)
{
if (LayerSettings.LayerInfoObj != NULL)
{
auto ImportLayerInfo = new(ImportLayerInfos)FLandscapeImportLayerInfo(LayerSettings);
ImportLayerInfo->LayerData.AddZeroed(OldVertsX * OldVertsY * sizeof(uint8));
TMinX = OldMinX; TMinY = OldMinY; TMaxX = OldMaxX; TMaxY = OldMaxY;
LandscapeEdit.GetWeightData(LayerSettings.LayerInfoObj, TMinX, TMinY, TMaxX, TMaxY, ImportLayerInfo->LayerData.GetData(), 0);
ImportLayerInfo->LayerData = LandscapeEditorUtils::ResampleData(ImportLayerInfo->LayerData,
OldVertsX, OldVertsY,
NewVertsX, NewVertsY);
}
}
LandscapeScaleFactor = (float)OldLandscapeProxy->ComponentSizeQuads / NewComponentSizeQuads;
}
else
{
NewMinX = OldMinX + (OldVertsX - NewVertsX) / 2;
NewMinY = OldMinY + (OldVertsY - NewVertsY) / 2;
NewMaxX = NewMinX + NewVertsX - 1;
NewMaxY = NewMinY + NewVertsY - 1;
const int32 RequestedMinX = FMath::Max(OldMinX, NewMinX);
const int32 RequestedMinY = FMath::Max(OldMinY, NewMinY);
const int32 RequestedMaxX = FMath::Min(OldMaxX, NewMaxX);
const int32 RequestedMaxY = FMath::Min(OldMaxY, NewMaxY);
const int32 RequestedVertsX = RequestedMaxX - RequestedMinX + 1;
const int32 RequestedVertsY = RequestedMaxY - RequestedMinY + 1;
HeightData.AddZeroed(RequestedVertsX * RequestedVertsY * sizeof(uint16));
// GetHeightData alters its args, so make temp copies to avoid screwing things up
int32 TMinX = RequestedMinX, TMinY = RequestedMinY, TMaxX = RequestedMaxX, TMaxY = RequestedMaxY;
LandscapeEdit.GetHeightData(TMinX, TMinY, TMaxX, OldMaxY, HeightData.GetData(), 0);
HeightData = LandscapeEditorUtils::ExpandData(HeightData,
RequestedMinX, RequestedMinY, RequestedMaxX, RequestedMaxY,
NewMinX, NewMinY, NewMaxX, NewMaxY);
for (const FLandscapeInfoLayerSettings& LayerSettings : LandscapeInfo->Layers)
{
if (LayerSettings.LayerInfoObj != NULL)
{
auto ImportLayerInfo = new(ImportLayerInfos)FLandscapeImportLayerInfo(LayerSettings);
ImportLayerInfo->LayerData.AddZeroed(NewVertsX * NewVertsY * sizeof(uint8));
TMinX = RequestedMinX; TMinY = RequestedMinY; TMaxX = RequestedMaxX; TMaxY = RequestedMaxY;
LandscapeEdit.GetWeightData(LayerSettings.LayerInfoObj, TMinX, TMinY, TMaxX, TMaxY, ImportLayerInfo->LayerData.GetData(), 0);
ImportLayerInfo->LayerData = LandscapeEditorUtils::ExpandData(ImportLayerInfo->LayerData,
RequestedMinX, RequestedMinY, RequestedMaxX, RequestedMaxY,
NewMinX, NewMinY, NewMaxX, NewMaxY);
}
}
// offset landscape to component boundary
LandscapeOffset = FVector(NewMinX, NewMinY, 0) * OldLandscapeProxy->GetActorScale();
LandscapeOffsetQuads = FIntPoint(NewMinX, NewMinY);
NewMinX = 0;
NewMinY = 0;
NewMaxX = NewVertsX - 1;
NewMaxY = NewVertsY - 1;
}
const FVector Location = OldLandscapeProxy->GetActorLocation() + LandscapeOffset;
FActorSpawnParameters SpawnParams;
SpawnParams.OverrideLevel = OldLandscapeProxy->GetLevel();
Landscape = OldLandscapeProxy->GetWorld()->SpawnActor<ALandscape>(Location, OldLandscapeProxy->GetActorRotation(), SpawnParams);
const FVector OldScale = OldLandscapeProxy->GetActorScale();
Landscape->SetActorRelativeScale3D(FVector(OldScale.X * LandscapeScaleFactor, OldScale.Y * LandscapeScaleFactor, OldScale.Z));
Landscape->LandscapeMaterial = OldLandscapeProxy->LandscapeMaterial;
Landscape->CollisionMipLevel = OldLandscapeProxy->CollisionMipLevel;
Landscape->Import(FGuid::NewGuid(), NewMinX, NewMinY, NewMaxX, NewMaxY, NumSubsections, SubsectionSizeQuads, HeightData.GetData(), *OldLandscapeProxy->ReimportHeightmapFilePath, ImportLayerInfos, ELandscapeImportAlphamapType::Additive);
Landscape->MaxLODLevel = OldLandscapeProxy->MaxLODLevel;
Landscape->LODDistanceFactor = OldLandscapeProxy->LODDistanceFactor;
