Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/BaseTools/MultiSelectionMeshEditingTool.cpp
lonnie li e1c7ca927e Fix non-unity error in SingleSelectionMeshEditingTool & MultiSelectionMeshEditingTool
#rb trivial
#rnx
#jira none
#preflight 61f421f76b5aea38e5bd90fb

#ROBOMERGE-AUTHOR: lonnie.li
#ROBOMERGE-SOURCE: CL 18773159 in //UE5/Release-5.0/... via CL 18773298 via CL 18773779
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18773785 by lonnie li in ue5-main branch]
2022-01-28 12:44:22 -05:00

100 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseTools/MultiSelectionMeshEditingTool.h"
#include "Engine/World.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/MeshDescriptionCommitter.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "TargetInterfaces/AssetBackedTarget.h"
#include "ToolTargetManager.h"
/*
* ToolBuilder
*/
const FToolTargetTypeRequirements& UMultiSelectionMeshEditingToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMaterialProvider::StaticClass(),
UMeshDescriptionCommitter::StaticClass(),
UMeshDescriptionProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass()
});
return TypeRequirements;
}
bool UMultiSelectionMeshEditingToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) > 0;
}
UInteractiveTool* UMultiSelectionMeshEditingToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
{
UMultiSelectionMeshEditingTool* NewTool = CreateNewTool(SceneState);
InitializeNewTool(NewTool, SceneState);
return NewTool;
}
void UMultiSelectionMeshEditingToolBuilder::InitializeNewTool(UMultiSelectionMeshEditingTool* NewTool, const FToolBuilderState& SceneState) const
{
const TArray<TObjectPtr<UToolTarget>> Targets = SceneState.TargetManager->BuildAllSelectedTargetable(SceneState, GetTargetRequirements());
NewTool->SetTargets(Targets);
NewTool->SetWorld(SceneState.World);
}
/**
* Tool
*/
void UMultiSelectionMeshEditingTool::SetWorld(UWorld* World)
{
TargetWorld = World;
}
UWorld* UMultiSelectionMeshEditingTool::GetTargetWorld()
{
return TargetWorld.Get();
}
bool UMultiSelectionMeshEditingTool::GetMapToSharedSourceData(TArray<int32>& MapToFirstOccurrences)
{
bool bSharesSources = false;
MapToFirstOccurrences.SetNumUninitialized(Targets.Num());
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
MapToFirstOccurrences[ComponentIdx] = -1;
}
for (int32 ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
if (MapToFirstOccurrences[ComponentIdx] >= 0) // already mapped
{
continue;
}
MapToFirstOccurrences[ComponentIdx] = ComponentIdx;
IAssetBackedTarget* Target = Cast<IAssetBackedTarget>(Targets[ComponentIdx]);
if (!Target)
{
continue;
}
for (int32 VsIdx = ComponentIdx + 1; VsIdx < Targets.Num(); VsIdx++)
{
IAssetBackedTarget* OtherTarget = Cast<IAssetBackedTarget>(Targets[VsIdx]);
if (OtherTarget && OtherTarget->GetSourceData() == Target->GetSourceData())
{
bSharesSources = true;
MapToFirstOccurrences[VsIdx] = ComponentIdx;
}
}
}
return bSharesSources;
}