Files
UnrealEngineUWP/Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponentEditor/Private/ProceduralMeshComponentDetails.cpp
Marc Audy eb44cd9882 Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
#rb None

[CL 3016298 by Marc Audy in Main branch]
2016-06-16 11:54:44 -04:00

175 lines
5.7 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "ProceduralMeshComponentEditorPrivatePCH.h"
#include "ProceduralMeshComponentDetails.h"
#include "DlgPickAssetPath.h"
#include "AssetToolsModule.h"
#include "AssetRegistryModule.h"
#define LOCTEXT_NAMESPACE "ProceduralMeshComponentDetails"
TSharedRef<IDetailCustomization> FProceduralMeshComponentDetails::MakeInstance()
{
return MakeShareable(new FProceduralMeshComponentDetails);
}
void FProceduralMeshComponentDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder )
{
IDetailCategoryBuilder& ProcMeshCategory = DetailBuilder.EditCategory("ProceduralMesh");
const FText ConvertToStaticMeshText = LOCTEXT("ConvertToStaticMesh", "Create StaticMesh");
// Cache set of selected things
SelectedObjectsList = DetailBuilder.GetDetailsView().GetSelectedObjects();
ProcMeshCategory.AddCustomRow(ConvertToStaticMeshText, false)
.NameContent()
[
SNullWidget::NullWidget
]
.ValueContent()
.VAlign(VAlign_Center)
.MaxDesiredWidth(250)
[
SNew(SButton)
.VAlign(VAlign_Center)
.ToolTipText(LOCTEXT("ConvertToStaticMeshTooltip", "Create a new StaticMesh asset using current geometry from this ProceduralMeshComponent. Does not modify instance."))
.OnClicked(this, &FProceduralMeshComponentDetails::ClickedOnConvertToStaticMesh)
.Content()
[
SNew(STextBlock)
.Text(ConvertToStaticMeshText)
]
];
}
FReply FProceduralMeshComponentDetails::ClickedOnConvertToStaticMesh()
{
// Find first selected ProcMeshComp
UProceduralMeshComponent* ProcMeshComp = nullptr;
for (TWeakObjectPtr<UObject>& Object : SelectedObjectsList)
{
ProcMeshComp = Cast<UProceduralMeshComponent>(Object.Get());
if (ProcMeshComp != nullptr)
{
break;
}
}
if (ProcMeshComp != nullptr)
{
FString NewNameSuggestion = FString(TEXT("ProcMesh"));
FString PackageName = FString(TEXT("/Game/Meshes/")) + NewNameSuggestion;
FString Name;
FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools");
AssetToolsModule.Get().CreateUniqueAssetName(PackageName, TEXT(""), PackageName, Name);
TSharedPtr<SDlgPickAssetPath> PickAssetPathWidget =
SNew(SDlgPickAssetPath)
.Title(LOCTEXT("ConvertToStaticMeshPickName", "Choose New StaticMesh Location"))
.DefaultAssetPath(FText::FromString(PackageName));
if (PickAssetPathWidget->ShowModal() == EAppReturnType::Ok)
{
// Get the full name of where we want to create the physics asset.
FString UserPackageName = PickAssetPathWidget->GetFullAssetPath().ToString();
FName MeshName(*FPackageName::GetLongPackageAssetName(UserPackageName));
// Check if the user inputed a valid asset name, if they did not, give it the generated default name
if (MeshName == NAME_None)
{
// Use the defaults that were already generated.
UserPackageName = PackageName;
MeshName = *Name;
}
// Then find/create it.
UPackage* Package = CreatePackage(NULL, *UserPackageName);
check(Package);
// Create StaticMesh object
UStaticMesh* StaticMesh = NewObject<UStaticMesh>(Package, MeshName, RF_Public | RF_Standalone);
StaticMesh->InitResources();
StaticMesh->LightingGuid = FGuid::NewGuid();
// Raw mesh data we are filling in
FRawMesh RawMesh;
const int32 NumSections = ProcMeshComp->GetNumSections();
int32 VertexBase = 0;
for (int32 SectionIdx = 0; SectionIdx < NumSections; SectionIdx++)
{
FProcMeshSection* ProcSection = ProcMeshComp->GetProcMeshSection(SectionIdx);
// Copy verts
for (FProcMeshVertex& Vert : ProcSection->ProcVertexBuffer)
{
RawMesh.VertexPositions.Add(Vert.Position);
}
// Copy 'wedge' info
int32 NumIndices = ProcSection->ProcIndexBuffer.Num();
for (int32 IndexIdx=0; IndexIdx < NumIndices; IndexIdx++)
{
int32 Index = ProcSection->ProcIndexBuffer[IndexIdx];
RawMesh.WedgeIndices.Add(Index + VertexBase);
FProcMeshVertex& ProcVertex = ProcSection->ProcVertexBuffer[Index];
FVector TangentX = ProcVertex.Tangent.TangentX;
FVector TangentZ = ProcVertex.Normal;
FVector TangentY = (TangentX ^ TangentZ).GetSafeNormal() * (ProcVertex.Tangent.bFlipTangentY ? -1.f : 1.f);
RawMesh.WedgeTangentX.Add(TangentX);
RawMesh.WedgeTangentY.Add(TangentY);
RawMesh.WedgeTangentZ.Add(TangentZ);
RawMesh.WedgeTexCoords[0].Add(ProcVertex.UV0);
RawMesh.WedgeColors.Add(ProcVertex.Color);
}
// copy face info
int32 NumTris = NumIndices / 3;
for (int32 TriIdx=0; TriIdx < NumTris; TriIdx++)
{
RawMesh.FaceMaterialIndices.Add(SectionIdx);
RawMesh.FaceSmoothingMasks.Add(0); // Assume this is ignored as bRecomputeNormals is false
}
// Copy material
StaticMesh->Materials.Add(ProcMeshComp->GetMaterial(SectionIdx));
// Update offset for creating one big index/vertex buffer
VertexBase += ProcSection->ProcVertexBuffer.Num();
}
// Add source to new StaticMesh
FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel();
SrcModel->BuildSettings.bRecomputeNormals = false;
SrcModel->BuildSettings.bRecomputeTangents = false;
SrcModel->BuildSettings.bRemoveDegenerates = false;
SrcModel->BuildSettings.bUseHighPrecisionTangentBasis = false;
SrcModel->BuildSettings.bUseFullPrecisionUVs = false;
SrcModel->BuildSettings.bGenerateLightmapUVs = true;
SrcModel->BuildSettings.SrcLightmapIndex = 0;
SrcModel->BuildSettings.DstLightmapIndex = 1;
SrcModel->RawMeshBulkData->SaveRawMesh(RawMesh);
// Build mesh from source
StaticMesh->Build(false);
StaticMesh->PostEditChange();
// Notify asset registry of new asset
FAssetRegistryModule::AssetCreated(StaticMesh);
}
}
return FReply::Handled();
}
#undef LOCTEXT_NAMESPACE