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

3370 lines
112 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StaticMeshEditor.h"
#include "AssetRegistry/AssetData.h"
#include "Misc/MessageDialog.h"
#include "HAL/FileManager.h"
#include "Misc/ScopedSlowTask.h"
#include "Modules/ModuleManager.h"
#include "Framework/Application/SlateApplication.h"
#include "Styling/AppStyle.h"
#include "EditorReimportHandler.h"
#include "Editor/UnrealEdEngine.h"
#include "EditorFramework/AssetImportData.h"
#include "Engine/StaticMesh.h"
#include "Editor.h"
#include "UnrealEdGlobals.h"
#include "StaticMeshEditorModule.h"
#include "AI/Navigation/NavCollisionBase.h"
#include "ScopedTransaction.h"
#include "ToolMenus.h"
#include "SStaticMeshEditorViewport.h"
#include "PropertyEditorModule.h"
#include "IDetailsView.h"
#include "IDetailCustomization.h"
#include "StaticMeshEditorTools.h"
#include "StaticMeshEditorActions.h"
#include "StaticMeshResources.h"
#include "BusyCursor.h"
#include "GeomFitUtils.h"
#include "EditorViewportCommands.h"
#include "ConvexDecompTool.h"
#include "MeshMergeModule.h"
#include "Interfaces/IAnalyticsProvider.h"
#include "EngineAnalytics.h"
#include "Widgets/Docking/SDockTab.h"
#include "Framework/Commands/GenericCommands.h"
#include "Widgets/Input/STextComboBox.h"
#include "PhysicsEngine/ConvexElem.h"
#include "PhysicsEngine/BoxElem.h"
#include "PhysicsEngine/SphereElem.h"
#include "PhysicsEngine/SphylElem.h"
#include "PhysicsEngine/BodySetup.h"
#include "AdvancedPreviewSceneModule.h"
#include "ConvexDecompositionNotification.h"
#include "FbxMeshUtils.h"
#include "RawMesh.h"
#include "EditorViewportTabContent.h"
#include "EditorViewportLayout.h"
#include "Toolkits/AssetEditorToolkitMenuContext.h"
#include "EditorModeManager.h"
#include "StaticMeshEditorModeUILayer.h"
#include "AssetEditorModeManager.h"
#include "Engine/Selection.h"
#include "UnrealExporter.h"
#include "Exporters/Exporter.h"
#include "HAL/PlatformApplicationMisc.h"
#include "AssetEditorModeManager.h"
#include "StaticMeshEditorViewportClient.h"
#include "AdvancedPreviewScene.h"
#define LOCTEXT_NAMESPACE "StaticMeshEditor"
DEFINE_LOG_CATEGORY_STATIC(LogStaticMeshEditor, Log, All);
class FStaticMeshStatusMessageContext : public FScopedSlowTask
{
public:
explicit FStaticMeshStatusMessageContext(const FText& InMessage)
: FScopedSlowTask(0, InMessage)
{
UE_LOG(LogStaticMesh, Log, TEXT("%s"), *InMessage.ToString());
MakeDialog();
}
};
namespace StaticMeshEditor
{
static void PopulateCollisionMenu(UToolMenu* Menu)
{
{
FToolMenuSection& Section = Menu->AddSection("CollisionEditCollision", LOCTEXT("CollisionEditCollisionSection", "Edit Collision"));
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().CreateSphereCollision);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().CreateSphylCollision);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().CreateBoxCollision);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().CreateDOP10X);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().CreateDOP10Y);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().CreateDOP10Z);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().CreateDOP18);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().CreateDOP26);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().ConvertBoxesToConvex);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().RemoveCollision);
Section.AddMenuEntry("DeleteCollision", FGenericCommands::Get().Delete, LOCTEXT("DeleteCollision", "Delete Selected Collision"), LOCTEXT("DeleteCollisionToolTip", "Deletes the selected Collision from the mesh."));
Section.AddMenuEntry("DuplicateCollision", FGenericCommands::Get().Duplicate, LOCTEXT("DuplicateCollision", "Duplicate Selected Collision"), LOCTEXT("DuplicateCollisionToolTip", "Duplicates the selected Collision."));
Section.AddMenuEntry("CopyCollision", FGenericCommands::Get().Copy, LOCTEXT("CopyCollision", "Copy Selected Collision"), LOCTEXT("CopyCollisionToolTip", "Copy the selected Collision to the clipboard."));
Section.AddMenuEntry("PasteCollision", FGenericCommands::Get().Paste, LOCTEXT("PasteCollision", "Paste Copied Collision"), LOCTEXT("PasteCollisionToolTip", "Paste coppied Collision from the clipboard."));
}
{
FToolMenuSection& Section = Menu->AddSection("CollisionAutoConvexCollision");
Section.AddSeparator("MiscActionsSeparator");
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().CreateAutoConvexCollision);
}
{
FToolMenuSection& Section = Menu->AddSection("CollisionCopy");
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().CopyCollisionFromSelectedMesh);
}
{
FToolMenuSection& Section = Menu->AddSection("MeshFindSource");
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().FindSource);
}
{
FToolMenuSection& Section = Menu->AddSection("MeshChange");
//Section.AddMenuEntry(FStaticMeshEditorCommands::Get().ChangeMesh);
Section.AddDynamicEntry("SaveGeneratedLODs", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
{
static auto* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.StaticMesh.EnableSaveGeneratedLODsInPackage"));
if (CVar && CVar->GetValueOnGameThread() != 0)
{
InSection.AddMenuEntry(FStaticMeshEditorCommands::Get().SaveGeneratedLODs);
}
}));
}
}
static TSharedPtr<FStaticMeshEditor> GetStaticMeshEditorFromMenuContext(UAssetEditorToolkitMenuContext* InContext)
{
if (InContext)
{
if (TSharedPtr<FAssetEditorToolkit> Toolkit = InContext->Toolkit.Pin())
{
// Note: This will not detect subclasses of StaticMeshEditor
if (Toolkit->GetToolkitFName() == TEXT("StaticMeshEditor"))
{
return StaticCastSharedPtr<FStaticMeshEditor>(Toolkit);
}
}
}
return nullptr;
}
static TSharedPtr<FStaticMeshEditor> GetStaticMeshEditorFromMenuContext(UToolMenu* InMenu)
{
return GetStaticMeshEditorFromMenuContext(InMenu->FindContext<UAssetEditorToolkitMenuContext>());
}
static TSharedPtr<FStaticMeshEditor> GetStaticMeshEditorFromMenuContext(FToolMenuSection& InSection)
{
return GetStaticMeshEditorFromMenuContext(InSection.FindContext<UAssetEditorToolkitMenuContext>());
}
}
const FName FStaticMeshEditor::ViewportTabId( TEXT( "StaticMeshEditor_Viewport" ) );
const FName FStaticMeshEditor::PropertiesTabId( TEXT( "StaticMeshEditor_Properties" ) );
const FName FStaticMeshEditor::SocketManagerTabId( TEXT( "StaticMeshEditor_SocketManager" ) );
const FName FStaticMeshEditor::CollisionTabId( TEXT( "StaticMeshEditor_Collision" ) );
const FName FStaticMeshEditor::PreviewSceneSettingsTabId( TEXT ("StaticMeshEditor_PreviewScene" ) );
const FName FStaticMeshEditor::SecondaryToolbarTabId( TEXT( "StaticMeshEditor_SecondaryToolbar" ) );
void FStaticMeshEditor::RegisterTabSpawners(const TSharedRef<class FTabManager>& InTabManager)
{
WorkspaceMenuCategory = InTabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_StaticMeshEditor", "Static Mesh Editor"));
auto WorkspaceMenuCategoryRef = WorkspaceMenuCategory.ToSharedRef();
FAssetEditorToolkit::RegisterTabSpawners(InTabManager);
InTabManager->RegisterTabSpawner( ViewportTabId, FOnSpawnTab::CreateSP(this, &FStaticMeshEditor::SpawnTab_Viewport) )
.SetDisplayName( LOCTEXT("ViewportTab", "Viewport") )
.SetGroup(WorkspaceMenuCategoryRef)
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Viewports"))
.SetReadOnlyBehavior(ETabReadOnlyBehavior::Custom);
InTabManager->RegisterTabSpawner( PropertiesTabId, FOnSpawnTab::CreateSP(this, &FStaticMeshEditor::SpawnTab_Properties) )
.SetDisplayName( LOCTEXT("PropertiesTab", "Details") )
.SetGroup(WorkspaceMenuCategoryRef)
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Details"))
.SetReadOnlyBehavior(ETabReadOnlyBehavior::Custom);
InTabManager->RegisterTabSpawner( SocketManagerTabId, FOnSpawnTab::CreateSP(this, &FStaticMeshEditor::SpawnTab_SocketManager) )
.SetDisplayName( LOCTEXT("SocketManagerTab", "Socket Manager") )
.SetGroup(WorkspaceMenuCategoryRef)
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "StaticMeshEditor.Tabs.SocketManager"))
.SetReadOnlyBehavior(ETabReadOnlyBehavior::Custom);
InTabManager->RegisterTabSpawner( CollisionTabId, FOnSpawnTab::CreateSP(this, &FStaticMeshEditor::SpawnTab_Collision) )
.SetDisplayName( LOCTEXT("CollisionTab", "Convex Decomposition") )
.SetGroup(WorkspaceMenuCategoryRef)
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "StaticMeshEditor.Tabs.ConvexDecomposition"))
.SetReadOnlyBehavior(ETabReadOnlyBehavior::Hidden);
InTabManager->RegisterTabSpawner( PreviewSceneSettingsTabId, FOnSpawnTab::CreateSP(this, &FStaticMeshEditor::SpawnTab_PreviewSceneSettings) )
.SetDisplayName( LOCTEXT("PreviewSceneTab", "Preview Scene Settings") )
.SetGroup(WorkspaceMenuCategoryRef)
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "LevelEditor.Tabs.Details"))
.SetReadOnlyBehavior(ETabReadOnlyBehavior::Custom);
FTabSpawnerEntry& MenuEntry = InTabManager->RegisterTabSpawner( SecondaryToolbarTabId, FOnSpawnTab::CreateSP(this, &FStaticMeshEditor::SpawnTab_SecondaryToolbar) )
.SetDisplayName( LOCTEXT("ToolbarTab", "Secondary Toolbar") )
.SetGroup(WorkspaceMenuCategoryRef)
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "Toolbar.Icon"))
.SetReadOnlyBehavior(ETabReadOnlyBehavior::Hidden);
// Hide the menu item by default. It will be enabled only if the secondary toolbar is populated with extensions
SecondaryToolbarEntry = &MenuEntry;
SecondaryToolbarEntry->SetMenuType( ETabSpawnerMenuType::Hidden );
OnRegisterTabSpawners().Broadcast(InTabManager);
}
void FStaticMeshEditor::UnregisterTabSpawners(const TSharedRef<class FTabManager>& InTabManager)
{
FAssetEditorToolkit::UnregisterTabSpawners(InTabManager);
InTabManager->UnregisterTabSpawner( ViewportTabId );
InTabManager->UnregisterTabSpawner( PropertiesTabId );
InTabManager->UnregisterTabSpawner( SocketManagerTabId );
InTabManager->UnregisterTabSpawner( CollisionTabId );
InTabManager->UnregisterTabSpawner( PreviewSceneSettingsTabId );
InTabManager->UnregisterTabSpawner( SecondaryToolbarTabId );
OnUnregisterTabSpawners().Broadcast(InTabManager);
}
FStaticMeshEditor::~FStaticMeshEditor()
{
if (StaticMesh)
{
StaticMesh->GetOnMeshChanged().RemoveAll(this);
}
if (ViewportTabContent.IsValid())
{
ViewportTabContent->OnViewportTabContentLayoutChanged().RemoveAll(this);
}
OnStaticMeshEditorClosed().Broadcast();
#if USE_ASYNC_DECOMP
/** If there is an active instance of the asynchronous convex decomposition interface, release it here. */
if (GConvexDecompositionNotificationState)
{
GConvexDecompositionNotificationState->IsActive = false;
}
if (DecomposeMeshToHullsAsync)
{
DecomposeMeshToHullsAsync->Release();
}
#endif
FReimportManager::Instance()->OnPostReimport().RemoveAll(this);
GEditor->UnregisterForUndo( this );
GEditor->GetEditorSubsystem<UImportSubsystem>()->OnAssetReimport.RemoveAll(this);
}
void FStaticMeshEditor::InitEditorForStaticMesh(UStaticMesh* ObjectToEdit)
{
FReimportManager::Instance()->OnPostReimport().AddRaw(this, &FStaticMeshEditor::OnPostReimport);
// Support undo/redo
ObjectToEdit->SetFlags( RF_Transactional );
if (ObjectToEdit->GetNavCollision())
{
ObjectToEdit->GetNavCollision()->SetFlags(RF_Transactional);
}
GEditor->RegisterForUndo( this );
// Register our commands. This will only register them if not previously registered
FStaticMeshEditorCommands::Register();
// Register to be notified when an object is reimported.
