Files
UnrealEngineUWP/Engine/Source/Editor/TextureAlignMode/Private/TextureAlignEdMode.cpp
Andrew Rodham ba3528c9d4 Made it possible for asset editors to maintain their own FEditorModeTools lists
Breaking changes include:
    * Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
    * Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
    * Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
    * Added ability to specify an FEditorModeTools when creating an FEditorViewport

Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.

This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept

Reviewed by Michael Noland, Matt Kuhlenschmidt

[CL 2109245 by Andrew Rodham in Main branch]
2014-06-18 10:16:16 -04:00

299 lines
7.9 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "TextureAlignModePrivatePCH.h"
#include "EditorSupportDelegates.h"
IMPLEMENT_MODULE( FTextureAlignModeModule, TextureAlignMode );
DEFINE_LOG_CATEGORY_STATIC(LogTextureAlignMode, Log, All);
void FTextureAlignModeModule::StartupModule()
{
FEditorModeRegistry::Get().RegisterMode<FEdModeTexture>(
FBuiltinEditorModes::EM_Texture,
NSLOCTEXT("EditorModes", "TextureAlignmentMode", "Texture Alignment")
);
}
void FTextureAlignModeModule::ShutdownModule()
{
FEditorModeRegistry::Get().UnregisterMode(FBuiltinEditorModes::EM_Texture);
}
/*------------------------------------------------------------------------------
Texture
------------------------------------------------------------------------------*/
FEdModeTexture::FEdModeTexture()
: ScopedTransaction( NULL )
, TrackingWorld( NULL )
{
Tools.Add( new FModeTool_Texture() );
SetCurrentTool( MT_Texture );
}
FEdModeTexture::~FEdModeTexture()
{
// Ensure no transaction is outstanding.
check( !ScopedTransaction );
}
void FEdModeTexture::Enter()
{
FEdMode::Enter();
const bool bGetRawValue = true;
SaveCoordSystem = GLevelEditorModeTools().GetCoordSystem(bGetRawValue);
GLevelEditorModeTools().SetCoordSystem(COORD_Local);
}
void FEdModeTexture::Exit()
{
if( ScopedTransaction != NULL )
{
delete ScopedTransaction;
ScopedTransaction = NULL;
}
FEdMode::Exit();
GLevelEditorModeTools().SetCoordSystem(SaveCoordSystem);
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
}
FVector FEdModeTexture::GetWidgetLocation() const
{
for ( TSelectedSurfaceIterator<> It(GetWorld()) ; It ; ++It )
{
FBspSurf* Surf = *It;
ABrush* BrushActor = ( ABrush* )Surf->Actor;
if( BrushActor )
{
FPoly* poly = &BrushActor->Brush->Polys->Element[ Surf->iBrushPoly ];
return BrushActor->ActorToWorld().TransformPosition( poly->GetMidPoint() );
}
}
return FEdMode::GetWidgetLocation();
}
bool FEdModeTexture::ShouldDrawWidget() const
{
return true;
}
bool FEdModeTexture::GetCustomDrawingCoordinateSystem( FMatrix& InMatrix, void* InData )
{
// Texture mode is ALWAYS in local space
GLevelEditorModeTools().SetCoordSystem(COORD_Local);
FPoly* poly = NULL;
for ( TSelectedSurfaceIterator<> It(GetWorld()) ; It ; ++It )
{
FBspSurf* Surf = *It;
ABrush* BrushActor = ( ABrush* )Surf->Actor;
if( BrushActor )
{
poly = &BrushActor->Brush->Polys->Element[ Surf->iBrushPoly ];
break;
}
}
if( !poly )
{
return false;
}
InMatrix = FMatrix::Identity;
InMatrix.SetAxis( 2, poly->Normal );
InMatrix.SetAxis( 0, poly->TextureU );
InMatrix.SetAxis( 1, poly->TextureV );
InMatrix.RemoveScaling();
return true;
}
bool FEdModeTexture::GetCustomInputCoordinateSystem( FMatrix& InMatrix, void* InData )
{
return false;
}
EAxisList::Type FEdModeTexture::GetWidgetAxisToDraw( FWidget::EWidgetMode InWidgetMode ) const
{
switch( InWidgetMode )
{
case FWidget::WM_Translate:
case FWidget::WM_Scale:
return EAxisList::XY;
break;
case FWidget::WM_Rotate:
return EAxisList::Z;
break;
}
return EAxisList::XYZ;
}
bool FEdModeTexture::StartTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport)
{
// call base version because it calls the StartModify() virtual method needed to track drag events
bool BaseRtn = FEdMode::StartTracking(InViewportClient, InViewport);
// Complete the previous transaction if one exists
if( ScopedTransaction )
{
EndTracking(InViewportClient, InViewport);
}
// Start a new transaction
ScopedTransaction = new FScopedTransaction( NSLOCTEXT("UnrealEd", "TextureManipulation", "Texture Manipulation") );
