105 lines
3.3 KiB
C++
105 lines
3.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Commands/DisconnectGeometrySelectionCommand.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 "Changes/MeshChange.h"
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#include "Selections/GeometrySelectionUtil.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(DisconnectGeometrySelectionCommand)
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using namespace UE::Geometry;
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#define LOCTEXT_NAMESPACE "UDisconnectGeometrySelectionCommand"
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FText UDisconnectGeometrySelectionCommand::GetCommandShortString() const
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{
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return LOCTEXT("ShortString", "Disconnect Selection");
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}
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bool UDisconnectGeometrySelectionCommand::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 UDisconnectGeometrySelectionCommand::ExecuteCommandForSelection(UGeometrySelectionEditCommandArguments* SelectionArgs, UInteractiveCommandResult** Result)
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{
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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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// 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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bool bTrackChanges = SelectionArgs->HasTransactionsAPI();
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TUniquePtr<FDynamicMeshChange> DynamicMeshChange; // only initialized if bTrackChanges == true
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// apply the Disconnect operation
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MeshObject->EditMesh([&](FDynamicMesh3& EditMesh)
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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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[&](int32 TriangleID) { TriangleList.Add(TriangleID); });
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// mark triangles for change
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FDynamicMeshChangeTracker ChangeTracker(&EditMesh);
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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 Disconnect them
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FDynamicMeshEditor Editor(&EditMesh);
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Editor.DisconnectTriangles(TriangleList.Array(), false);
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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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SelectionArgs->GetTransactionsAPI()->AppendChange(MeshObject,
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MakeUnique<FMeshChange>(MoveTemp(DynamicMeshChange)), GetCommandShortString());
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SelectionArgs->GetTransactionsAPI()->EndUndoTransaction();
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}
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if (Result != nullptr)
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{
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UGeometrySelectionEditCommandResult* NewResult = NewObject<UGeometrySelectionEditCommandResult>();
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NewResult->SourceHandle = SelectionArgs->SelectionHandle;
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NewResult->OutputSelection = *NewResult->SourceHandle.Selection;
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*Result = NewResult;
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}
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}
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#undef LOCTEXT_NAMESPACE
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