GEditor->GetEditorSubsystem<UImportSubsystem>()->OnAssetReimport.AddSP(this, &FStaticMeshEditor::OnObjectReimported);
BindCommands();
// The tab must be created before the viewport layout because the layout needs them
TSharedRef< SDockTab > DockableTab =
SNew(SDockTab);
FPropertyEditorModule& PropertyEditorModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>(TEXT("PropertyEditor"));
FDetailsViewArgs DetailsViewArgs;
DetailsViewArgs.bAllowSearch = true;
DetailsViewArgs.bLockable = false;
DetailsViewArgs.bUpdatesFromSelection = false;
DetailsViewArgs.NameAreaSettings = FDetailsViewArgs::HideNameArea;
DetailsViewArgs.NotifyHook = this;
StaticMeshDetailsView = PropertyEditorModule.CreateDetailView( DetailsViewArgs );
FOnGetDetailCustomizationInstance LayoutCustomStaticMeshProperties = FOnGetDetailCustomizationInstance::CreateSP( this, &FStaticMeshEditor::MakeStaticMeshDetails );
StaticMeshDetailsView->RegisterInstancedCustomPropertyLayout( UStaticMesh::StaticClass(), LayoutCustomStaticMeshProperties );
StaticMesh = ObjectToEdit;
IStaticMeshEditorModule* StaticMeshEditorModule = &FModuleManager::LoadModuleChecked<IStaticMeshEditorModule>("StaticMeshEditor");
StaticMeshEditorModule->OnStaticMeshEditorOpened().Broadcast(SharedThis(this));
}
void FStaticMeshEditor::InitStaticMeshEditor( const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UStaticMesh* ObjectToEdit )
{
InitEditorForStaticMesh(ObjectToEdit);
TSharedRef<FTabManager::FStack> ExtentionTabStack(
FTabManager::NewStack()
->SetSizeCoefficient(0.3f)
->AddTab(SocketManagerTabId, ETabState::OpenedTab)
->AddTab(CollisionTabId, ETabState::ClosedTab));
//Let additional extensions dock themselves to this TabStack of tools
OnStaticMeshEditorDockingExtentionTabs().Broadcast(ExtentionTabStack);
const TSharedRef<FTabManager::FLayout> StandaloneDefaultLayout = FTabManager::NewLayout( "Standalone_StaticMeshEditor_Layout_v6" )
->AddArea
(
FTabManager::NewPrimaryArea() ->SetOrientation(Orient_Vertical)
->Split
(
FTabManager::NewSplitter() ->SetOrientation(Orient_Horizontal)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.7f)
->AddTab(ViewportTabId, ETabState::OpenedTab)
->SetHideTabWell( true )
)
->Split
(
FTabManager::NewSplitter() ->SetOrientation(Orient_Vertical)
->SetSizeCoefficient(0.25f)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.7f)
->AddTab(PropertiesTabId, ETabState::OpenedTab)
->AddTab(SocketManagerTabId, ETabState::OpenedTab)
->SetForegroundTab(PropertiesTabId)
)
->Split
(
ExtentionTabStack
)
)
)
);
// Add any extenders specified by the UStaticMeshEditorUISubsystem
IStaticMeshEditorModule* StaticMeshEditorModule = &FModuleManager::LoadModuleChecked<IStaticMeshEditorModule>("StaticMeshEditor");
FLayoutExtender LayoutExtender;
StaticMeshEditorModule->OnRegisterLayoutExtensions().Broadcast(LayoutExtender);
StandaloneDefaultLayout->ProcessExtensions(LayoutExtender);
const bool bCreateDefaultStandaloneMenu = true;
const bool bCreateDefaultToolbar = true;
FAssetEditorToolkit::InitAssetEditor( Mode, InitToolkitHost, StaticMeshEditorAppIdentifier, StandaloneDefaultLayout, bCreateDefaultToolbar, bCreateDefaultStandaloneMenu, ObjectToEdit );
StaticMeshDetailsView->SetIsPropertyEditingEnabledDelegate(FIsPropertyEditingEnabled::CreateLambda([this]
{
return GetOpenMethod() == EAssetOpenMethod::Edit;
}));
TSharedPtr<class IToolkitHost> PinnedToolkitHost = ToolkitHost.Pin();
check(PinnedToolkitHost.IsValid());
ModeUILayer = MakeShareable(new FStaticMeshEditorModeUILayer(PinnedToolkitHost.Get()));
ExtendMenu();
ExtendToolBar();
RegenerateMenusAndToolbars();
GenerateSecondaryToolbar();
}
void FStaticMeshEditor::PostInitAssetEditor()
{
// (Copied from FUVEditorToolkit::PostInitAssetEditor)
// We need the viewport client to start out focused, or else it won't get ticked until we click inside it.
if (TSharedPtr<SStaticMeshEditorViewport> StaticMeshViewport = GetStaticMeshViewport())
{
FStaticMeshEditorViewportClient& ViewportClient = StaticMeshViewport->GetViewportClient();
ViewportClient.ReceivedFocus(ViewportClient.Viewport);
}
// Static mesh editor code generally assumes the SocketManager exists, so make sure it does (in case the tab manager / sockets window hasn't already done so)
InitSocketManager();
}
void FStaticMeshEditor::GenerateSecondaryToolbar()
{
// Generate the secondary toolbar only if there are registered extensions
TSharedPtr<SDockTab> Tab = TabManager->FindExistingLiveTab(SecondaryToolbarTabId);
TSharedPtr<FExtender> Extender = FExtender::Combine(SecondaryToolbarExtenders);
if (Extender->NumExtensions() == 0)
{
// If the tab was previously opened, close it since it's now empty
if (Tab)
{
Tab->RemoveTabFromParent();
}
return;
}
const bool bIsFocusable = true;
FToolBarBuilder ToolbarBuilder(GetToolkitCommands(), FMultiBoxCustomization::AllowCustomization(GetToolkitFName()), Extender);
ToolbarBuilder.SetIsFocusable(bIsFocusable);
ToolbarBuilder.BeginSection("Extensions");
{
// The secondary toolbar itself is empty but will be populated by the extensions when EndSection is called.
// The section name helps in the extenders positioning.
}
ToolbarBuilder.EndSection();
// Setup the secondary toolbar menu entry
SecondaryToolbarEntry->SetMenuType(ETabSpawnerMenuType::Enabled);
SecondaryToolbarEntry->SetDisplayName(SecondaryToolbarDisplayName);
SecondaryToolbar =
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.HAlign(HAlign_Left)
.AutoWidth()
.VAlign(VAlign_Center)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
.VAlign(VAlign_Bottom)
[
ToolbarBuilder.MakeWidget()
]
];
if (SecondaryToolbarWidgetContent.IsValid())
{
SecondaryToolbarWidgetContent->SetContent(SecondaryToolbar.ToSharedRef());
}
if (!Tab)
{
// By default, the tab is closed but we want it to be opened when it is populated
Tab = TSharedPtr<SDockTab>(TabManager->TryInvokeTab(SecondaryToolbarTabId));
}
// Override the display name if it was set
if (!SecondaryToolbarDisplayName.IsEmpty())
{
Tab->SetLabel(SecondaryToolbarDisplayName);
}
}
void FStaticMeshEditor::AddSecondaryToolbarExtender(TSharedPtr<FExtender> Extender)
{
SecondaryToolbarExtenders.AddUnique(Extender);
}
void FStaticMeshEditor::RemoveSecondaryToolbarExtender(TSharedPtr<FExtender> Extender)
{
SecondaryToolbarExtenders.Remove(Extender);
}
void FStaticMeshEditor::SetSecondaryToolbarDisplayName(FText DisplayName)
{
SecondaryToolbarDisplayName = DisplayName;
}
TSharedRef<IDetailCustomization> FStaticMeshEditor::MakeStaticMeshDetails()
{
TSharedRef<FStaticMeshDetails> NewDetails = MakeShareable( new FStaticMeshDetails( *this ) );
StaticMeshDetails = NewDetails;
return NewDetails;
}
void FStaticMeshEditor::ExtendMenu()
{
{
UToolMenu* Menu = UToolMenus::Get()->ExtendMenu("AssetEditor.StaticMeshEditor.MainMenu.Edit");
FToolMenuSection& Section = Menu->AddSection("Sockets", LOCTEXT("EditStaticMeshSockets", "Sockets"));
Section.InsertPosition = FToolMenuInsert("EditHistory", EToolMenuInsertType::After);
Section.AddMenuEntry("DeleteSocket", FGenericCommands::Get().Delete, LOCTEXT("DeleteSocket", "Delete Socket"), LOCTEXT("DeleteSocketToolTip", "Deletes the selected socket from the mesh."));
Section.AddMenuEntry("DuplicateSocket", FGenericCommands::Get().Duplicate, LOCTEXT("DuplicateSocket", "Duplicate Socket"), LOCTEXT("DuplicateSocketToolTip", "Duplicates the selected socket."));
}
{
if (!UToolMenus::Get()->IsMenuRegistered("StaticMeshEditor.Collision"))
{
StaticMeshEditor::PopulateCollisionMenu(UToolMenus::Get()->RegisterMenu("StaticMeshEditor.Collision"));
}
if (!UToolMenus::Get()->IsMenuRegistered("AssetEditor.StaticMeshEditor.MainMenu.Collision"))
{
UToolMenus::Get()->RegisterMenu("AssetEditor.StaticMeshEditor.MainMenu.Collision", "StaticMeshEditor.Collision");
}
{
UToolMenu* Menu = UToolMenus::Get()->ExtendMenu("AssetEditor.StaticMeshEditor.MainMenu");
FToolMenuSection& Section = Menu->FindOrAddSection(NAME_None);
Section.AddDynamicEntry("CollisionDynamic", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
{
if (TSharedPtr<FStaticMeshEditor> StaticMeshEditor = StaticMeshEditor::GetStaticMeshEditorFromMenuContext(InSection))
{
FToolMenuEntry& Entry = InSection.AddSubMenu("Collision",
LOCTEXT("StaticMeshEditorCollisionMenu", "Collision"),
LOCTEXT("StaticMeshEditorCollisionMenu_ToolTip", "Opens a menu with commands for editing this mesh's collision"),
FNewToolMenuChoice());
Entry.InsertPosition = FToolMenuInsert("Asset", EToolMenuInsertType::After);
}
}));
}
}
IStaticMeshEditorModule* StaticMeshEditorModule = &FModuleManager::LoadModuleChecked<IStaticMeshEditorModule>( "StaticMeshEditor" );
AddMenuExtender(StaticMeshEditorModule->GetMenuExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects()));
UToolMenu* AssetMenu = UToolMenus::Get()->ExtendMenu("AssetEditor.StaticMeshEditor.MainMenu.Asset");
FToolMenuSection& AssetSection = AssetMenu->FindOrAddSection("AssetEditorActions");
FToolMenuEntry& Entry = AssetSection.AddDynamicEntry("AssetManagerEditorStaticMeshCommands", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
{
InSection.AddMenuEntry(FStaticMeshEditorCommands::Get().FindSource);
InSection.AddMenuEntry(FStaticMeshEditorCommands::Get().SetDrawAdditionalData);
InSection.AddMenuEntry(FStaticMeshEditorCommands::Get().BakeMaterials);
InSection.AddDynamicEntry("SaveGeneratedLODs", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
{
static auto* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.StaticMesh.EnableSaveGeneratedLODsInPackage"));
if (CVar && CVar->GetValueOnGameThread() != 0)
{
InSection.AddMenuEntry(FStaticMeshEditorCommands::Get().SaveGeneratedLODs);
}
}));
}));
}
void FStaticMeshEditor::AddReferencedObjects( FReferenceCollector& Collector )
{
Collector.AddReferencedObject( StaticMesh );
}
