Files
UnrealEngineUWP/Engine/Source/Editor/LandscapeEditor/Private/LandscapeEdMode.cpp
Gareth Martin 7690c4efe8 Fix landscape layer import being averaged with existing data
[CL 2526766 by Gareth Martin in Main branch]
2015-04-27 06:51:49 -04:00

2726 lines
92 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "LandscapeEditorPrivatePCH.h"
#include "EditorSupportDelegates.h"
#include "ObjectTools.h"
#include "LandscapeEdMode.h"
#include "ScopedTransaction.h"
#include "LandscapeEdit.h"
#include "LandscapeRender.h"
#include "LandscapeDataAccess.h"
#include "LandscapeSplineProxies.h"
#include "LandscapeEditorModule.h"
#include "Editor/LevelEditor/Public/LevelEditor.h"
#include "Editor/PropertyEditor/Public/PropertyEditorModule.h"
#include "Editor/UnrealEd/Public/Toolkits/ToolkitManager.h"
#include "LandscapeEdModeTools.h"
#include "ScopedTransaction.h"
#include "ImageWrapper.h"
#include "DynamicMeshBuilder.h"
//Slate dependencies
#include "Editor/LevelEditor/Public/LevelEditor.h"
#include "Editor/LevelEditor/Public/SLevelViewport.h"
#include "SLandscapeEditor.h"
// Classes
#include "Landscape.h"
#include "LandscapeLayerInfoObject.h"
#include "LandscapeHeightfieldCollisionComponent.h"
#include "LandscapeMaterialInstanceConstant.h"
#include "LandscapeSplinesComponent.h"
#include "InstancedFoliageActor.h"
#include "ComponentReregisterContext.h"
#include "Engine/Selection.h"
#include "LandscapeGizmoActiveActor.h"
#include "EngineUtils.h"
#include "Engine/Light.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;
if (Comp->MaterialInstance)
{
Comp->MaterialInstance->SetTextureParameterValueEditorOnly(FName(TEXT("Heightmap")), HeightmapTexture);
}
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);
}
//
// FEdModeLandscape
//
/** Constructor */
FEdModeLandscape::FEdModeLandscape()
: FEdMode()
, NewLandscapePreviewMode(ENewLandscapePreviewMode::None)
, DraggingEdge(ELandscapeEdge::None)
, DraggingEdge_Remainder(0)
, CurrentGizmoActor(nullptr)
, CopyPasteTool(nullptr)
, SplinesTool(nullptr)
, LandscapeRenderAddCollision(nullptr)
, CachedLandscapeMaterial(nullptr)
, bToolActive(false)
{
GLayerDebugColorMaterial = LoadObject<UMaterial>(NULL, TEXT("/Engine/EditorLandscapeResources/LayerVisMaterial.LayerVisMaterial"), NULL, LOAD_None, NULL);
GSelectionColorMaterial = LoadObject<UMaterialInstanceConstant>(NULL, TEXT("/Engine/EditorLandscapeResources/SelectBrushMaterial_Selected.SelectBrushMaterial_Selected"), NULL, LOAD_None, NULL);
GSelectionRegionMaterial = LoadObject<UMaterialInstanceConstant>(NULL, TEXT("/Engine/EditorLandscapeResources/SelectBrushMaterial_SelectedRegion.SelectBrushMaterial_SelectedRegion"), NULL, LOAD_None, NULL);
GMaskRegionMaterial = LoadObject<UMaterialInstanceConstant>(NULL, TEXT("/Engine/EditorLandscapeResources/MaskBrushMaterial_MaskedRegion.MaskBrushMaterial_MaskedRegion"), NULL, LOAD_None, NULL);
GLandscapeBlackTexture = LoadObject<UTexture2D>(NULL, TEXT("/Engine/EngineResources/Black.Black"), NULL, LOAD_None, NULL);
// Initialize modes
InitializeToolModes();
CurrentToolMode = nullptr;
// Initialize tools.
