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75 lines
2.3 KiB
C++
75 lines
2.3 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "SelectAllGeometryCollectionCommand.h"
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#include "Editor.h"
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#include "EditorSupportDelegates.h"
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#include "Engine/Selection.h"
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#include "Framework/Commands/UIAction.h"
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#include "GeometryCollection/GeometryCollection.h"
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#include "GeometryCollection/GeometryCollectionClusteringUtility.h"
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#include "GeometryCollection/GeometryCollectionComponent.h"
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#include "GeometryCollection/GeometryCollectionObject.h"
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#include "IMeshEditorModeEditingContract.h"
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#include "IMeshEditorModeUIContract.h"
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#include "MeshFractureSettings.h"
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#include "ScopedTransaction.h"
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#define LOCTEXT_NAMESPACE "SelectedGeometryCollectionCommand"
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DEFINE_LOG_CATEGORY(LogSelectAllGeometryCommand);
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FUIAction USelectAllGeometryCollectionCommand::MakeUIAction(class IMeshEditorModeUIContract& MeshEditorMode)
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{
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FUIAction UIAction;
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{
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FExecuteAction ExecuteAction(FExecuteAction::CreateLambda([&MeshEditorMode, this]
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{
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this->Execute(MeshEditorMode);
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}));
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UIAction = FUIAction(
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ExecuteAction,
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FCanExecuteAction::CreateLambda([&MeshEditorMode] { return (MeshEditorMode.GetSelectedEditableMeshes().Num() > 0); }));
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}
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return UIAction;
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}
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void USelectAllGeometryCollectionCommand::RegisterUICommand( FBindingContext* BindingContext )
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{
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UI_COMMAND_EXT( BindingContext, /* Out */ UICommandInfo, "SelectAllMeshClusters", "Select All", "Select All Mesh Clusters.", EUserInterfaceActionType::Button, FInputChord() );
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}
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void USelectAllGeometryCollectionCommand::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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if (MeshEditorMode.GetSelectedEditableMeshes().Num() == 0)
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{
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return;
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}
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FScopedTransaction Transaction(LOCTEXT("SelectAllMeshChunks", "Select All Mesh Chunks"));
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MeshEditorMode.CommitSelectedMeshes();
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TArray<UEditableMesh*> SelectedMeshes = MeshEditorMode.GetSelectedEditableMeshes();
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for (UEditableMesh* Mesh : SelectedMeshes)
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{
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UGeometryCollectionComponent* GeometryCollectionComponent = GetGeometryCollectionComponent(Mesh);
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if (GeometryCollectionComponent)
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{
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FScopedColorEdit EditBoneColor = GeometryCollectionComponent->EditBoneSelection();
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EditBoneColor.SelectBones(GeometryCollection::ESelectionMode::AllGeometry);
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}
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}
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}
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#undef LOCTEXT_NAMESPACE
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