TSharedRef<SDockTab> FStaticMeshEditor::SpawnTab_Viewport( const FSpawnTabArgs& Args )
{
TSharedRef< SDockTab > DockableTab =
SNew(SDockTab);
TWeakPtr<IStaticMeshEditor> WeakSharedThis(SharedThis(this));
MakeViewportFunc = [WeakSharedThis](const FAssetEditorViewportConstructionArgs& InArgs)
{
return SNew(SStaticMeshEditorViewport)
.StaticMeshEditor(WeakSharedThis);
};
// Create a new tab
ViewportTabContent = MakeShareable(new FEditorViewportTabContent());
ViewportTabContent->OnViewportTabContentLayoutChanged().AddRaw(this, &FStaticMeshEditor::OnEditorLayoutChanged);
const FString LayoutId = FString("StaticMeshEditorViewport");
ViewportTabContent->Initialize(MakeViewportFunc, DockableTab, LayoutId);
GetStaticMeshViewport()->SetParentTab(DockableTab);
return DockableTab;
}
TSharedRef<SDockTab> FStaticMeshEditor::SpawnTab_Properties( const FSpawnTabArgs& Args )
{
check( Args.GetTabId() == PropertiesTabId );
return SNew(SDockTab)
.Label( LOCTEXT("StaticMeshProperties_TabTitle", "Details") )
[
StaticMeshDetailsView.ToSharedRef()
];
}
TSharedRef<SDockTab> FStaticMeshEditor::SpawnTab_SocketManager( const FSpawnTabArgs& Args )
{
check( Args.GetTabId() == SocketManagerTabId );
InitSocketManager();
return SNew(SDockTab)
.Label( LOCTEXT("StaticMeshSocketManager_TabTitle", "Socket Manager") )
[
SocketManager.ToSharedRef()
];
}
TSharedRef<SDockTab> FStaticMeshEditor::SpawnTab_Collision( const FSpawnTabArgs& Args )
{
check( Args.GetTabId() == CollisionTabId );
if (!ConvexDecomposition)
{
SAssignNew( ConvexDecomposition, SConvexDecomposition )
.StaticMeshEditorPtr(SharedThis(this));
}
return SNew(SDockTab)
.Label( LOCTEXT("StaticMeshConvexDecomp_TabTitle", "Convex Decomposition") )
[
ConvexDecomposition.ToSharedRef()
];
}
TSharedRef<SDockTab> FStaticMeshEditor::SpawnTab_PreviewSceneSettings( const FSpawnTabArgs& Args )
{
check( Args.GetTabId() == PreviewSceneSettingsTabId );
return SAssignNew(PreviewSceneDockTab, SDockTab)
.Label( LOCTEXT("StaticMeshPreviewScene_TabTitle", "Preview Scene Settings") )
[
AdvancedPreviewSettingsWidget.IsValid() ? AdvancedPreviewSettingsWidget.ToSharedRef() : SNullWidget::NullWidget
];
}
TSharedRef<SDockTab> FStaticMeshEditor::SpawnTab_SecondaryToolbar( const FSpawnTabArgs& Args )
{
check( Args.GetTabId() == SecondaryToolbarTabId );
FText TabLabel = !SecondaryToolbarDisplayName.IsEmpty() ? SecondaryToolbarDisplayName : LOCTEXT("SecondaryToolbar_TabTitle", "Secondary Toolbar");
TSharedRef<SDockTab> SpawnedTab = SNew(SDockTab)
.Label( TabLabel )
.ShouldAutosize( true )
[
SAssignNew(SecondaryToolbarWidgetContent, SBorder)
.Padding(0)
.BorderImage(FAppStyle::GetBrush("NoBorder"))
];
if ( SecondaryToolbar.IsValid() )
{
SecondaryToolbarWidgetContent->SetContent( SecondaryToolbar.ToSharedRef() );
}
return SpawnedTab;
}
TSharedPtr<SStaticMeshEditorViewport> FStaticMeshEditor::GetStaticMeshViewport() const
{
if (ViewportTabContent.IsValid())
{
// we can use static cast here b/c we know in this editor we will have a static mesh viewport
return StaticCastSharedPtr<SStaticMeshEditorViewport>(ViewportTabContent->GetFirstViewport());
}
return TSharedPtr<SStaticMeshEditorViewport>();
}
void FStaticMeshEditor::OnEditorLayoutChanged()
{
SetEditorMesh(StaticMesh);
BuildSubTools();
bool LocalDrawGrids = false;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> CheckShowGridFunc =
[this, &LocalDrawGrids](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
LocalDrawGrids |= StaticMeshEditorViewportClient.IsSetShowGridChecked();
};
ViewportTabContent->PerformActionOnViewports(CheckShowGridFunc);
bDrawGrids = LocalDrawGrids;
OnPreviewSceneChangedDelegate.Broadcast(GetStaticMeshViewport()->GetPreviewScene());
}
void FStaticMeshEditor::BindCommands()
{
const FStaticMeshEditorCommands& Commands = FStaticMeshEditorCommands::Get();
const TSharedRef<FUICommandList>& UICommandList = GetToolkitCommands();
UICommandList->MapAction( FGenericCommands::Get().Delete,
FExecuteAction::CreateSP( this, &FStaticMeshEditor::DeleteSelected ),
FCanExecuteAction::CreateSP(this, &FStaticMeshEditor::CanDeleteSelected));
UICommandList->MapAction( FGenericCommands::Get().Undo,
FExecuteAction::CreateSP( this, &FStaticMeshEditor::UndoAction ) );
UICommandList->MapAction( FGenericCommands::Get().Redo,
FExecuteAction::CreateSP( this, &FStaticMeshEditor::RedoAction ) );
UICommandList->MapAction(
FGenericCommands::Get().Duplicate,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::DuplicateSelected),
FCanExecuteAction::CreateSP(this, &FStaticMeshEditor::CanDuplicateSelected),
FIsActionChecked());
UICommandList->MapAction(
FGenericCommands::Get().Copy,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::CopySelected),
FCanExecuteAction::CreateSP(this, &FStaticMeshEditor::CanCopySelected));
UICommandList->MapAction(
FGenericCommands::Get().Paste,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::PasteCopied),
FCanExecuteAction::CreateSP(this, &FStaticMeshEditor::CanPasteCopied));
UICommandList->MapAction(
FGenericCommands::Get().Rename,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::RequestRenameSelectedSocket),
FCanExecuteAction::CreateSP(this, &FStaticMeshEditor::CanRenameSelected),
FIsActionChecked());
UICommandList->MapAction(
Commands.CreateDOP10X,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::GenerateKDop, KDopDir10X, (uint32)10));
UICommandList->MapAction(
Commands.CreateDOP10Y,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::GenerateKDop, KDopDir10Y, (uint32)10));
UICommandList->MapAction(
Commands.CreateDOP10Z,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::GenerateKDop, KDopDir10Z, (uint32)10));
UICommandList->MapAction(
Commands.CreateDOP18,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::GenerateKDop, KDopDir18, (uint32)18));
UICommandList->MapAction(
Commands.CreateDOP26,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::GenerateKDop, KDopDir26, (uint32)26));
UICommandList->MapAction(
Commands.CreateBoxCollision,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::OnCollisionBox));
UICommandList->MapAction(
Commands.CreateSphereCollision,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::OnCollisionSphere));
UICommandList->MapAction(
Commands.CreateSphylCollision,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::OnCollisionSphyl));
UICommandList->MapAction(Commands.ToggleShowNormals,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleShowNormals),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsShowNormalsChecked));
UICommandList->MapAction(Commands.ToggleShowTangents,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleShowTangents),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsShowTangentsChecked));
UICommandList->MapAction(Commands.ToggleShowBinormals,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleShowBinormals),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsShowBinormalsChecked));
UICommandList->MapAction(Commands.ToggleShowPivots,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleShowPivots),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsShowPivotsChecked));
UICommandList->MapAction(Commands.ToggleShowVertices,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleShowVertices),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsShowVerticesChecked));
UICommandList->MapAction(Commands.ToggleShowGrids,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleShowGrids),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsShowGridsChecked));
UICommandList->MapAction(Commands.ToggleShowBounds,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleShowBounds),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsShowBoundsChecked));
UICommandList->MapAction(Commands.ToggleShowSimpleCollisions,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleShowSimpleCollisions),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsShowSimpleCollisionsChecked));
UICommandList->MapAction(Commands.ToggleShowComplexCollisions,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleShowComplexCollisions),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsShowComplexCollisionsChecked));
UICommandList->MapAction(Commands.ToggleShowSockets,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleShowSockets),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsShowSocketsChecked));
UICommandList->MapAction(Commands.ToggleShowWireframes,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleShowWireframes),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsShowWireframesChecked));
UICommandList->MapAction(Commands.ToggleShowVertexColors,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleShowVertexColors),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsShowVertexColorsChecked));
UICommandList->MapAction(
Commands.RemoveCollision,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::OnRemoveCollision),
FCanExecuteAction::CreateSP(this, &FStaticMeshEditor::CanRemoveCollision));
UICommandList->MapAction(
Commands.ConvertBoxesToConvex,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::OnConvertBoxToConvexCollision));
UICommandList->MapAction(
Commands.CopyCollisionFromSelectedMesh,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::OnCopyCollisionFromSelectedStaticMesh),
FCanExecuteAction::CreateSP(this, &FStaticMeshEditor::CanCopyCollisionFromSelectedStaticMesh));
// Mesh menu
UICommandList->MapAction(
Commands.FindSource,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ExecuteFindInExplorer),
FCanExecuteAction::CreateSP(this, &FStaticMeshEditor::CanExecuteSourceCommands));
UICommandList->MapAction(
Commands.ChangeMesh,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::OnChangeMesh),
FCanExecuteAction::CreateSP(this, &FStaticMeshEditor::CanChangeMesh));