InitializeTool_Paint();
InitializeTool_Smooth();
InitializeTool_Flatten();
InitializeTool_Ramp();
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();
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;
}
/** 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);
}
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"));
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;
}
/** 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::OnWorldChange);
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(ALandscape::MakeKey(LX, LY));
FGizmoSelectData* Data10 = CurrentGizmoActor->SelectedData.Find(ALandscape::MakeKey(LX + 1, LY));
FGizmoSelectData* Data01 = CurrentGizmoActor->SelectedData.Find(ALandscape::MakeKey(LX, LY + 1));
FGizmoSelectData* Data11 = CurrentGizmoActor->SelectedData.Find(ALandscape::MakeKey(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();
// 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 == NULL)
{
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();
}
}
/** FEdMode: Called when the mode is exited */
void FEdModeLandscape::Exit()
{
FEditorSupportDelegates::WorldChange.Remove(OnWorldChangeDelegateHandle);
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();
// Clear any import landscape data
UISettings->ClearImportLandscapeData();
// 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();
}
/** FEdMode: Called once per frame */
void FEdModeLandscape::Tick(FEditorViewportClient* ViewportClient, float DeltaTime)
{
FEdMode::Tick(ViewportClient, DeltaTime);
if (!IsEditingEnabled())
{
return;
}
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None)
{
bool bStaleTargetLandscapeInfo = CurrentToolTarget.LandscapeInfo.IsStale();
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)
{
if (bToolActive && !Viewport->KeyState(EKeys::LeftMouseButton))
{
if (CurrentTool)
{
CurrentTool->EndTool(ViewportClient);
bToolActive = false;
}
}
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::DisallowMouseDeltaTracking() const
{
// We never want to use the mouse delta tracker while painting
return bToolActive;
}
/**
* 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 Start = MouseViewportRay.GetOrigin();
FVector End = Start + WORLD_MAX * MouseViewportRay.GetDirection();
static FName TraceTag = FName(TEXT("LandscapeMouseTrace"));
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)
{
// Cache a copy of the world pointer
UWorld* World = ViewportClient->GetWorld();
// 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 (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;
}
if (Key == EKeys::LeftMouseButton && Event == IE_Pressed)
{
// 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
{
bToolActive = CurrentTool->BeginTool(ViewportClient, CurrentToolTarget, HitLocation);
return bToolActive;
}
}
}
return true;
}
}
if (Key == EKeys::LeftMouseButton ||
(LandscapeEditorControlType == ELandscapeFoliageEditorControlType::RequireCtrl && (Key == EKeys::LeftControl || Key == EKeys::RightControl)))
{
if (Event == IE_Released && CurrentTool && bToolActive)
{
//Set the cursor position to that of the slate cursor so it wont snap back
Viewport->SetPreCaptureMousePosFromSlateCursor();
CurrentTool->EndTool(ViewportClient);
bToolActive = false;
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 && bToolActive)
{
CurrentTool->EndTool(ViewportClient);
bToolActive = false;
}
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 && bToolActive)
{
CurrentTool->EndTool(ViewportClient);