for( FConstLevelIterator Iterator = GetWorld()->GetLevelIterator(); Iterator; ++Iterator )
{
UModel* Model = (*Iterator)->Model;
Model->ModifySelectedSurfs( true );
}
return BaseRtn;
}
bool FEdModeTexture::EndTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport)
{
// Clean up the scoped transaction if one is still pending
if( ScopedTransaction != NULL )
{
delete ScopedTransaction;
ScopedTransaction = NULL;
}
if( TrackingWorld )
{
TrackingWorld->MarkPackageDirty();
ULevel::LevelDirtiedEvent.Broadcast();
TrackingWorld = NULL;
}
// call base version because it calls the EndModify() virtual method needed to track drag events
return FEdMode::EndTracking(InViewportClient, InViewport);
}
bool FEdModeTexture::IsCompatibleWith(FEditorModeID OtherModeID) const
{
return OtherModeID == FBuiltinEditorModes::EM_Bsp;
}
/*-----------------------------------------------------------------------------
FModeTool_TextureAlign.
-----------------------------------------------------------------------------*/
FModeTool_Texture::FModeTool_Texture()
{
ID = MT_Texture;
bUseWidget = 1;
PreviousInputDrag = FVector::ZeroVector;
}
/**
* @return true if the delta was handled by this editor mode tool.
*/
bool FModeTool_Texture::InputDelta(FEditorViewportClient* InViewportClient,FViewport* InViewport,FVector& InDrag,FRotator& InRot,FVector& InScale)
{
if( InViewportClient->GetCurrentWidgetAxis() == EAxisList::None )
{
return false;
}
// calculate delta drag for this tick for the call to GEditor->polyTexPan below which is using relative (delta) mode
FVector deltaDrag = InDrag;
if (true == InViewportClient->IsPerspective())
{
// perspective viewports pass the absolute drag so subtract the last tick's drag value to get the delta
deltaDrag -= PreviousInputDrag;
}
PreviousInputDrag = InDrag;
if( !deltaDrag.IsZero() )
{
// Ensure each polygon has a unique base point index.
for( FConstLevelIterator Iterator = InViewportClient->GetWorld()->GetLevelIterator(); Iterator; ++Iterator )
{
UModel* Model = (*Iterator)->Model;
for(int32 SurfaceIndex = 0;SurfaceIndex < Model->Surfs.Num();SurfaceIndex++)
{
FBspSurf& Surf = Model->Surfs[SurfaceIndex];
if(Surf.PolyFlags & PF_Selected)
{
const FVector Base = Model->Points[Surf.pBase];
Surf.pBase = Model->Points.Add(Base);
}
}
FMatrix Mat = GLevelEditorModeTools().GetCustomDrawingCoordinateSystem();
FVector UVW = Mat.InverseTransformVector( deltaDrag ); // InverseTransformNormal because Mat is the transform from the surface/widget's coords to world coords
GEditor->polyTexPan( Model, UVW.X, UVW.Y, 0 ); // 0 is relative mode because UVW is made from deltaDrag - the user input since the last tick
}
}
if( !InRot.IsZero() )
{
const FRotationMatrix RotationMatrix( InRot );
// Ensure each polygon has unique texture vector indices.
for ( TSelectedSurfaceIterator<> It(InViewportClient->GetWorld()) ; It ; ++It )
{
FBspSurf* Surf = *It;
UModel* Model = It.GetModel();
FVector TextureU = Model->Vectors[Surf->vTextureU];
FVector TextureV = Model->Vectors[Surf->vTextureV];
TextureU = RotationMatrix.TransformPosition( TextureU );
TextureV = RotationMatrix.TransformPosition( TextureV );
Surf->vTextureU = Model->Vectors.Add(TextureU);
Surf->vTextureV = Model->Vectors.Add(TextureV);
GEditor->polyUpdateMaster( Model, It.GetSurfaceIndex(), 1 );
}
}
if( !InScale.IsZero() )
{
float ScaleU = InScale.X / GEditor->GetGridSize();
float ScaleV = InScale.Y / GEditor->GetGridSize();
ScaleU = 1.f - (ScaleU / 100.f);
ScaleV = 1.f - (ScaleV / 100.f);
// Ensure each polygon has unique texture vector indices.
for( FConstLevelIterator Iterator = InViewportClient->GetWorld()->GetLevelIterator(); Iterator; ++Iterator )
{
UModel* Model = (*Iterator)->Model;
for(int32 SurfaceIndex = 0;SurfaceIndex < Model->Surfs.Num();SurfaceIndex++)
{
FBspSurf& Surf = Model->Surfs[SurfaceIndex];
if(Surf.PolyFlags & PF_Selected)
{
const FVector TextureU = Model->Vectors[Surf.vTextureU];
const FVector TextureV = Model->Vectors[Surf.vTextureV];
Surf.vTextureU = Model->Vectors.Add(TextureU);
Surf.vTextureV = Model->Vectors.Add(TextureV);
}
}
GEditor->polyTexScale( Model, ScaleU, 0.f, 0.f, ScaleV, false );
}
}
return true;
}