UICommandList->MapAction(
Commands.SaveGeneratedLODs,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::OnSaveGeneratedLODs));
{
constexpr bool bWithNewFileTrue = true;
constexpr bool bWithNewFileFalse = false;
constexpr bool bWithDialogTrue = true;
constexpr bool bWithDialogFalse = false;
UICommandList->MapAction(
Commands.ReimportMesh,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::HandleReimportMesh, FReimportParameters(bWithNewFileFalse, bWithDialogFalse)));
UICommandList->MapAction(
Commands.ReimportAllMesh,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::HandleReimportAllMesh, FReimportParameters(bWithNewFileFalse, bWithDialogFalse)));
UICommandList->MapAction(
Commands.ReimportMeshWithNewFile,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::HandleReimportMesh, FReimportParameters(bWithNewFileTrue, bWithDialogFalse)));
UICommandList->MapAction(
Commands.ReimportAllMeshWithNewFile,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::HandleReimportAllMesh, FReimportParameters(bWithNewFileTrue, bWithDialogFalse)));
UICommandList->MapAction(
Commands.ReimportMeshWithDialog,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::HandleReimportMesh, FReimportParameters(bWithNewFileFalse, bWithDialogTrue)));
UICommandList->MapAction(
Commands.ReimportAllMeshWithDialog,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::HandleReimportAllMesh, FReimportParameters(bWithNewFileFalse, bWithDialogTrue)));
UICommandList->MapAction(
Commands.ReimportMeshWithNewFileWithDialog,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::HandleReimportMesh, FReimportParameters(bWithNewFileTrue, bWithDialogTrue)));
UICommandList->MapAction(
Commands.ReimportAllMeshWithNewFileWithDialog,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::HandleReimportAllMesh, FReimportParameters(bWithNewFileTrue, bWithDialogTrue)));
}
// Collision Menu
UICommandList->MapAction(
Commands.CreateAutoConvexCollision,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::OnConvexDecomposition));
// Viewport Camera
UICommandList->MapAction(
Commands.ResetCamera,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ResetCamera));
// Draw additional data
UICommandList->MapAction(
Commands.SetDrawAdditionalData,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::ToggleDrawAdditionalData),
FCanExecuteAction(),
FIsActionChecked::CreateSP(this, &FStaticMeshEditor::IsDrawAdditionalDataChecked));
// Bake Materials
UICommandList->MapAction(
Commands.BakeMaterials,
FExecuteAction::CreateSP(this, &FStaticMeshEditor::BakeMaterials),
FCanExecuteAction::CreateLambda([this]()
{
return GetOpenMethod() != EAssetOpenMethod::View;
}),
FIsActionChecked());
}
void FStaticMeshEditor::ExtendToolBar()
{
if (!UToolMenus::Get()->IsMenuRegistered("AssetEditor.StaticMeshEditor.ToolBar.Collision"))
{
UToolMenus::Get()->RegisterMenu("AssetEditor.StaticMeshEditor.ToolBar.Collision", "StaticMeshEditor.Collision");
}
// Toolbar
{
UToolMenu* Menu = UToolMenus::Get()->ExtendMenu("AssetEditor.StaticMeshEditor.ToolBar");
{
FToolMenuSection& Section = Menu->AddSection("Mesh");
Section.InsertPosition = FToolMenuInsert("Asset", EToolMenuInsertType::After);
Section.AddDynamicEntry("MeshDynamic", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
{
if (TSharedPtr<FStaticMeshEditor> StaticMeshEditor = StaticMeshEditor::GetStaticMeshEditorFromMenuContext(InSection))
{
//Reimport without dialog
{
auto ConstructReimportContextMenu = [](UToolMenu* InMenu)
{
FToolMenuSection& Section = InMenu->AddSection("Reimport");
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().ReimportMesh);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().ReimportMeshWithNewFile);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().ReimportAllMesh);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().ReimportAllMeshWithNewFile);
};
FToolMenuEntry& ReimportMeshEntry = InSection.AddEntry(FToolMenuEntry::InitToolBarButton(FStaticMeshEditorCommands::Get().ReimportMesh));
ReimportMeshEntry.StyleNameOverride = "CalloutToolbar";
FToolMenuEntry& ReimportContextMenuEntry = InSection.AddEntry(FToolMenuEntry::InitComboButton(
"ReimportContextMenu",
FUIAction(),
FNewToolMenuDelegate::CreateLambda(ConstructReimportContextMenu),
TAttribute<FText>(),
TAttribute<FText>(),
TAttribute<FSlateIcon>(),
true
));
ReimportContextMenuEntry.StyleNameOverride = "CalloutToolbar";
}
//Reimport force dialog
{
auto ConstructReimportWithDialogContextMenu = [](UToolMenu* InMenu)
{
FToolMenuSection& Section = InMenu->AddSection("Reimport");
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().ReimportMeshWithDialog);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().ReimportMeshWithNewFileWithDialog);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().ReimportAllMeshWithDialog);
Section.AddMenuEntry(FStaticMeshEditorCommands::Get().ReimportAllMeshWithNewFileWithDialog);
};
FToolMenuEntry& ReimportMeshWithDialogEntry = InSection.AddEntry(FToolMenuEntry::InitToolBarButton(FStaticMeshEditorCommands::Get().ReimportMeshWithDialog));
ReimportMeshWithDialogEntry.StyleNameOverride = "CalloutToolbar";
FToolMenuEntry& ReimportWithDialogContextMenuEntry = InSection.AddEntry(FToolMenuEntry::InitComboButton(
"ReimportWithDialogContextMenu",
FUIAction(),
FNewToolMenuDelegate::CreateLambda(ConstructReimportWithDialogContextMenu),
TAttribute<FText>(),
TAttribute<FText>(),
TAttribute<FSlateIcon>(),
true
));
ReimportWithDialogContextMenuEntry.StyleNameOverride = "CalloutToolbar";
}
}
}));
}
{
FToolMenuSection& Section = Menu->AddSection("Command");
Section.InsertPosition = FToolMenuInsert("Asset", EToolMenuInsertType::After);
Section.AddDynamicEntry("MeshDynamic", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
{
if (TSharedPtr<FStaticMeshEditor> StaticMeshEditor = StaticMeshEditor::GetStaticMeshEditorFromMenuContext(InSection))
{
FToolMenuEntry& CollisionEntry = InSection.AddEntry(FToolMenuEntry::InitComboButton(
"Collision",
FUIAction(),
FNewToolMenuChoice(), // let registered menu be looked up by name "AssetEditor.StaticMeshEditor.ToolBar.Collision"
LOCTEXT("Collision_Label", "Collision"),
LOCTEXT("Collision_Tooltip", "Collision drawing options"),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "StaticMeshEditor.SetShowCollision")
));
CollisionEntry.StyleNameOverride = "CalloutToolbar";
}
}));
Section.AddDynamicEntry("UVToolbarDynamic", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
{
if (TSharedPtr<FStaticMeshEditor> StaticMeshEditor = StaticMeshEditor::GetStaticMeshEditorFromMenuContext(InSection))
{
FToolMenuEntry& UVToolbarEntry = InSection.AddEntry(FToolMenuEntry::InitComboButton(
"UVToolbar",
FUIAction(),
FNewToolMenuDelegate::CreateSP(StaticMeshEditor.ToSharedRef(), &FStaticMeshEditor::GenerateUVChannelComboList),
LOCTEXT("UVToolbarText", "UV"),
LOCTEXT("UVToolbarTooltip", "Toggles display of the static mesh's UVs for the specified channel."),
FSlateIcon(FAppStyle::GetAppStyleSetName(), "StaticMeshEditor.SetDrawUVs")
));
UVToolbarEntry.StyleNameOverride = "CalloutToolbar";
}
}));
}
}
// Extensions are currently disabled in read-only mode, if they are desired to be added in the future we should move this code to the individual extensions
if(GetOpenMethod() == EAssetOpenMethod::Edit)
{
IStaticMeshEditorModule* StaticMeshEditorModule = &FModuleManager::LoadModuleChecked<IStaticMeshEditorModule>("StaticMeshEditor");
TArray<IStaticMeshEditorModule::FStaticMeshEditorToolbarExtender> ToolbarExtenderDelegates = StaticMeshEditorModule->GetAllStaticMeshEditorToolbarExtenders();
for (auto& ToolbarExtenderDelegate : ToolbarExtenderDelegates)
{
if (ToolbarExtenderDelegate.IsBound())
{
AddToolbarExtender(ToolbarExtenderDelegate.Execute(GetToolkitCommands(), SharedThis(this)));
}
}
EditorToolbarExtender = StaticMeshEditorModule->GetToolBarExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects());
AddToolbarExtender(EditorToolbarExtender);
AddSecondaryToolbarExtender(StaticMeshEditorModule->GetSecondaryToolBarExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects()));
}
}
void FStaticMeshEditor::BuildSubTools()
{
FAdvancedPreviewSceneModule& AdvancedPreviewSceneModule = FModuleManager::LoadModuleChecked<FAdvancedPreviewSceneModule>("AdvancedPreviewScene");
TArray<FAdvancedPreviewSceneModule::FDetailDelegates> Delegates;
Delegates.Add({ OnPreviewSceneChangedDelegate });
AdvancedPreviewSettingsWidget = AdvancedPreviewSceneModule.CreateAdvancedPreviewSceneSettingsWidget(GetStaticMeshViewport()->GetPreviewScene(), nullptr, TArray<FAdvancedPreviewSceneModule::FDetailCustomizationInfo>(), TArray<FAdvancedPreviewSceneModule::FPropertyTypeCustomizationInfo>(), Delegates);
if (PreviewSceneDockTab.IsValid())
{
PreviewSceneDockTab.Pin()->SetContent(AdvancedPreviewSettingsWidget.ToSharedRef());
}
}
FName FStaticMeshEditor::GetToolkitFName() const
{
return FName("StaticMeshEditor");
}
FText FStaticMeshEditor::GetBaseToolkitName() const
{
return LOCTEXT("AppLabel", "StaticMesh Editor");
}
FString FStaticMeshEditor::GetWorldCentricTabPrefix() const
{
return LOCTEXT("WorldCentricTabPrefix", "StaticMesh ").ToString();
}
FLinearColor FStaticMeshEditor::GetWorldCentricTabColorScale() const
{
return FLinearColor( 0.3f, 0.2f, 0.5f, 0.5f );
}
UStaticMeshComponent* FStaticMeshEditor::GetStaticMeshComponent() const
{
return GetStaticMeshViewport().IsValid() ? GetStaticMeshViewport()->GetStaticMeshComponent() : nullptr;
}
void FStaticMeshEditor::SetSelectedSocket(UStaticMeshSocket* InSelectedSocket)
{
SocketManager->SetSelectedSocket(InSelectedSocket);
}
void FStaticMeshEditor::AddSelectedSocket(UStaticMeshSocket* InSelectedSocket)
{
SocketManager->AddSelectedSocket(InSelectedSocket);
}