bToolActive = false;
}
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();
}
}
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()
{
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 = 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 != NULL)
{
CurrentBrush->LeaveBrush();
CurrentTool->ExitTool();
}
CurrentToolTarget.LandscapeInfo = LandscapeList[0].Info;
CurrentIndex = 0;
if (CurrentTool != NULL)
{
CurrentTool->EnterTool();
CurrentBrush->EnterBrush();
}
}
else
{
CurrentToolTarget.LandscapeInfo = NULL;
}
}
return CurrentIndex;
}
void FEdModeLandscape::UpdateTargetList()
{
LandscapeTargetList.Empty();
if (CurrentToolTarget.LandscapeInfo.IsValid() &&
CurrentToolTarget.LandscapeInfo->GetLandscapeProxy())
{
CachedLandscapeMaterial = CurrentToolTarget.LandscapeInfo->GetLandscapeProxy()->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, CurrentToolTarget.LandscapeInfo->GetLandscapeProxy());
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;
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;
}
}
TargetsListUpdated.Broadcast();
}
FEdModeLandscape::FTargetsListUpdated FEdModeLandscape::TargetsListUpdated;
void FEdModeLandscape::OnWorldChange()
{
UpdateLandscapeList();
UpdateTargetList();
if (NewLandscapePreviewMode == ENewLandscapePreviewMode::None &&
CurrentToolTarget.LandscapeInfo == NULL)
{
RequestDeletion();
}
}
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();
}
}
/** 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* Info = CurrentGizmoActor->TargetLandscapeInfo;
return CurrentGizmoActor->GetActorLocation()
+ FQuatRotationMatrix(Info->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 (NewLandscapePreviewMode != ENewLandscapePreviewMode::None)
{
return false;
}
if (InActor->IsA<ALandscapeProxy>() && bInSelected)
{
ALandscapeProxy* Landscape = CastChecked<ALandscapeProxy>(InActor);
if (CurrentToolTarget.LandscapeInfo != Landscape->GetLandscapeInfo())
{
CurrentToolTarget.LandscapeInfo = Landscape->GetLandscapeInfo();
UpdateTargetList();
}
}
if (IsSelectionAllowed(InActor, bInSelected))
{
return false;
}
else if (!bInSelected)
{
return false;
}
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;
}
if (NewLandscapePreviewMode != ENewLandscapePreviewMode::None)
{
return false;
}
// Override Selection for Splines Tool
if (CurrentTool && CurrentTool->OverrideSelection())
{
return CurrentTool->IsSelectionAllowed(InActor, bInSelection);
}
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()
{
OnWorldChange();
}
/** 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);
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();
if (LandscapeInfo != NULL)
{
TArray<uint8> Data;
int32 MinX, MinY, MaxX, MaxY;
if (FFileHelper::LoadFileToArray(Data, *Filename) &&
LandscapeInfo->GetLandscapeExtent(MinX, MinY, MaxX, MaxY))
{
const int32 SizeX = (1 + MaxX - MinX);
const int32 SizeY = (1 + MaxY - MinY);
IImageWrapperPtr ImageWrapper = nullptr;
const TArray<uint8>* RawData = nullptr; // Pointer to actual used data, actual store could be in Data or ImageWrapper
if (Filename.EndsWith(".png"))
{
IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>("ImageWrapper");
ImageWrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::PNG);
if (ImageWrapper->SetCompressed(Data.GetData(), Data.Num()))
{
const int32 ImportSizeX = ImageWrapper->GetWidth();
const int32 ImportSizeY = ImageWrapper->GetHeight();
if (ImportSizeX != SizeX || ImportSizeY != SizeY)
{
FFormatNamedArguments Args;
