Files
UnrealEngine/Engine/Source/Editor/MergeActors/Private/MeshMergingTool/MeshMergingTool.cpp
2025-05-18 13:04:45 +08:00

235 lines
8.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MeshMergingTool/MeshMergingTool.h"
#include "Misc/Paths.h"
#include "Misc/ScopedSlowTask.h"
#include "Modules/ModuleManager.h"
#include "UObject/Package.h"
#include "Misc/PackageName.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "GameFramework/Actor.h"
#include "Engine/World.h"
#include "Engine/StaticMeshActor.h"
#include "Engine/Selection.h"
#include "Editor.h"
#include "Misc/MessageDialog.h"
#include "MeshUtilities.h"
#include "MeshMergingTool/SMeshMergingDialog.h"
#include "IContentBrowserSingleton.h"
#include "ContentBrowserModule.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "ScopedTransaction.h"
#include "MeshMergeModule.h"
#include "ComponentReregisterContext.h"
#include "ObjectTools.h"
#define LOCTEXT_NAMESPACE "MeshMergingTool"
UMeshMergingSettingsObject* UMeshMergingSettingsObject::DefaultSettings = nullptr;
bool UMeshMergingSettingsObject::bInitialized = false;
FMeshMergingTool::FMeshMergingTool()
{
SettingsObject = UMeshMergingSettingsObject::Get();
}
FMeshMergingTool::~FMeshMergingTool()
{
UMeshMergingSettingsObject::Destroy();
SettingsObject = nullptr;
}
TSharedRef<SWidget> FMeshMergingTool::GetWidget()
{
SAssignNew(MergingDialog, SMeshMergingDialog, this);
return MergingDialog.ToSharedRef();
}
FName FMeshMergingTool::GetIconName() const
{
return "MergeActors.MeshMergingTool";
}
FText FMeshMergingTool::GetToolNameText() const
{
return LOCTEXT("MeshMergingToolName", "Merge");
}
FText FMeshMergingTool::GetTooltipText() const
{
return LOCTEXT("MeshMergingToolTooltip", "Merge the source actors components to generate a single mesh. No simplification pass is performed. Will generate a single static mesh & optionally bake down textures.");
}
FString FMeshMergingTool::GetDefaultPackageName() const
{
FString PackageName = FPackageName::FilenameToLongPackageName(FPaths::ProjectContentDir() + TEXT("MERGED"));
USelection* SelectedActors = GEditor->GetSelectedActors();
// Iterate through selected actors and find first static mesh asset
// Use this static mesh path as destination package name for a merged mesh
for (FSelectionIterator Iter(*SelectedActors); Iter; ++Iter)
{
AActor* Actor = Cast<AActor>(*Iter);
if (Actor)
{
FString ActorName = Actor->GetName();
PackageName = FString::Printf(TEXT("%s_%s"), *PackageName, *ActorName);
break;
}
}
if (PackageName.IsEmpty())
{
PackageName = MakeUniqueObjectName(NULL, UPackage::StaticClass(), *PackageName).ToString();
}
return PackageName;
}
const TArray<TSharedPtr<FMergeComponentData>>& FMeshMergingTool::GetSelectedComponentsInWidget() const
{
return MergingDialog->GetSelectedComponents();
}
bool FMeshMergingTool::RunMerge(const FString& PackageName, const TArray<TSharedPtr<FMergeComponentData>>& SelectedComponents)
{
const IMeshMergeUtilities& MeshUtilities = FModuleManager::Get().LoadModuleChecked<IMeshMergeModule>("MeshMergeUtilities").GetUtilities();
TArray<AActor*> Actors;
TArray<ULevel*> UniqueLevels;
BuildActorsListFromMergeComponentsData(SelectedComponents, Actors, bReplaceSourceActors ? &UniqueLevels : nullptr);
// This restriction is only for replacement of selected actors with merged mesh actor
if (UniqueLevels.Num() > 1 && bReplaceSourceActors)
{
FText Message = NSLOCTEXT("UnrealEd", "FailedToMergeActorsSublevels_Msg", "The selected actors should be in the same level");
const FText Title = NSLOCTEXT("UnrealEd", "FailedToMergeActors_Title", "Unable to merge actors");
FMessageDialog::Open(EAppMsgType::Ok, Message, Title);
return false;
}
FVector MergedActorLocation;
TArray<UObject*> AssetsToSync;
// Merge...