void FStaticMeshEditor::RemoveSelectedSocket(const UStaticMeshSocket* InSelectedSocket)
{
SocketManager->RemoveSelectedSocket(InSelectedSocket);
}
UStaticMeshSocket* FStaticMeshEditor::GetSelectedSocket() const
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
return SocketManager.IsValid() ? SocketManager->GetSelectedSocket() : nullptr;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
TArray<UStaticMeshSocket*> FStaticMeshEditor::GetSelectedSockets() const
{
return SocketManager.IsValid() ? SocketManager->GetSelectedSockets() : TArray<UStaticMeshSocket*>();
}
bool FStaticMeshEditor::HasSelectedSockets() const
{
return SocketManager.IsValid() ? SocketManager->HasSelectedSockets() : false;
}
void FStaticMeshEditor::DuplicateSelectedSocket()
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
SocketManager->DuplicateSelectedSocket();
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
void FStaticMeshEditor::DuplicateSelectedSockets()
{
SocketManager->DuplicateSelectedSockets();
}
void FStaticMeshEditor::RequestRenameSelectedSocket()
{
SocketManager->RequestRenameSelectedSocket();
}
void FStaticMeshEditor::InitSocketManager()
{
if (!SocketManager)
{
FSimpleDelegate OnSocketSelectionChanged = FSimpleDelegate::CreateSP(SharedThis(this), &FStaticMeshEditor::OnSocketSelectionChanged);
SocketManager = ISocketManager::CreateSocketManager(SharedThis(this), OnSocketSelectionChanged);
}
}
bool FStaticMeshEditor::IsPrimValid(const FPrimData& InPrimData) const
{
if (StaticMesh->GetBodySetup())
{
const FKAggregateGeom* AggGeom = &StaticMesh->GetBodySetup()->AggGeom;
switch (InPrimData.PrimType)
{
case EAggCollisionShape::Sphere:
return AggGeom->SphereElems.IsValidIndex(InPrimData.PrimIndex);
case EAggCollisionShape::Box:
return AggGeom->BoxElems.IsValidIndex(InPrimData.PrimIndex);
case EAggCollisionShape::Sphyl:
return AggGeom->SphylElems.IsValidIndex(InPrimData.PrimIndex);
case EAggCollisionShape::Convex:
return AggGeom->ConvexElems.IsValidIndex(InPrimData.PrimIndex);
case EAggCollisionShape::LevelSet:
return AggGeom->LevelSetElems.IsValidIndex(InPrimData.PrimIndex);
}
}
return false;
}
bool FStaticMeshEditor::HasSelectedPrims() const
{
return (SelectedPrims.Num() > 0 ? true : false);
}
void FStaticMeshEditor::AddSelectedPrim(const FPrimData& InPrimData, bool bClearSelection)
{
check(IsPrimValid(InPrimData));
// Enable collision, if not already
if( !GetStaticMeshViewport()->GetViewportClient().IsShowSimpleCollisionChecked() )
{
GetStaticMeshViewport()->GetViewportClient().ToggleShowSimpleCollision();
}
if( bClearSelection )
{
ClearSelectedPrims();
}
SelectedPrims.Add(InPrimData);
}
void FStaticMeshEditor::RemoveSelectedPrim(const FPrimData& InPrimData)
{
SelectedPrims.Remove(InPrimData);
}
void FStaticMeshEditor::RemoveInvalidPrims()
{
for (int32 PrimIdx = SelectedPrims.Num() - 1; PrimIdx >= 0; PrimIdx--)
{
FPrimData& PrimData = SelectedPrims[PrimIdx];
if (!IsPrimValid(PrimData))
{
SelectedPrims.RemoveAt(PrimIdx);
}
}
}
bool FStaticMeshEditor::IsSelectedPrim(const FPrimData& InPrimData) const
{
return SelectedPrims.Contains(InPrimData);
}
void FStaticMeshEditor::ClearSelectedPrims()
{
SelectedPrims.Empty();
}
void FStaticMeshEditor::DuplicateSelectedPrims(const FVector* InOffset)
{
if (SelectedPrims.Num() > 0)
{
check(StaticMesh->GetBodySetup());
FKAggregateGeom* AggGeom = &StaticMesh->GetBodySetup()->AggGeom;
GEditor->BeginTransaction(LOCTEXT("FStaticMeshEditor_DuplicateSelectedPrims", "Duplicate Collision"));
StaticMesh->GetBodySetup()->Modify();
//Clear the cache (PIE may have created some data), create new GUID
StaticMesh->GetBodySetup()->InvalidatePhysicsData();
for (int32 PrimIdx = 0; PrimIdx < SelectedPrims.Num(); PrimIdx++)
{
FPrimData& PrimData = SelectedPrims[PrimIdx];
check(IsPrimValid(PrimData));
switch (PrimData.PrimType)
{
case EAggCollisionShape::Sphere:
{
const FKSphereElem SphereElem = AggGeom->SphereElems[PrimData.PrimIndex];
PrimData.PrimIndex = AggGeom->SphereElems.Add(SphereElem);
}
break;
case EAggCollisionShape::Box:
{
const FKBoxElem BoxElem = AggGeom->BoxElems[PrimData.PrimIndex];
PrimData.PrimIndex = AggGeom->BoxElems.Add(BoxElem);
}
break;
case EAggCollisionShape::Sphyl:
{
const FKSphylElem SphylElem = AggGeom->SphylElems[PrimData.PrimIndex];
PrimData.PrimIndex = AggGeom->SphylElems.Add(SphylElem);
}
break;
case EAggCollisionShape::Convex:
{
const FKConvexElem ConvexElem = AggGeom->ConvexElems[PrimData.PrimIndex];
PrimData.PrimIndex = AggGeom->ConvexElems.Add(ConvexElem);
}
break;
case EAggCollisionShape::LevelSet:
{
const FKLevelSetElem LevelSetElem = AggGeom->LevelSetElems[PrimData.PrimIndex];
PrimData.PrimIndex = AggGeom->LevelSetElems.Add(LevelSetElem);
}
break;
}
// If specified, offset the duplicate by a specific amount
if (InOffset)
{
FTransform PrimTransform = GetPrimTransform(PrimData);
FVector PrimLocation = PrimTransform.GetLocation();
PrimLocation += *InOffset;
PrimTransform.SetLocation(PrimLocation);
SetPrimTransform(PrimData, PrimTransform);
}
}
// refresh collision change back to staticmesh components
RefreshCollisionChange(*StaticMesh);
GEditor->EndTransaction();
// Mark staticmesh as dirty, to help make sure it gets saved.
StaticMesh->MarkPackageDirty();
// Update views/property windows
GetStaticMeshViewport()->RefreshViewport();
StaticMesh->bCustomizedCollision = true; //mark the static mesh for collision customization
}
}
int32 FStaticMeshEditor::CopySelectedPrims() const
{
int32 OutNumPrimsCopied = 0;
if (CanCopySelected())
{
// Clear the mark state for saving.
UnMarkAllObjects(EObjectMark(OBJECTMARK_TagExp | OBJECTMARK_TagImp));
// Make a temp bodysetup to house all the selected shapes
UBodySetup* NewBodySetup = NewObject<UBodySetup>();
NewBodySetup->AddToRoot();
if (StaticMesh)
{
if (const UBodySetup* OldBodySetup = StaticMesh->GetBodySetup())
{
const FKAggregateGeom& AggGeom = OldBodySetup->AggGeom;
for (const FPrimData& Prim : SelectedPrims)
{
if (IsPrimValid(Prim))
{
if (NewBodySetup->AddCollisionElemFrom(AggGeom, Prim.PrimType, Prim.PrimIndex))
{
++OutNumPrimsCopied;
}
}
}
}
}
// Export the new bodysetup to the clipboard as text
if (OutNumPrimsCopied > 0)
{
FStringOutputDevice Archive;
const FExportObjectInnerContext Context;
UExporter::ExportToOutputDevice(&Context, NewBodySetup, NULL, Archive, TEXT("copy"), 0, PPF_ExportsNotFullyQualified | PPF_Copy | PPF_Delimited, false);
FString ExportedText = Archive;
FPlatformApplicationMisc::ClipboardCopy(*ExportedText);
}
// Allow the temp bodysetup to get deleted by garbage collection
NewBodySetup->RemoveFromRoot();
}
return OutNumPrimsCopied;
}
int32 FStaticMeshEditor::PasteCopiedPrims()
{
int32 OutNumPrimsPasted = 0;
FString TextToImport;
FPlatformApplicationMisc::ClipboardPaste(TextToImport);
if (!TextToImport.IsEmpty())
{
UPackage* TempPackage = NewObject<UPackage>(nullptr, TEXT("/Engine/Editor/StaticMeshEditor/Transient"), RF_Transient);
TempPackage->AddToRoot();
{
// Turn the text buffer into objects
FBodySetupObjectTextFactory Factory;
Factory.ProcessBuffer(TempPackage, RF_Transactional, TextToImport);
if (Factory.NewBodySetups.Num() > 0)
{
if (UBodySetup* BodySetup = StaticMesh->GetBodySetup())
{
GEditor->BeginTransaction(LOCTEXT("FStaticMeshEditor_PasteCopiedPrims", "Paste Collision"));
BodySetup->Modify();
BodySetup->InvalidatePhysicsData();
// Copy primitives from each bodysetup that was pasted
for (const UBodySetup* NewBodySetup : Factory.NewBodySetups)
{
BodySetup->AddCollisionFrom(NewBodySetup->AggGeom);
OutNumPrimsPasted += NewBodySetup->AggGeom.GetElementCount();
}
RefreshCollisionChange(*StaticMesh);
GEditor->EndTransaction();
StaticMesh->MarkPackageDirty();
GetStaticMeshViewport()->RefreshViewport();
StaticMesh->bCustomizedCollision = true;
}
}
}
// Remove the temp package from the root now that it has served its purpose
TempPackage->RemoveFromRoot();
}
return OutNumPrimsPasted;
}
void FStaticMeshEditor::TranslateSelectedPrims(const FVector& InDrag)
{
check(StaticMesh->GetBodySetup());
StaticMesh->GetBodySetup()->InvalidatePhysicsData();
for (int32 PrimIdx = 0; PrimIdx < SelectedPrims.Num(); PrimIdx++)
{
const FPrimData& PrimData = SelectedPrims[PrimIdx];
FTransform PrimTransform = GetPrimTransform(PrimData);
FVector PrimLocation = PrimTransform.GetLocation();
PrimLocation += InDrag;
PrimTransform.SetLocation(PrimLocation);
SetPrimTransform(PrimData, PrimTransform);
}
// refresh collision change back to staticmesh components
RefreshCollisionChange(*StaticMesh);
}
void FStaticMeshEditor::RotateSelectedPrims(const FRotator& InRot)
{
check(StaticMesh->GetBodySetup());
StaticMesh->GetBodySetup()->InvalidatePhysicsData();
const FQuat DeltaQ = InRot.Quaternion();
for (int32 PrimIdx = 0; PrimIdx < SelectedPrims.Num(); PrimIdx++)
{
const FPrimData& PrimData = SelectedPrims[PrimIdx];
FTransform PrimTransform = GetPrimTransform(PrimData);
FRotator ActorRotWind, ActorRotRem;
PrimTransform.Rotator().GetWindingAndRemainder(ActorRotWind, ActorRotRem);
const FQuat ActorQ = ActorRotRem.Quaternion();
FRotator NewActorRotRem = FRotator(DeltaQ * ActorQ);
NewActorRotRem.Normalize();
PrimTransform.SetRotation(NewActorRotRem.Quaternion());
SetPrimTransform(PrimData, PrimTransform);
}
// refresh collision change back to staticmesh components
RefreshCollisionChange(*StaticMesh);
}
void FStaticMeshEditor::ScaleSelectedPrims(const FVector& InScale)
{
check(StaticMesh->GetBodySetup());
StaticMesh->GetBodySetup()->InvalidatePhysicsData();
FKAggregateGeom* AggGeom = &StaticMesh->GetBodySetup()->AggGeom;
FVector ModifiedScale = InScale;
if (GEditor->UsePercentageBasedScaling())
{
ModifiedScale = InScale * ((GEditor->GetScaleGridSize() / 100.0f) / GEditor->GetGridSize());
}
//Multiply in estimated size of the mesh so scaling of sphere, box and sphyl is similar speed to other scaling
