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