Args.Add(TEXT("FileSizeX"), ImportSizeX);
Args.Add(TEXT("FileSizeY"), ImportSizeY);
Args.Add(TEXT("LandscapeSizeX"), SizeX);
Args.Add(TEXT("LandscapeSizeY"), SizeY);
auto Result = FMessageDialog::Open(EAppMsgType::OkCancel,
FText::Format(NSLOCTEXT("LandscapeEditor.NewLandscape", "Import_SizeMismatch", "File's size ({FileSizeX}\u00D7{FileSizeY}) does not match with current Landscape extent ({LandscapeSizeX}\u00D7{LandscapeSizeY}), if you continue it will be padded/clipped to fit"), Args));
if (Result != EAppReturnType::Ok)
{
return;
}
}
if (TargetInfo.TargetType == ELandscapeToolTargetType::Heightmap)
{
if (ImageWrapper->GetFormat() != ERGBFormat::Gray)
{
EAppReturnType::Type Result = FMessageDialog::Open(EAppMsgType::OkCancel, NSLOCTEXT("LandscapeEditor.NewLandscape", "Import_HeightmapFileColorPng", "The Heightmap file appears to be a color png, grayscale is expected. The import *can* continue, but the result may not be what you expect..."));
if (Result != EAppReturnType::Ok)
{
return;
}
}
else if (ImageWrapper->GetBitDepth() != 16)
{
EAppReturnType::Type Result = FMessageDialog::Open(EAppMsgType::OkCancel, NSLOCTEXT("LandscapeEditor.NewLandscape", "Import_HeightmapFileLowBitDepth", "The Heightmap file appears to be an 8-bit png, 16-bit is preferred. The import *can* continue, but the result may be lower quality than desired."));
if (Result != EAppReturnType::Ok)
{
return;
}
}
if (ImageWrapper->GetBitDepth() <= 8)
{
ImageWrapper->GetRaw(ERGBFormat::Gray, 8, RawData);
Data.Reset();
Data.SetNumUninitialized(RawData->Num() * sizeof(uint16));
uint16* DataPtr = (uint16*)Data.GetData();
for (int32 i = 0; i < RawData->Num(); i++)
{
DataPtr[i] = (*RawData)[i] * 0x101; // Expand to 16-bit
}
RawData = &Data;
}
else
{
ImageWrapper->GetRaw(ERGBFormat::Gray, 16, RawData);
}
}
else
{
if (ImageWrapper->GetFormat() != ERGBFormat::Gray)
{
EAppReturnType::Type Result = FMessageDialog::Open(EAppMsgType::OkCancel, NSLOCTEXT("LandscapeEditor.NewLandscape", "Import_LayerColorPng", "The Layer file appears to be a color png, grayscale is expected. The import *can* continue, but the result may not be what you expect..."));
if (Result != EAppReturnType::Ok)
{
return;
}
}
ImageWrapper->GetRaw(ERGBFormat::Gray, 8, RawData);
}
if (ImportSizeX != SizeX || ImportSizeY != SizeY)
{
// Cloned from FLandscapeEditorDetailCustomization_NewLandscape.OnCreateButtonClicked
// so that reimports behave the same as the initial import :)
const int32 OffsetX = (SizeX - ImportSizeX) / 2;
const int32 OffsetY = (SizeY - ImportSizeY) / 2;
if (TargetInfo.TargetType == ELandscapeToolTargetType::Heightmap)
{
// have to use a TempData because RawData could be pointing to Data
TArray<uint8> TempData;
TempData.SetNumUninitialized(SizeX * SizeY * sizeof(uint16));
LandscapeEditorUtils::ExpandData<uint16>((uint16*)TempData.GetData(), (const uint16*)RawData->GetData(),
0, 0, ImportSizeX - 1, ImportSizeY - 1,
-OffsetX, -OffsetY, SizeX - OffsetX - 1, SizeY - OffsetY - 1);
Data = MoveTemp(TempData);
RawData = &Data;
}
else
{
Data = LandscapeEditorUtils::ExpandData<uint8>(*RawData,
0, 0, ImportSizeX - 1, ImportSizeY - 1,
-OffsetX, -OffsetY, SizeX - OffsetX - 1, SizeY - OffsetY - 1);
RawData = &Data;
}
}
}
else
{
FMessageDialog::Open(EAppMsgType::Ok,
FText::Format(LOCTEXT("ImportData_CorruptPngFile", "Import of {0} failed (corrupt png?)"), FText::FromString(Filename)));
return;
}
}
else
{
// I would love to deprecate the raw/r8/r16 support for landscape, r16 doesn't even handle endianness issues...
