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- We no longer have to (slowly) check for valid elements every frame while dragging - Removed functions to deselect invalid mesh elements and to clear hover on invalid mesh elements - Cleaned up some use of 'const' in the mesh editor API #codereview richard.talbotwatkin #rb none [CL 3387062 by Mike Fricker in Dev-Geometry branch]
119 lines
3.9 KiB
C++
119 lines
3.9 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "RemoveEdge.h"
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#include "IMeshEditorModeEditingContract.h"
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#include "IMeshEditorModeUIContract.h"
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#include "UICommandInfo.h"
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#include "EditableMesh.h"
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#include "MeshElement.h"
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#define LOCTEXT_NAMESPACE "MeshEditorMode"
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void URemoveEdgeCommand::RegisterUICommand( FBindingContext* BindingContext )
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{
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UI_COMMAND_EXT( BindingContext, /* Out */ UICommandInfo, "RemoveEdge", "Remove Edge", "Attempts to remove the selected edge and merge adjacent polygons.", EUserInterfaceActionType::Button, FInputChord( EKeys::BackSpace ) );
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}
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void URemoveEdgeCommand::Execute( IMeshEditorModeEditingContract& MeshEditorMode )
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{
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if( MeshEditorMode.GetActiveAction() != NAME_None )
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{
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return;
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}
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static TMap< UEditableMesh*, TArray< FMeshElement > > MeshesWithEdgesToRemove;
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MeshEditorMode.GetSelectedMeshesAndEdges( MeshesWithEdgesToRemove );
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// @todo mesheditor: Only if one edge is selected, for now. It gets a bit confusing when performing this operation
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// with more than one edge selected. However, it can be very useful when collapsing away edges that don't share any
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// common polygons, so we should try to support it.
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if( MeshesWithEdgesToRemove.Num() != 1 )
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{
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const auto& FirstMeshWithEdges = MeshesWithEdgesToRemove.CreateConstIterator();
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if( FirstMeshWithEdges->Get<1>().Num() != 1 )
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{
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return;
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}
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}
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FScopedTransaction Transaction( LOCTEXT( "UndoRemoveEdge", "Remove Edge" ) );
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MeshEditorMode.CommitSelectedMeshes();
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// Refresh selection (committing may have created a new mesh instance)
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MeshEditorMode.GetSelectedMeshesAndEdges( MeshesWithEdgesToRemove );
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MeshEditorMode.DeselectMeshElements( MeshesWithEdgesToRemove );
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TArray<FMeshElement> MeshElementsToSelect;
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for( const auto& MeshAndElements : MeshesWithEdgesToRemove )
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{
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UEditableMesh* EditableMesh = MeshAndElements.Key;
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EditableMesh->StartModification( EMeshModificationType::Final, EMeshTopologyChange::TopologyChange );
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const TArray<FMeshElement>& EdgeElementsToRemove = MeshAndElements.Value;
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for( const FMeshElement& EdgeElementToRemove : EdgeElementsToRemove )
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{
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const FEdgeID EdgeID( EdgeElementToRemove.ElementAddress.ElementID );
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{
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bool bWasEdgeRemoved = false;
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FPolygonRef NewPolygonRef;
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EditableMesh->TryToRemovePolygonEdge( EdgeID, /* Out */ bWasEdgeRemoved, /* Out */ NewPolygonRef );
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if( bWasEdgeRemoved )
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{
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// Select the new polygon
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FMeshElement NewPolygonMeshElement;
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{
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NewPolygonMeshElement.Component = EdgeElementToRemove.Component;
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NewPolygonMeshElement.ElementAddress = EdgeElementToRemove.ElementAddress;
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NewPolygonMeshElement.ElementAddress.ElementType = EEditableMeshElementType::Polygon;
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NewPolygonMeshElement.ElementAddress.SectionID = NewPolygonRef.SectionID;
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NewPolygonMeshElement.ElementAddress.ElementID = NewPolygonRef.PolygonID;
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}
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MeshElementsToSelect.Add( NewPolygonMeshElement );
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}
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else
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{
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// Couldn't remove the edge
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// @todo mesheditor: Needs good user feedback when this happens
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}
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}
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}
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EditableMesh->EndModification();
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MeshEditorMode.TrackUndo( EditableMesh, EditableMesh->MakeUndo() );
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}
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// Select the polygon leftover after removing the edge
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MeshEditorMode.SelectMeshElements( MeshElementsToSelect );
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}
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void URemoveEdgeCommand::AddToVRRadialMenuActionsMenu( IMeshEditorModeUIContract& MeshEditorMode, FMenuBuilder& MenuBuilder, TSharedPtr<FUICommandList> CommandList, const FName TEMPHACK_StyleSetName, class UVREditorMode* VRMode )
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{
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if( MeshEditorMode.GetMeshElementSelectionMode() == EEditableMeshElementType::Edge )
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{
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MenuBuilder.AddMenuEntry(
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LOCTEXT( "VRRemoveEdge", "Remove" ),
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FText(),
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FSlateIcon( TEMPHACK_StyleSetName, "MeshEditorMode.EdgeRemove" ),
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MakeUIAction( MeshEditorMode ),
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NAME_None,
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EUserInterfaceActionType::CollapsedButton
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);
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}
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}
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#undef LOCTEXT_NAMESPACE
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