Landscape->LODFalloff = OldLandscapeProxy->LODFalloff;
Landscape->ExportLOD = OldLandscapeProxy->ExportLOD;
Landscape->StaticLightingLOD = OldLandscapeProxy->StaticLightingLOD;
Landscape->NegativeZBoundsExtension = OldLandscapeProxy->NegativeZBoundsExtension;
Landscape->PositiveZBoundsExtension = OldLandscapeProxy->PositiveZBoundsExtension;
Landscape->DefaultPhysMaterial = OldLandscapeProxy->DefaultPhysMaterial;
Landscape->StreamingDistanceMultiplier = OldLandscapeProxy->StreamingDistanceMultiplier;
Landscape->LandscapeHoleMaterial = OldLandscapeProxy->LandscapeHoleMaterial;
Landscape->StaticLightingResolution = OldLandscapeProxy->StaticLightingResolution;
Landscape->bCastStaticShadow = OldLandscapeProxy->bCastStaticShadow;
Landscape->bCastShadowAsTwoSided = OldLandscapeProxy->bCastShadowAsTwoSided;
Landscape->LightingChannels = OldLandscapeProxy->LightingChannels;
Landscape->bRenderCustomDepth = OldLandscapeProxy->bRenderCustomDepth;
Landscape->CustomDepthStencilValue = OldLandscapeProxy->CustomDepthStencilValue;
Landscape->LightmassSettings = OldLandscapeProxy->LightmassSettings;
Landscape->CollisionThickness = OldLandscapeProxy->CollisionThickness;
Landscape->BodyInstance.SetCollisionProfileName(OldLandscapeProxy->BodyInstance.GetCollisionProfileName());
if (Landscape->BodyInstance.DoesUseCollisionProfile() == false)
{
Landscape->BodyInstance.SetCollisionEnabled(OldLandscapeProxy->BodyInstance.GetCollisionEnabled());
Landscape->BodyInstance.SetObjectType(OldLandscapeProxy->BodyInstance.GetObjectType());
Landscape->BodyInstance.SetResponseToChannels(OldLandscapeProxy->BodyInstance.GetResponseToChannels());
}
Landscape->EditorLayerSettings = OldLandscapeProxy->EditorLayerSettings;
Landscape->bUsedForNavigation = OldLandscapeProxy->bUsedForNavigation;
Landscape->MaxPaintedLayersPerComponent = OldLandscapeProxy->MaxPaintedLayersPerComponent;
Landscape->CreateLandscapeInfo();
// Clone landscape splines
TLazyObjectPtr<ALandscape> OldLandscapeActor = LandscapeInfo->LandscapeActor;
if (OldLandscapeActor.IsValid() && OldLandscapeActor->SplineComponent != NULL)
{
ULandscapeSplinesComponent* OldSplines = OldLandscapeActor->SplineComponent;
ULandscapeSplinesComponent* NewSplines = DuplicateObject<ULandscapeSplinesComponent>(OldSplines, Landscape, OldSplines->GetFName());
NewSplines->AttachToComponent(Landscape->GetRootComponent(), FAttachmentTransformRules::KeepWorldTransform);
const FVector OldSplineScale = OldSplines->GetRelativeTransform().GetScale3D();
NewSplines->SetRelativeScale3D(FVector(OldSplineScale.X / LandscapeScaleFactor, OldSplineScale.Y / LandscapeScaleFactor, OldSplineScale.Z));
Landscape->SplineComponent = NewSplines;
NewSplines->RegisterComponent();
// TODO: Foliage on spline meshes
}
if (bResample)
{
// Remap foliage to the resampled components
ULandscapeInfo* NewLandscapeInfo = Landscape->GetLandscapeInfo();
for (const TPair<FIntPoint, ULandscapeComponent*>& Entry : LandscapeInfo->XYtoComponentMap)
{
ULandscapeComponent* NewComponent = NewLandscapeInfo->XYtoComponentMap.FindRef(Entry.Key);
if (NewComponent)
{
ULandscapeHeightfieldCollisionComponent* OldCollisionComponent = Entry.Value->CollisionComponent.Get();
ULandscapeHeightfieldCollisionComponent* NewCollisionComponent = NewComponent->CollisionComponent.Get();
if (OldCollisionComponent && NewCollisionComponent)
{
AInstancedFoliageActor::MoveInstancesToNewComponent(OldCollisionComponent->GetWorld(), OldCollisionComponent, NewCollisionComponent);
NewCollisionComponent->SnapFoliageInstances(FBox(FVector(-WORLD_MAX), FVector(WORLD_MAX)));
