Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/ModelingObjectsCreationAPI.cpp
michael balzer a49c74b915 MeshModelingToolset: Move ModelingOperators and ModelingOperatorsEditorOnly modules out of experimental plugin
#jira UETOOL-3823
#rb lonnie.li
#preflight 617b1aea5794a500014f544a

#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 17972239 in //UE5/Release-5.0/... via CL 17972248
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 17972256 by michael balzer in ue5-release-engine-test branch]
2021-10-28 19:47:45 -04:00

195 lines
4.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ModelingObjectsCreationAPI.h"
#include "InteractiveToolManager.h"
#include "ContextObjectStore.h"
#include "Misc/Paths.h"
#include "Components/StaticMeshComponent.h"
#include "Engine/StaticMesh.h"
void FCreateMeshObjectParams::SetMesh(FMeshDescription&& MeshDescriptionIn)
{
MeshDescription = MoveTemp(MeshDescriptionIn);
MeshType = ECreateMeshObjectSourceMeshType::MeshDescription;
}
void FCreateMeshObjectParams::SetMesh(const UE::Geometry::FDynamicMesh3* DynamicMeshIn)
{
DynamicMesh = *DynamicMeshIn;
MeshType = ECreateMeshObjectSourceMeshType::DynamicMesh;
}
void FCreateMeshObjectParams::SetMesh(UE::Geometry::FDynamicMesh3&& DynamicMeshIn)
{
DynamicMesh = MoveTemp(DynamicMeshIn);
MeshType = ECreateMeshObjectSourceMeshType::DynamicMesh;
}
FCreateMeshObjectResult UE::Modeling::CreateMeshObject(UInteractiveToolManager* ToolManager, FCreateMeshObjectParams&& CreateMeshParams)
{
if (ensure(ToolManager))
{
UModelingObjectsCreationAPI* UseAPI = ToolManager->GetContextObjectStore()->FindContext<UModelingObjectsCreationAPI>();
if (UseAPI)
{
if (UseAPI->HasMoveVariants())
{
return UseAPI->CreateMeshObject(MoveTemp(CreateMeshParams));
}
else
{
return UseAPI->CreateMeshObject(CreateMeshParams);
}
}
}
return FCreateMeshObjectResult{ ECreateModelingObjectResult::Failed_NoAPIFound };
}
FCreateTextureObjectResult UE::Modeling::CreateTextureObject(UInteractiveToolManager* ToolManager, FCreateTextureObjectParams&& CreateTexParams)
{
if (ensure(ToolManager))
{
UModelingObjectsCreationAPI* UseAPI = ToolManager->GetContextObjectStore()->FindContext<UModelingObjectsCreationAPI>();
if (UseAPI)
{
if (UseAPI->HasMoveVariants())
{
return UseAPI->CreateTextureObject(MoveTemp(CreateTexParams));
}
else
{
return UseAPI->CreateTextureObject(CreateTexParams);
}
}
}
return FCreateTextureObjectResult{ ECreateModelingObjectResult::Failed_NoAPIFound };
}
FString UE::Modeling::GetComponentAssetBaseName(UPrimitiveComponent* Component, bool bRemoveAutoGeneratedSuffixes)
{
if (!ensure(Component != nullptr))
{
return TEXT("InvalidComponent");
}
// default to the Actor Name (or Label in Editor) if this is the unique root component, otherwise use component name
FString ResultName = (Component->GetOwner()->GetRootComponent() == Component) ?
Component->GetOwner()->GetActorNameOrLabel() : Component->GetName();
if (bRemoveAutoGeneratedSuffixes)
{
ResultName = UE::Modeling::StripGeneratedAssetSuffixFromName(ResultName);
}
// If this is a static mesh component, get the asset name instead.
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(Component);
if (StaticMeshComponent != nullptr)
{
UStaticMesh* SourceMesh = StaticMeshComponent->GetStaticMesh();
if (SourceMesh)
{
FString AssetName = FPaths::GetBaseFilename(SourceMesh->GetName());
ResultName = (bRemoveAutoGeneratedSuffixes) ? UE::Modeling::StripGeneratedAssetSuffixFromName(AssetName) : AssetName;
}
}
return ResultName;
}
FString UE::Modeling::StripGeneratedAssetSuffixFromName(FString InputName)
{
// find final '_'
int32 Index;
if (!InputName.FindLastChar('_', Index))
{
return InputName;
}
// check that remaining characters are hex digits (from UUID)
int32 Len = InputName.Len();
int32 Count = 0, Letters = 0, Numbers = 0;
for (int32 k = Index + 1; k < Len; ++k)
{
if (FChar::IsHexDigit(InputName[k]) == false)
{
return InputName;
}
Count++;
if (FChar::IsDigit(InputName[k]))
{
Numbers++;
}
else
{
Letters++;
}
}
// currently assuming appended UUID is at least 8 characters
if (Numbers == 0 || Letters == 0 || Count < 8)
{
return InputName;
}
return InputName.Left(Index);
}
FString UE::Modeling::GenerateRandomShortHexString(int32 NumChars)
{
int32 FailCount = 0;
while (FailCount++ < 10)
{
FGuid Guid = FGuid::NewGuid();
FString GuidString = Guid.ToString(EGuidFormats::UniqueObjectGuid).ToUpper();
FString Result;
int32 Digits = 0, Letters = 0;
for (int32 k = 0; k < GuidString.Len(); ++k)
{
TCHAR Character = GuidString[k];
if (FChar::IsHexDigit(Character))
{
Result.AppendChar(Character);
if (FChar::IsDigit(Character))
{
Digits++;
}
else
{
Letters++;
}
}
if (Result.Len() == NumChars)
{
if (Digits > 0 && Letters > 0)
{
return Result;
}
break; // exit loop
}
}
}
return TEXT("BADGUID1");
}