float SimplePrimitiveScaleSpeedFactor = static_cast<float>( StaticMesh->GetBounds().SphereRadius );
for (int32 PrimIdx = 0; PrimIdx < SelectedPrims.Num(); PrimIdx++)
{
const FPrimData& PrimData = SelectedPrims[PrimIdx];
check(IsPrimValid(PrimData));
switch (PrimData.PrimType)
{
case EAggCollisionShape::Sphere:
AggGeom->SphereElems[PrimData.PrimIndex].ScaleElem(SimplePrimitiveScaleSpeedFactor * ModifiedScale, MinPrimSize);
break;
case EAggCollisionShape::Box:
AggGeom->BoxElems[PrimData.PrimIndex].ScaleElem(SimplePrimitiveScaleSpeedFactor * ModifiedScale, MinPrimSize);
break;
case EAggCollisionShape::Sphyl:
AggGeom->SphylElems[PrimData.PrimIndex].ScaleElem(SimplePrimitiveScaleSpeedFactor * ModifiedScale, MinPrimSize);
break;
case EAggCollisionShape::Convex:
AggGeom->ConvexElems[PrimData.PrimIndex].ScaleElem(ModifiedScale, MinPrimSize);
break;
case EAggCollisionShape::LevelSet:
{
// Apply scaling to the centered transform; note that MinPrimSize has no effect for level sets (nor convex hulls)
FTransform ScaledTransform = AggGeom->LevelSetElems[PrimData.PrimIndex].GetCenteredTransform();
ScaledTransform.SetScale3D(ScaledTransform.GetScale3D() + ModifiedScale);
AggGeom->LevelSetElems[PrimData.PrimIndex].SetCenteredTransform(ScaledTransform);
break;
}
}
StaticMesh->bCustomizedCollision = true; //mark the static mesh for collision customization
}
// refresh collision change back to staticmesh components
RefreshCollisionChange(*StaticMesh);
}
bool FStaticMeshEditor::CalcSelectedPrimsAABB(FBox &OutBox) const
{
check(StaticMesh->GetBodySetup());
FKAggregateGeom* AggGeom = &StaticMesh->GetBodySetup()->AggGeom;
for (int32 PrimIdx = 0; PrimIdx < SelectedPrims.Num(); PrimIdx++)
{
const FPrimData& PrimData = SelectedPrims[PrimIdx];
check(IsPrimValid(PrimData));
switch (PrimData.PrimType)
{
case EAggCollisionShape::Sphere:
OutBox += AggGeom->SphereElems[PrimData.PrimIndex].CalcAABB(FTransform::Identity, 1.f);
break;
case EAggCollisionShape::Box:
OutBox += AggGeom->BoxElems[PrimData.PrimIndex].CalcAABB(FTransform::Identity, 1.f);
break;
case EAggCollisionShape::Sphyl:
OutBox += AggGeom->SphylElems[PrimData.PrimIndex].CalcAABB(FTransform::Identity, 1.f);
break;
case EAggCollisionShape::Convex:
OutBox += AggGeom->ConvexElems[PrimData.PrimIndex].CalcAABB(FTransform::Identity, FVector(1.f));
break;
case EAggCollisionShape::LevelSet:
OutBox += AggGeom->LevelSetElems[PrimData.PrimIndex].CalcAABB(FTransform::Identity, FVector(1.f));
break;
}
}
return HasSelectedPrims();
}
bool FStaticMeshEditor::GetLastSelectedPrimTransform(FTransform& OutTransform) const
{
if (SelectedPrims.Num() > 0)
{
check(StaticMesh->GetBodySetup());
const FKAggregateGeom* AggGeom = &StaticMesh->GetBodySetup()->AggGeom;
const FPrimData& PrimData = SelectedPrims.Last();
// The SME is not notified of external changes to Simple Collision of the active object, and the UBodySetup
// does not have any kind of change notification to hook into to do this. So, the SelectedPrims can become
// invalid if an external change is made. In that case we will just return false here and hope that the
// FStaticMeshEditorViewportClient caller will error-handle correctly.
if (IsPrimValid(PrimData) == false)
{
return false;
}
switch (PrimData.PrimType)
{
case EAggCollisionShape::Sphere:
OutTransform = AggGeom->SphereElems[PrimData.PrimIndex].GetTransform();
break;
case EAggCollisionShape::Box:
OutTransform = AggGeom->BoxElems[PrimData.PrimIndex].GetTransform();
break;
case EAggCollisionShape::Sphyl:
OutTransform = AggGeom->SphylElems[PrimData.PrimIndex].GetTransform();
break;
case EAggCollisionShape::Convex:
OutTransform = AggGeom->ConvexElems[PrimData.PrimIndex].GetTransform();
break;
case EAggCollisionShape::LevelSet:
OutTransform = AggGeom->LevelSetElems[PrimData.PrimIndex].GetCenteredTransform();
break;
}
}
return HasSelectedPrims();
}
FTransform FStaticMeshEditor::GetPrimTransform(const FPrimData& InPrimData) const
{
check(StaticMesh->GetBodySetup());
const FKAggregateGeom* AggGeom = &StaticMesh->GetBodySetup()->AggGeom;
check(IsPrimValid(InPrimData));
switch (InPrimData.PrimType)
{
case EAggCollisionShape::Sphere:
return AggGeom->SphereElems[InPrimData.PrimIndex].GetTransform();
case EAggCollisionShape::Box:
return AggGeom->BoxElems[InPrimData.PrimIndex].GetTransform();
case EAggCollisionShape::Sphyl:
return AggGeom->SphylElems[InPrimData.PrimIndex].GetTransform();
case EAggCollisionShape::Convex:
return AggGeom->ConvexElems[InPrimData.PrimIndex].GetTransform();
case EAggCollisionShape::LevelSet:
return AggGeom->LevelSetElems[InPrimData.PrimIndex].GetCenteredTransform();
}
return FTransform::Identity;
}
void FStaticMeshEditor::SetPrimTransform(const FPrimData& InPrimData, const FTransform& InPrimTransform) const
{
check(StaticMesh->GetBodySetup());
FKAggregateGeom* AggGeom = &StaticMesh->GetBodySetup()->AggGeom;
check(IsPrimValid(InPrimData));
switch (InPrimData.PrimType)
{
case EAggCollisionShape::Sphere:
AggGeom->SphereElems[InPrimData.PrimIndex].SetTransform(InPrimTransform);
break;
case EAggCollisionShape::Box:
AggGeom->BoxElems[InPrimData.PrimIndex].SetTransform(InPrimTransform);
break;
case EAggCollisionShape::Sphyl:
AggGeom->SphylElems[InPrimData.PrimIndex].SetTransform(InPrimTransform);
break;
case EAggCollisionShape::Convex:
AggGeom->ConvexElems[InPrimData.PrimIndex].SetTransform(InPrimTransform);
break;
case EAggCollisionShape::LevelSet:
AggGeom->LevelSetElems[InPrimData.PrimIndex].SetCenteredTransform(InPrimTransform);
break;
}
StaticMesh->bCustomizedCollision = true; //mark the static mesh for collision customization
}
bool FStaticMeshEditor::OverlapsExistingPrim(const FPrimData& InPrimData) const
{
check(StaticMesh->GetBodySetup());
const FKAggregateGeom* AggGeom = &StaticMesh->GetBodySetup()->AggGeom;
// Assume that if the transform of the prim is the same, then it overlaps (FKConvexElem doesn't have an operator==, and no shape takes tolerances into account)
check(IsPrimValid(InPrimData));
switch (InPrimData.PrimType)
{
case EAggCollisionShape::Sphere:
{
const FKSphereElem InSphereElem = AggGeom->SphereElems[InPrimData.PrimIndex];
const FTransform InElemTM = InSphereElem.GetTransform();
for (int32 i = 0; i < AggGeom->SphereElems.Num(); ++i)
{
if( i == InPrimData.PrimIndex )
{
continue;
}
const FKSphereElem& SphereElem = AggGeom->SphereElems[i];
const FTransform ElemTM = SphereElem.GetTransform();
if( InElemTM.Equals(ElemTM) )
{
return true;
}
}
}
break;
case EAggCollisionShape::Box:
{
const FKBoxElem InBoxElem = AggGeom->BoxElems[InPrimData.PrimIndex];
const FTransform InElemTM = InBoxElem.GetTransform();
for (int32 i = 0; i < AggGeom->BoxElems.Num(); ++i)
{
if( i == InPrimData.PrimIndex )
{
continue;
}
const FKBoxElem& BoxElem = AggGeom->BoxElems[i];
const FTransform ElemTM = BoxElem.GetTransform();
if( InElemTM.Equals(ElemTM) )
{
return true;
}
}
}
break;
case EAggCollisionShape::Sphyl:
{
const FKSphylElem InSphylElem = AggGeom->SphylElems[InPrimData.PrimIndex];
const FTransform InElemTM = InSphylElem.GetTransform();
for (int32 i = 0; i < AggGeom->SphylElems.Num(); ++i)
{
if( i == InPrimData.PrimIndex )
{
continue;
}
const FKSphylElem& SphylElem = AggGeom->SphylElems[i];
const FTransform ElemTM = SphylElem.GetTransform();
if( InElemTM.Equals(ElemTM) )
{
return true;
}
}
}
break;
case EAggCollisionShape::Convex:
{
const FKConvexElem InConvexElem = AggGeom->ConvexElems[InPrimData.PrimIndex];
const FTransform InElemTM = InConvexElem.GetTransform();
for (int32 i = 0; i < AggGeom->ConvexElems.Num(); ++i)
{
if( i == InPrimData.PrimIndex )
{
continue;
}
const FKConvexElem& ConvexElem = AggGeom->ConvexElems[i];
const FTransform ElemTM = ConvexElem.GetTransform();
if( InElemTM.Equals(ElemTM) )
{
return true;
}
}
}
break;
case EAggCollisionShape::LevelSet:
{
const FKLevelSetElem InLevelSetElem = AggGeom->LevelSetElems[InPrimData.PrimIndex];
const FTransform InElemTM = InLevelSetElem.GetTransform();
for (int32 i = 0; i < AggGeom->LevelSetElems.Num(); ++i)
{
if (i == InPrimData.PrimIndex)
{
continue;
}
const FKLevelSetElem& LevelSetElem = AggGeom->LevelSetElems[i];
const FTransform ElemTM = LevelSetElem.GetTransform();
if (InElemTM.Equals(ElemTM))
{
return true;
}
}
}
break;
}
return false;
}
void FStaticMeshEditor::RefreshTool()
{
int32 NumLODs = StaticMesh->GetNumLODs();
for (int32 LODIndex = 0; LODIndex < NumLODs; ++LODIndex)
{
UpdateLODStats(LODIndex);
}
OnSelectedLODChangedResetOnRefresh.Clear();
bool bForceRefresh = true;
StaticMeshDetailsView->SetObject( StaticMesh, bForceRefresh );
RefreshViewport();
}
void FStaticMeshEditor::RefreshViewport()
{
if (GetStaticMeshViewport().IsValid())
{
GetStaticMeshViewport()->RefreshViewport();
}
}
void FStaticMeshEditor::GenerateUVChannelComboList(UToolMenu* InMenu)
{
FUIAction DrawUVsAction;
FStaticMeshEditorViewportClient& ViewportClient = GetStaticMeshViewport()->GetViewportClient();
DrawUVsAction.ExecuteAction = FExecuteAction::CreateRaw(&ViewportClient, &FStaticMeshEditorViewportClient::SetDrawUVOverlay, false);
// Note, the logic is inversed here. We show the radio button as checked if no uv channels are being shown
DrawUVsAction.GetActionCheckState = FGetActionCheckState::CreateLambda([&ViewportClient]() {return ViewportClient.IsDrawUVOverlayChecked() ? ECheckBoxState::Unchecked : ECheckBoxState::Checked; });
// Add UV display functions
{
FToolMenuSection& Section = InMenu->AddSection("UVDisplayOptions");
Section.AddMenuEntry(
"ShowUVSToggle",
LOCTEXT("ShowUVSToggle", "None"),
LOCTEXT("ShowUVSToggle_Tooltip", "Toggles display of the static mesh's UVs."),
FSlateIcon(),
DrawUVsAction,
EUserInterfaceActionType::RadioButton
);
Section.AddSeparator("ShowUVSToggleSeperator");
// Fill out the UV channels combo.