RawData = &Data;
}
if (TargetInfo.TargetType == ELandscapeToolTargetType::Heightmap)
{
if (RawData->Num() == SizeX * SizeY * sizeof(uint16))
{
FHeightmapAccessor<false> HeightmapAccessor(LandscapeInfo);
HeightmapAccessor.SetData(MinX, MinY, MaxX, MaxY, (const uint16*)RawData->GetData());
}
else
{
FMessageDialog::Open(EAppMsgType::Ok,
FText::Format(NSLOCTEXT("UnrealEd", "LandscapeReImport_BadFileSize", "{0}'s filesize does not match with current Landscape extent"), FText::FromString(Filename)));
}
}
else
{
if (RawData->Num() == SizeX * SizeY)
{
FAlphamapAccessor<false, false> AlphamapAccessor(LandscapeInfo, TargetInfo.LayerInfoObj.Get());
AlphamapAccessor.SetData(MinX, MinY, MaxX, MaxY, RawData->GetData(), ELandscapeLayerPaintingRestriction::None);
}
else
{
FMessageDialog::Open(EAppMsgType::Ok,
FText::Format(NSLOCTEXT("UnrealEd", "LandscapeReImport_BadFileSize", "{0}'s filesize does not match with current Landscape extent"), FText::FromString(Filename)));
}
}
}
}
}
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);
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 * NumSubsections * SubsectionSizeQuads + 1;
const int32 NewVertsY = NumComponentsY * NumSubsections * SubsectionSizeQuads + 1;
FLandscapeEditDataInterface LandscapeEdit(LandscapeInfo);
TArray<uint16> HeightData;
TArray<FLandscapeImportLayerInfo> ImportLayerInfos;
FVector LandscapeOffset = FVector::ZeroVector;
float LandscapeScaleFactor = 1.0f;
if (bResample)
{
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 / (NumSubsections * SubsectionSizeQuads);
}
else
{
const int32 NewMinX = OldMinX + (OldVertsX - NewVertsX) / 2;
const int32 NewMinY = OldMinY + (OldVertsY - NewVertsY) / 2;
const int32 NewMaxX = NewMinX + NewVertsX - 1;
const int32 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);
}
}
LandscapeOffset = FVector(NewMinX - OldMinX, NewMinY - OldMinY, 0) * OldLandscapeProxy->GetActorScale();
}
const FVector Location = OldLandscapeProxy->GetActorLocation() + LandscapeOffset;
Landscape = OldLandscapeProxy->GetWorld()->SpawnActor<ALandscape>(Location, OldLandscapeProxy->GetActorRotation());
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(), NewVertsX, NewVertsY, NumSubsections*SubsectionSizeQuads, NumSubsections, SubsectionSizeQuads, HeightData.GetData(), *OldLandscapeProxy->ReimportHeightmapFilePath, ImportLayerInfos);
Landscape->MaxLODLevel = OldLandscapeProxy->MaxLODLevel;
Landscape->ExportLOD = OldLandscapeProxy->ExportLOD;
Landscape->StaticLightingLOD = OldLandscapeProxy->StaticLightingLOD;
Landscape->DefaultPhysMaterial = OldLandscapeProxy->DefaultPhysMaterial;
Landscape->StreamingDistanceMultiplier = OldLandscapeProxy->StreamingDistanceMultiplier;
Landscape->LandscapeHoleMaterial = OldLandscapeProxy->LandscapeHoleMaterial;
Landscape->LODDistanceFactor = OldLandscapeProxy->LODDistanceFactor;
Landscape->StaticLightingResolution = OldLandscapeProxy->StaticLightingResolution;
Landscape->bCastStaticShadow = OldLandscapeProxy->bCastStaticShadow;
Landscape->bCastShadowAsTwoSided = OldLandscapeProxy->bCastShadowAsTwoSided;
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;
// 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->GetName());
NewSplines->AttachTo(Landscape->GetRootComponent(), NAME_None, EAttachLocation::KeepWorldPosition);
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)));
}
}
}
}
else
{
// TODO: remap foliage when not resampling (i.e. when there isn't a 1:1 mapping between old and new component)
}
// Delete the old Landscape and all its proxies
for (TActorIterator<ALandscapeProxy> It(OldLandscapeProxy->GetWorld()); It; ++It)
{
ALandscapeProxy* Proxy = (*It);
if (Proxy && Proxy->LandscapeActor == OldLandscapeActor)
{
Proxy->Destroy();
}
}
OldLandscapeProxy->Destroy();
}
}
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