{
FScopedSlowTask SlowTask(0, LOCTEXT("MergingActorsSlowTask", "Merging actors..."));
SlowTask.MakeDialog();
// Extracting static mesh components from the selected mesh components in the dialog
TArray<UPrimitiveComponent*> ComponentsToMerge;
for ( const TSharedPtr<FMergeComponentData>& SelectedComponent : SelectedComponents)
{
// Determine whether or not this component should be incorporated according the user settings
if (SelectedComponent->bShouldIncorporate && SelectedComponent->PrimComponent.IsValid())
{
ComponentsToMerge.Add(SelectedComponent->PrimComponent.Get());
}
}
if (ComponentsToMerge.Num())
{
UWorld* World = ComponentsToMerge[0]->GetWorld();
checkf(World != nullptr, TEXT("Invalid World retrieved from Mesh components"));
const float ScreenAreaSize = TNumericLimits<float>::Max();
// If the merge destination package already exists, it is possible that the mesh is already used in a scene somewhere, or its materials or even just its textures.
// Static primitives uniform buffers could become invalid after the operation completes and lead to memory corruption. To avoid it, we force a global reregister.
if (FindObject<UObject>(nullptr, *PackageName))
{
FGlobalComponentReregisterContext GlobalReregister;
MeshUtilities.MergeComponentsToStaticMesh(ComponentsToMerge, World, SettingsObject->Settings, nullptr, nullptr, PackageName, AssetsToSync, MergedActorLocation, ScreenAreaSize, true);
}
else
{
MeshUtilities.MergeComponentsToStaticMesh(ComponentsToMerge, World, SettingsObject->Settings, nullptr, nullptr, PackageName, AssetsToSync, MergedActorLocation, ScreenAreaSize, true);
}
}
}
if (AssetsToSync.Num())
{
FAssetRegistryModule& AssetRegistry = FModuleManager::Get().LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
for (UObject* AssetToSync : AssetsToSync)
{
// MergeComponentsToStaticMesh() will have outered all assets (material instance, textures) to the static mesh package.
// Move each of them to their own package, so that they show up in the Content Browser
if (AssetToSync && !AssetToSync->IsA<UStaticMesh>())
{
FString AssetName = AssetToSync->GetName();
FString AssetPackagePath = FPackageName::GetLongPackagePath(AssetToSync->GetPathName());
FString AssetPackageName = AssetPackagePath / AssetName;
UPackage* AssetPackage = CreatePackage(*AssetPackageName);
check(AssetPackage);
AssetPackage->FullyLoad();
AssetPackage->Modify();
// Replace existing asset by the new one.
if (UObject* OldAsset = FindObject<UObject>(AssetPackage, *AssetName))
{
FName ObjectName = OldAsset->GetFName();
UObject* Outer = OldAsset->GetOuter();
OldAsset->Rename(nullptr, GetTransientPackage(), REN_DoNotDirty | REN_DontCreateRedirectors);
// Consolidate or "Replace" the old object with the new object for any living references.
bool bShowDeleteConfirmation = false;
TArray<UObject*> OldDataAssetArray = { OldAsset };
ObjectTools::ConsolidateObjects(AssetToSync, { OldDataAssetArray }, bShowDeleteConfirmation);
}
AssetToSync->Rename(*AssetName, AssetPackage, REN_DontCreateRedirectors);
AssetToSync->SetFlags(RF_Public | RF_Standalone);
}
AssetRegistry.AssetCreated(AssetToSync);
GEditor->BroadcastObjectReimported(AssetToSync);
}
//Also notify the content browser that the new assets exists
FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
ContentBrowserModule.Get().SyncBrowserToAssets(AssetsToSync, true);
// Place new mesh in the world
if (bReplaceSourceActors)
{
UStaticMesh* MergedMesh = nullptr;
if (AssetsToSync.FindItemByClass(&MergedMesh))
{
const FScopedTransaction Transaction(LOCTEXT("PlaceMergedActor", "Place Merged Actor"));
UniqueLevels[0]->Modify();
UWorld* World = UniqueLevels[0]->OwningWorld;
FActorSpawnParameters Params;
Params.OverrideLevel = UniqueLevels[0];
FRotator MergedActorRotation(ForceInit);
AStaticMeshActor* MergedActor = World->SpawnActor<AStaticMeshActor>(MergedActorLocation, MergedActorRotation, Params);
MergedActor->GetStaticMeshComponent()->SetStaticMesh(MergedMesh);
MergedActor->SetActorLabel(MergedMesh->GetName());
World->UpdateCullDistanceVolumes(MergedActor, MergedActor->GetStaticMeshComponent());
GEditor->SelectNone(true, true);
GEditor->SelectActor(MergedActor, true, true);
// Remove source actors
for (AActor* Actor : Actors)
{
Actor->Destroy();
}
}
}
}
if (MergingDialog)
{
MergingDialog->Reset();
}
return true;
}
#undef LOCTEXT_NAMESPACE