int32 MaxUVChannels = FMath::Max<int32>(GetNumUVChannels(), 1);
FName UVChannelIDName("UVChannel_ID");
for (int32 UVChannelID = 0; UVChannelID < MaxUVChannels; ++UVChannelID)
{
FUIAction MenuAction;
MenuAction.ExecuteAction.BindSP(this, &FStaticMeshEditor::SetCurrentViewedUVChannel, UVChannelID);
MenuAction.GetActionCheckState.BindSP(this, &FStaticMeshEditor::GetUVChannelCheckState, UVChannelID);
UVChannelIDName.SetNumber(UVChannelID+1);
Section.AddMenuEntry(
UVChannelIDName,
FText::Format(LOCTEXT("UVChannel_ID", "UV Channel {0}"), FText::AsNumber(UVChannelID)),
FText::Format(LOCTEXT("UVChannel_ID_ToolTip", "Overlay UV Channel {0} on the viewport"), FText::AsNumber(UVChannelID)),
FSlateIcon(),
MenuAction,
EUserInterfaceActionType::RadioButton
);
}
}
if (TSharedPtr<FStaticMeshEditor> StaticMeshEditor = StaticMeshEditor::GetStaticMeshEditorFromMenuContext(InMenu))
{
FToolMenuSection& Section = InMenu->AddSection("UVActionOptions");
FUIAction MenuAction;
MenuAction.ExecuteAction.BindSP(this, &FStaticMeshEditor::RemoveCurrentUVChannel);
MenuAction.CanExecuteAction.BindSP(this, &FStaticMeshEditor::CanRemoveUVChannel);
Section.AddMenuEntry(
"Remove_UVChannel",
LOCTEXT("Remove_UVChannel", "Remove Selected"),
LOCTEXT("Remove_UVChannel_ToolTip", "Remove currently selected UV channel from the static mesh"),
FSlateIcon(),
MenuAction,
EUserInterfaceActionType::Button
);
}
}
void FStaticMeshEditor::UpdateLODStats(int32 CurrentLOD)
{
NumTriangles[CurrentLOD] = 0; //-V781
NumVertices[CurrentLOD] = 0; //-V781
NumUVChannels[CurrentLOD] = 0; //-V781
int32 NumLODLevels = 0;
if( StaticMesh->GetRenderData())
{
NumLODLevels = StaticMesh->GetRenderData()->LODResources.Num();
if (CurrentLOD >= 0 && CurrentLOD < NumLODLevels)
{
FStaticMeshLODResources& LODModel = StaticMesh->GetRenderData()->LODResources[CurrentLOD];
NumTriangles[CurrentLOD] = LODModel.GetNumTriangles();
NumVertices[CurrentLOD] = LODModel.GetNumVertices();
NumUVChannels[CurrentLOD] = LODModel.VertexBuffers.StaticMeshVertexBuffer.GetNumTexCoords();
}
}
}
void FStaticMeshEditor::ComboBoxSelectionChanged( TSharedPtr<FString> NewSelection, ESelectInfo::Type /*SelectInfo*/ )
{
GetStaticMeshViewport()->RefreshViewport();
}
void FStaticMeshEditor::HandleReimportMesh(const FReimportParameters ReimportParameters)
{
// Reimport the asset
if (StaticMesh)
{
constexpr bool bAskForNewFileIfMissingTrue = true;
constexpr bool bShowNotificationTrue = true;
const FString PreferredReimportFileEmpty = TEXT("");
constexpr FReimportHandler* SpecifiedReimportHandlerNull = nullptr;
constexpr int32 SourceFileIndex = INDEX_NONE;
constexpr bool bAutomatedFalse = false;
FReimportManager::Instance()->ReimportAsync(StaticMesh
, bAskForNewFileIfMissingTrue
, bShowNotificationTrue
, PreferredReimportFileEmpty
, SpecifiedReimportHandlerNull
, SourceFileIndex
, ReimportParameters.bWithNewFile
, bAutomatedFalse
, ReimportParameters.bWithDialog);
}
}
void FStaticMeshEditor::HandleReimportAllMesh(const FReimportParameters ReimportParameters)
{
// Reimport the asset
if (StaticMesh)
{
constexpr bool bAskForNewFileIfMissingTrue = true;
constexpr bool bShowNotificationTrue = true;
const FString PreferredReimportFileEmpty = TEXT("");
constexpr FReimportHandler* SpecifiedReimportHandlerNull = nullptr;
constexpr int32 SourceFileIndex = INDEX_NONE;
constexpr bool bAutomatedFalse = false;
//Reimport base LOD, generated mesh will be rebuild here, the static mesh is always using the base mesh to reduce LOD
if (FReimportManager::Instance()->Reimport(StaticMesh
, bAskForNewFileIfMissingTrue
, bShowNotificationTrue
, PreferredReimportFileEmpty
, SpecifiedReimportHandlerNull
, SourceFileIndex
, ReimportParameters.bWithNewFile
, bAutomatedFalse
, ReimportParameters.bWithDialog))
{
//Reimport all custom LODs
for (int32 LodIndex = 1; LodIndex < StaticMesh->GetNumLODs(); ++LodIndex)
{
//Skip LOD import in the same file as the base mesh, they are already re-import
if (StaticMesh->GetSourceModel(LodIndex).bImportWithBaseMesh)
{
continue;
}
bool bHasBeenSimplified = !StaticMesh->IsMeshDescriptionValid(LodIndex) || StaticMesh->IsReductionActive(LodIndex);
if (!bHasBeenSimplified)
{
FbxMeshUtils::ImportMeshLODDialog(StaticMesh, LodIndex);
}
}
}
}
}
int32 FStaticMeshEditor::GetCurrentUVChannel()
{
return FMath::Min(CurrentViewedUVChannel, GetNumUVChannels());
}
int32 FStaticMeshEditor::GetCurrentLODLevel()
{
if (GetStaticMeshComponent())
{
return GetStaticMeshComponent()->ForcedLodModel;
}
return 0;
}
int32 FStaticMeshEditor::GetCurrentLODIndex()
{
int32 Index = GetCurrentLODLevel();
return Index == 0? 0 : Index - 1;
}
int32 FStaticMeshEditor::GetCustomData(const int32 Key) const
{
if (!CustomEditorData.Contains(Key))
{
return INDEX_NONE;
}
return CustomEditorData[Key];
}
void FStaticMeshEditor::SetCustomData(const int32 Key, const int32 CustomData)
{
CustomEditorData.FindOrAdd(Key) = CustomData;
}
void FStaticMeshEditor::GenerateKDop(const FVector* Directions, uint32 NumDirections)
{
TArray<FVector> DirArray;
for(uint32 DirectionIndex = 0;DirectionIndex < NumDirections;DirectionIndex++)
{
DirArray.Add(Directions[DirectionIndex]);
}
GEditor->BeginTransaction(LOCTEXT("FStaticMeshEditor_GenerateKDop", "Create Convex Collision"));
const int32 PrimIndex = GenerateKDopAsSimpleCollision(StaticMesh, DirArray);
if (PrimIndex != INDEX_NONE)
{
StaticMesh->GetBodySetup()->AggGeom.ConvexElems[PrimIndex].bIsGenerated = true;
}
GEditor->EndTransaction();
if (PrimIndex != INDEX_NONE)
{
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Collision"), TEXT("Type"), TEXT("KDop Collision"));
}
const FPrimData PrimData = FPrimData(EAggCollisionShape::Convex, PrimIndex);
ClearSelectedPrims();
AddSelectedPrim(PrimData, true);
// Don't 'nudge' KDop prims, as they are fitted specifically around the geometry
}
GetStaticMeshViewport()->RefreshViewport();
}
void FStaticMeshEditor::OnCollisionBox()
{
GEditor->BeginTransaction(LOCTEXT("FStaticMeshEditor_OnCollisionBox", "Create Box Collision"));
const int32 PrimIndex = GenerateBoxAsSimpleCollision(StaticMesh);
if (PrimIndex != INDEX_NONE)
{
StaticMesh->GetBodySetup()->AggGeom.BoxElems[PrimIndex].bIsGenerated = true;
}
GEditor->EndTransaction();
if (PrimIndex != INDEX_NONE)
{
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Collision"), TEXT("Type"), TEXT("Box Collision"));
}
const FPrimData PrimData = FPrimData(EAggCollisionShape::Box, PrimIndex);
ClearSelectedPrims();
AddSelectedPrim(PrimData, true);
while( OverlapsExistingPrim(PrimData) )
{
TranslateSelectedPrims(OverlapNudge);
}
}
GetStaticMeshViewport()->RefreshViewport();
}
void FStaticMeshEditor::OnCollisionSphere()
{
GEditor->BeginTransaction(LOCTEXT("FStaticMeshEditor_OnCollisionSphere", "Create Sphere Collision"));
const int32 PrimIndex = GenerateSphereAsSimpleCollision(StaticMesh);
if (PrimIndex != INDEX_NONE)
{
StaticMesh->GetBodySetup()->AggGeom.SphereElems[PrimIndex].bIsGenerated = true;
}
GEditor->EndTransaction();
if (PrimIndex != INDEX_NONE)
{
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Collision"), TEXT("Type"), TEXT("Sphere Collision"));
}
const FPrimData PrimData = FPrimData(EAggCollisionShape::Sphere, PrimIndex);
ClearSelectedPrims();
AddSelectedPrim(PrimData, true);
while( OverlapsExistingPrim(PrimData) )
{
TranslateSelectedPrims(OverlapNudge);
}
}
GetStaticMeshViewport()->RefreshViewport();
}
void FStaticMeshEditor::OnCollisionSphyl()
{
GEditor->BeginTransaction(LOCTEXT("FStaticMeshEditor_OnCollisionSphyl", "Create Capsule Collision"));
const int32 PrimIndex = GenerateSphylAsSimpleCollision(StaticMesh);
if (PrimIndex != INDEX_NONE)
{
StaticMesh->GetBodySetup()->AggGeom.SphylElems[PrimIndex].bIsGenerated = true;
}
GEditor->EndTransaction();
if (PrimIndex != INDEX_NONE)
{
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Collision"), TEXT("Type"), TEXT("Capsule Collision"));
}
const FPrimData PrimData = FPrimData(EAggCollisionShape::Sphyl, PrimIndex);
ClearSelectedPrims();
AddSelectedPrim(PrimData, true);
while( OverlapsExistingPrim(PrimData) )
{
TranslateSelectedPrims(OverlapNudge);
}
}
GetStaticMeshViewport()->RefreshViewport();
}
void FStaticMeshEditor::OnRemoveCollision(void)
{
UBodySetup* BS = StaticMesh->GetBodySetup();
check(BS != NULL && BS->AggGeom.GetElementCount() > 0);
ClearSelectedPrims();
// Make sure rendering is done - so we are not changing data being used by collision drawing.
FlushRenderingCommands();
GEditor->BeginTransaction(LOCTEXT("FStaticMeshEditor_RemoveCollision", "Remove Collision"));
StaticMesh->GetBodySetup()->Modify();
StaticMesh->GetBodySetup()->RemoveSimpleCollision();
GEditor->EndTransaction();
// refresh collision change back to staticmesh components
RefreshCollisionChange(*StaticMesh);
// Mark staticmesh as dirty, to help make sure it gets saved.