}
}
}
// delete any components that were deleted in the original
TSet<ULandscapeComponent*> ComponentsToDelete;
for (const TPair<FIntPoint, ULandscapeComponent*>& Entry : NewLandscapeInfo->XYtoComponentMap)
{
if (!LandscapeInfo->XYtoComponentMap.Contains(Entry.Key))
{
ComponentsToDelete.Add(Entry.Value);
}
}
if (ComponentsToDelete.Num() > 0)
{
DeleteLandscapeComponents(NewLandscapeInfo, ComponentsToDelete);
}
}
else
{
// TODO: remap foliage when not resampling (i.e. when there isn't a 1:1 mapping between old and new component)
// delete any components that are in areas that were entirely deleted in the original
ULandscapeInfo* NewLandscapeInfo = Landscape->GetLandscapeInfo();
TSet<ULandscapeComponent*> ComponentsToDelete;
for (const TPair<FIntPoint, ULandscapeComponent*>& Entry : NewLandscapeInfo->XYtoComponentMap)
{
float OldX = Entry.Key.X * NewComponentSizeQuads + LandscapeOffsetQuads.X;
float OldY = Entry.Key.Y * NewComponentSizeQuads + LandscapeOffsetQuads.Y;
TSet<ULandscapeComponent*> OverlapComponents;
LandscapeInfo->GetComponentsInRegion(OldX, OldY, OldX + NewComponentSizeQuads, OldY + NewComponentSizeQuads, OverlapComponents, false);
if (OverlapComponents.Num() == 0)
{
ComponentsToDelete.Add(Entry.Value);
}
}
if (ComponentsToDelete.Num() > 0)
{
DeleteLandscapeComponents(NewLandscapeInfo, ComponentsToDelete);
}
}
// Delete the old Landscape and all its proxies
for (ALandscapeStreamingProxy* Proxy : TActorRange<ALandscapeStreamingProxy>(OldLandscapeProxy->GetWorld()))
{
if (Proxy->LandscapeActor == OldLandscapeActor)
{
Proxy->Destroy();
}
}
OldLandscapeProxy->Destroy();
}
}
GEditor->RedrawLevelEditingViewports();
return Landscape;
}
ELandscapeEditingState FEdModeLandscape::GetEditingState() const
{
UWorld* World = GetWorld();
if (GEditor->bIsSimulatingInEditor)
{
return ELandscapeEditingState::SIEWorld;
}
else if (GEditor->PlayWorld != NULL)
{
return ELandscapeEditingState::PIEWorld;
}
else if (World == nullptr)
{
return ELandscapeEditingState::Unknown;
}
else if (World->FeatureLevel < ERHIFeatureLevel::SM4)
{
return ELandscapeEditingState::BadFeatureLevel;
}
else if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None &&
!CurrentToolTarget.LandscapeInfo.IsValid())
{
return ELandscapeEditingState::NoLandscape;
}
return ELandscapeEditingState::Enabled;
}
bool LandscapeEditorUtils::SetHeightmapData(ALandscapeProxy* Landscape, const TArray<uint16>& Data)
{
FIntRect ComponentsRect = Landscape->GetBoundingRect() + Landscape->LandscapeSectionOffset;
if (Data.Num() == (1 + ComponentsRect.Width())*(1 + ComponentsRect.Height()))
{
FHeightmapAccessor<false> HeightmapAccessor(Landscape->GetLandscapeInfo());
HeightmapAccessor.SetData(ComponentsRect.Min.X, ComponentsRect.Min.Y, ComponentsRect.Max.X, ComponentsRect.Max.Y, Data.GetData());
return true;
}
return false;
}
bool LandscapeEditorUtils::SetWeightmapData(ALandscapeProxy* Landscape, ULandscapeLayerInfoObject* LayerObject, const TArray<uint8>& Data)
{
FIntRect ComponentsRect = Landscape->GetBoundingRect() + Landscape->LandscapeSectionOffset;
if (Data.Num() == (1 + ComponentsRect.Width())*(1 + ComponentsRect.Height()))
{
FAlphamapAccessor<false, true> AlphamapAccessor(Landscape->GetLandscapeInfo(), LayerObject);
AlphamapAccessor.SetData(ComponentsRect.Min.X, ComponentsRect.Min.Y, ComponentsRect.Max.X, ComponentsRect.Max.Y, Data.GetData(), ELandscapeLayerPaintingRestriction::None);
return true;
}
return false;
}
FName FLandscapeTargetListInfo::GetLayerName() const
{
return LayerInfoObj.IsValid() ? LayerInfoObj->LayerName : LayerName;
}
#undef LOCTEXT_NAMESPACE