163 lines
5.7 KiB
C++
163 lines
5.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Commands/DeleteGeometrySelectionCommand.h"
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#include "ToolContextInterfaces.h"
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#include "UDynamicMesh.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "DynamicMesh/DynamicMeshChangeTracker.h"
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#include "DynamicMeshEditor.h"
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#include "FaceGroupUtil.h"
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#include "Changes/MeshChange.h"
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#include "Selections/GeometrySelectionUtil.h"
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#include "Selection/DynamicMeshSelector.h"
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#include "Selections/MeshConnectedComponents.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(DeleteGeometrySelectionCommand)
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using namespace UE::Geometry;
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#define LOCTEXT_NAMESPACE "UDeleteGeometrySelectionCommand"
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FText UDeleteGeometrySelectionCommand::GetCommandShortString() const
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{
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return LOCTEXT("ShortString", "Delete Selection");
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}
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bool UDeleteGeometrySelectionCommand::CanExecuteCommandForSelection(UGeometrySelectionEditCommandArguments* SelectionArgs)
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{
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return SelectionArgs->IsMatchingType(FGeometryIdentifier::ETargetType::MeshContainer, FGeometryIdentifier::EObjectType::DynamicMesh);
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}
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void UDeleteGeometrySelectionCommand::ExecuteCommandForSelection(UGeometrySelectionEditCommandArguments* SelectionArgs, UInteractiveCommandResult** Result)
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{
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IGeometrySelector* BaseSelector = SelectionArgs->SelectionHandle.Selector;
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if (!ensure(BaseSelector != nullptr))
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{
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UE_LOG(LogGeometry, Warning, TEXT("UDeleteGeometrySelectionCommand: Delete Selection requires Selector be provided in Selection Arguments"));
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return;
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}
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// delete never returns a new selection
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if (Result != nullptr)
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{
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*Result = nullptr;
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}
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// should have been verified by CanExecute
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check(SelectionArgs->IsMatchingType(FGeometryIdentifier::ETargetType::MeshContainer, FGeometryIdentifier::EObjectType::DynamicMesh));
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// TODO: extremely hardcoded behavior right here. Need a way to make this more generic, however
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// having the UpdateAfterGeometryEdit function in the base GeometrySelector does not make sense as
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// it is specific to meshes. Probably this Command needs to be specialized for Mesh Edits.
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FBaseDynamicMeshSelector* BaseDynamicMeshSelector = static_cast<FBaseDynamicMeshSelector*>(BaseSelector);
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// collect up all our inputs
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UDynamicMesh* MeshObject = SelectionArgs->SelectionHandle.Identifier.GetAsObjectType<UDynamicMesh>();
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check(MeshObject != nullptr);
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const FGeometrySelection* Selection = SelectionArgs->SelectionHandle.Selection;
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if (Selection->Selection.Num() == 0)
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{
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return;
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}
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const bool bTrackChanges = SelectionArgs->HasTransactionsAPI();
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TUniquePtr<FDynamicMeshChange> DynamicMeshChange; // only initialized if bTrackChanges == true
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// apply the delete operation
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MeshObject->EditMesh([&](FDynamicMesh3& EditMesh)
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{
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FDynamicMeshChangeTracker ChangeTracker(&EditMesh);
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// handles the case of deleting polygroup edge by merging adjoining groups to match behavior in PolyEdit
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if (SelectionArgs->TopologyMode == UE::Geometry::EGeometryTopologyType::Polygroup
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&& SelectionArgs->ElementType == UE::Geometry::EGeometryElementType::Edge)
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{
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FMeshConnectedComponents Components(&EditMesh);
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// retrieve all selected edges
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TSet<int32> EdgeIDs;
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UE::Geometry::EnumeratePolygroupSelectionEdges(*Selection, EditMesh, FPolygroupSet(&EditMesh),
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[&](const int32 EdgeID) { EdgeIDs.Add(EdgeID); });
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// similar but simplified version of work done in EnumeratePolygroupSelectionTriangles
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// retrieves the TriIDs of the triangles adjacent to all edges in the PolyEdge as they will all be merged into one Polygroup
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TSet<int32> SeedTriangleIDs;
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for (int32 Edge : EdgeIDs.Array())
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{
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FIndex2i AdjacentTriangles = EditMesh.GetEdgeT(Edge);
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EdgeIDs.Add(Edge);
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SeedTriangleIDs.Add(AdjacentTriangles.A);
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if (AdjacentTriangles.B != FDynamicMesh3::InvalidID)
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{
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SeedTriangleIDs.Add(AdjacentTriangles.B);
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}
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}
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// retrieve the rest of the connected components which will be in the merged PolyGroup
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Components.FindTrianglesConnectedToSeeds(SeedTriangleIDs.Array(), [&EditMesh, &EdgeIDs](const int32 Tri0, const int32 Tri1)
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{
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return EditMesh.GetTriangleGroup(Tri0) == EditMesh.GetTriangleGroup(Tri1) || EdgeIDs.Contains(EditMesh.FindEdgeFromTriPair(Tri0,Tri1));
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});
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// mark triangles for change
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if (bTrackChanges)
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{
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ChangeTracker.BeginChange();
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for (FMeshConnectedComponents::FComponent& Component : Components.Components)
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{
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ChangeTracker.SaveTriangles(Component.Indices, true);
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int32 NewGroupID = EditMesh.GetTriangleGroup(Component.Indices[0]);
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FaceGroupUtil::SetGroupID(EditMesh, Component.Indices, NewGroupID);
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}
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}
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}
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else
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{
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// build list of triangles from whatever the selection contains
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TSet<int32> TriangleList;
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//UE::Geometry::FPolygroupSet UsePolygroupSet = ...; // need to support this eventually
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UE::Geometry::EnumerateSelectionTriangles(*Selection, EditMesh,
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[&](const int32 TriangleID) { TriangleList.Add(TriangleID); });
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// mark triangles for change
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if (bTrackChanges)
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{
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ChangeTracker.BeginChange();
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ChangeTracker.SaveTriangles(TriangleList, true);
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}
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// actually delete them
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FDynamicMeshEditor Editor(&EditMesh);
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Editor.RemoveTriangles(TriangleList.Array(), true);
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}
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// extract the change record
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if (bTrackChanges)
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{
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DynamicMeshChange = ChangeTracker.EndChange();
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}
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}, EDynamicMeshChangeType::GeneralEdit, EDynamicMeshAttributeChangeFlags::Unknown, false);
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// emit change
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if ( bTrackChanges && DynamicMeshChange.IsValid() )
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{
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SelectionArgs->GetTransactionsAPI()->BeginUndoTransaction(GetCommandShortString());
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BaseDynamicMeshSelector->UpdateAfterGeometryEdit(
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SelectionArgs->GetTransactionsAPI(), true, MoveTemp(DynamicMeshChange), GetCommandShortString());
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SelectionArgs->GetTransactionsAPI()->EndUndoTransaction();
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}
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}
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#undef LOCTEXT_NAMESPACE
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