StaticMesh->MarkPackageDirty();
// Update views/property windows
GetStaticMeshViewport()->RefreshViewport();
StaticMesh->bCustomizedCollision = true; //mark the static mesh for collision customization
}
bool FStaticMeshEditor::CanRemoveCollision()
{
UBodySetup* BS = StaticMesh->GetBodySetup();
return (BS != NULL && BS->AggGeom.GetElementCount() > 0);
}
/** Util for adding vertex to an array if it is not already present. */
static void AddVertexIfNotPresent(TArray<FVector3f>& Vertices, const FVector3f& NewVertex)
{
bool bIsPresent = false;
for(int32 i=0; i<Vertices.Num(); i++)
{
float diffSqr = (NewVertex - Vertices[i]).SizeSquared();
if(diffSqr < 0.01f * 0.01f)
{
bIsPresent = 1;
break;
}
}
if(!bIsPresent)
{
Vertices.Add(NewVertex);
}
}
void FStaticMeshEditor::OnConvertBoxToConvexCollision()
{
// If we have a collision model for this staticmesh, ask if we want to replace it.
if (StaticMesh->GetBodySetup())
{
int32 ShouldReplace = FMessageDialog::Open( EAppMsgType::YesNo, LOCTEXT("ConvertBoxCollisionPrompt", "Are you sure you want to convert all box collision?") );
if (ShouldReplace == EAppReturnType::Yes)
{
UBodySetup* BodySetup = StaticMesh->GetBodySetup();
int32 NumBoxElems = BodySetup->AggGeom.BoxElems.Num();
if (NumBoxElems > 0)
{
ClearSelectedPrims();
// Make sure rendering is done - so we are not changing data being used by collision drawing.
FlushRenderingCommands();
FKConvexElem* NewConvexColl = NULL;
//For each box elem, calculate the new convex collision representation
//Stored in a temp array so we can undo on failure.
TArray<FKConvexElem> TempArray;
for (int32 i=0; i<NumBoxElems; i++)
{
const FKBoxElem& BoxColl = BodySetup->AggGeom.BoxElems[i];
//Create a new convex collision element
NewConvexColl = new(TempArray) FKConvexElem();
NewConvexColl->ConvexFromBoxElem(BoxColl);
}
//Clear the cache (PIE may have created some data), create new GUID
BodySetup->InvalidatePhysicsData();
//Copy the new data into the static mesh
BodySetup->AggGeom.ConvexElems.Append(TempArray);
//Clear out what we just replaced
BodySetup->AggGeom.BoxElems.Empty();
BodySetup->CreatePhysicsMeshes();
// Select the new prims
FKAggregateGeom* AggGeom = &StaticMesh->GetBodySetup()->AggGeom;
for (int32 i = 0; i < NumBoxElems; ++i)
{
AddSelectedPrim(FPrimData(EAggCollisionShape::Convex, (AggGeom->ConvexElems.Num() - (i+1))), false);
}
RefreshCollisionChange(*StaticMesh);
// Mark static mesh as dirty, to help make sure it gets saved.
StaticMesh->MarkPackageDirty();
// Update views/property windows
GetStaticMeshViewport()->RefreshViewport();
StaticMesh->bCustomizedCollision = true; //mark the static mesh for collision customization
}
}
}
}
void FStaticMeshEditor::OnCopyCollisionFromSelectedStaticMesh()
{
UStaticMesh* SelectedMesh = GetFirstSelectedStaticMeshInContentBrowser();
check(SelectedMesh && SelectedMesh != StaticMesh && SelectedMesh->GetBodySetup());
UBodySetup* BodySetup = StaticMesh->GetBodySetup();
ClearSelectedPrims();
// Make sure rendering is done - so we are not changing data being used by collision drawing.
FlushRenderingCommands();
GEditor->BeginTransaction(LOCTEXT("FStaticMeshEditor_CopyCollisionFromSelectedStaticMesh", "Copy Collision from Selected Static Mesh"));
BodySetup->Modify();
// Copy body properties from
BodySetup->CopyBodyPropertiesFrom(SelectedMesh->GetBodySetup());
// Enable collision, if not already
if( !GetStaticMeshViewport()->GetViewportClient().IsShowSimpleCollisionChecked() )
{
GetStaticMeshViewport()->GetViewportClient().ToggleShowSimpleCollision();
}
// Invalidate physics data and create new meshes
BodySetup->InvalidatePhysicsData();
BodySetup->CreatePhysicsMeshes();
GEditor->EndTransaction();
RefreshCollisionChange(*StaticMesh);
// Mark static mesh as dirty, to help make sure it gets saved.
StaticMesh->MarkPackageDirty();
// Redraw level editor viewports, in case the asset's collision is visible in a viewport and the viewport isn't set to realtime.
// Note: This could be more intelligent and only trigger a redraw if the asset is referenced in the world.
GUnrealEd->RedrawLevelEditingViewports();
// Update views/property windows
GetStaticMeshViewport()->RefreshViewport();
StaticMesh->bCustomizedCollision = true; //mark the static mesh for collision customization
}
bool FStaticMeshEditor::CanCopyCollisionFromSelectedStaticMesh() const
{
bool CanCopy = false;
TArray<FAssetData> SelectedAssets;
GEditor->GetContentBrowserSelections(SelectedAssets);
if(SelectedAssets.Num() == 1)
{
FAssetData& Asset = SelectedAssets[0];
if(Asset.GetClass() == UStaticMesh::StaticClass())
{
UStaticMesh* SelectedMesh = Cast<UStaticMesh>(Asset.GetAsset());
if(SelectedMesh && SelectedMesh != StaticMesh && SelectedMesh->GetBodySetup())
{
CanCopy = true;
}
}
}
return CanCopy;
}
UStaticMesh* FStaticMeshEditor::GetFirstSelectedStaticMeshInContentBrowser() const
{
TArray<FAssetData> SelectedAssets;
GEditor->GetContentBrowserSelections(SelectedAssets);
for(auto& Asset : SelectedAssets)
{
UStaticMesh* SelectedMesh = Cast<UStaticMesh>(Asset.GetAsset());
if(SelectedMesh)
{
return SelectedMesh;
}
}
return NULL;
}
void FStaticMeshEditor::SetEditorMesh(UStaticMesh* InStaticMesh, bool bResetCamera/*=true*/)
{
ClearSelectedPrims();
if (StaticMesh)
{
StaticMesh->GetOnMeshChanged().RemoveAll(this);
}
StaticMesh = InStaticMesh;
//Init stat arrays.
const int32 ArraySize = MAX_STATIC_MESH_LODS;
NumVertices.Empty(ArraySize);
NumVertices.AddZeroed(ArraySize);
NumTriangles.Empty(ArraySize);
NumTriangles.AddZeroed(ArraySize);
NumUVChannels.Empty(ArraySize);
NumUVChannels.AddZeroed(ArraySize);
if(StaticMesh)
{
StaticMesh->GetOnMeshChanged().AddRaw(this, &FStaticMeshEditor::OnMeshChanged);
int32 NumLODs = StaticMesh->GetNumLODs();
for (int32 LODIndex = 0; LODIndex < NumLODs; ++LODIndex)
{
UpdateLODStats(LODIndex);
}
}
// Set the details view.
StaticMeshDetailsView->SetObject(StaticMesh);
if (SStaticMeshEditorViewport* StaticMeshViewport = GetStaticMeshViewport().Get())
{
StaticMeshViewport->UpdatePreviewMesh(StaticMesh, bResetCamera);
StaticMeshViewport->RefreshViewport();
if (EditorModeManager)
{
// update the selection
if (USelection* ComponentSet = EditorModeManager->GetSelectedComponents())
{
ComponentSet->BeginBatchSelectOperation();
ComponentSet->DeselectAll();
ComponentSet->Select(StaticMeshViewport->GetStaticMeshComponent(), true);
ComponentSet->EndBatchSelectOperation();
}
}
}
}
void FStaticMeshEditor::OnChangeMesh()
{
UStaticMesh* SelectedMesh = GetFirstSelectedStaticMeshInContentBrowser();
check(SelectedMesh != NULL && SelectedMesh != StaticMesh);
RemoveEditingObject(StaticMesh);
AddEditingObject(SelectedMesh);
SetEditorMesh(SelectedMesh);
// Clear selections made on previous mesh
ClearSelectedPrims();
GetSelectedEdges().Empty();
if(SocketManager.IsValid())
{
SocketManager->UpdateStaticMesh();
}
}
bool FStaticMeshEditor::CanChangeMesh() const
{
bool CanChange = false;
TArray<FAssetData> SelectedAssets;
GEditor->GetContentBrowserSelections(SelectedAssets);
if(SelectedAssets.Num() == 1)
{
FAssetData& Asset = SelectedAssets[0];
if(Asset.GetClass() == UStaticMesh::StaticClass())
{
UStaticMesh* SelectedMesh = Cast<UStaticMesh>(Asset.GetAsset());
if(SelectedMesh && SelectedMesh != StaticMesh)
{
CanChange = true;
}
}
}
return CanChange;
}
void FStaticMeshEditor::OnSaveGeneratedLODs()
{
if (StaticMesh)
{
StaticMesh->GenerateLodsInPackage();
// Update editor UI as we modified LOD groups
auto Selected = StaticMeshDetailsView->GetSelectedObjects();
StaticMeshDetailsView->SetObjects(Selected, true);
// Update screen
GetStaticMeshViewport()->RefreshViewport();
}
}
void FStaticMeshEditor::DoDecomp(uint32 InHullCount, int32 InMaxHullVerts, uint32 InHullPrecision)
{
// Check we have a selected StaticMesh
if(StaticMesh && StaticMesh->GetRenderData())
{
FStaticMeshLODResources& LODModel = StaticMesh->GetRenderData()->LODResources[0];
// Start a busy cursor so the user has feedback while waiting
const FScopedBusyCursor BusyCursor;
// Make vertex buffer
int32 NumVerts = LODModel.VertexBuffers.StaticMeshVertexBuffer.GetNumVertices();
TArray<FVector3f> Verts;
Verts.SetNumUninitialized(NumVerts);
for(int32 i=0; i<NumVerts; i++)
{
const FVector3f& Vert = LODModel.VertexBuffers.PositionVertexBuffer.VertexPosition(i);
Verts[i] = Vert;
}
// Grab all indices
TArray<uint32> AllIndices;
LODModel.IndexBuffer.GetCopy(AllIndices);
// Only copy indices that have collision enabled
TArray<uint32> CollidingIndices;
for(const FStaticMeshSection& Section : LODModel.Sections)
{
if(Section.bEnableCollision)
{
for (uint32 IndexIdx = Section.FirstIndex; IndexIdx < Section.FirstIndex + (Section.NumTriangles * 3); IndexIdx++)
{
CollidingIndices.Add(AllIndices[IndexIdx]);
}
}
}
ClearSelectedPrims();
// Make sure rendering is done - so we are not changing data being used by collision drawing.
FlushRenderingCommands();
// Get the BodySetup we are going to put the collision into
UBodySetup* bs = StaticMesh->GetBodySetup();
if(bs)
{
bs->RemoveSimpleCollision();
}
else
{
// Otherwise, create one here.
StaticMesh->CreateBodySetup();
bs = StaticMesh->GetBodySetup();
}
// Run actual util to do the work (if we have some valid input)
if(Verts.Num() >= 3 && CollidingIndices.Num() >= 3)
{
#if USE_ASYNC_DECOMP
// If there is currently a decomposition already in progress we release it.
if (DecomposeMeshToHullsAsync)
{
DecomposeMeshToHullsAsync->Release();
}
// Begin the convex decomposition process asynchronously
DecomposeMeshToHullsAsync = CreateIDecomposeMeshToHullAsync();
DecomposeMeshToHullsAsync->DecomposeMeshToHullsAsyncBegin(bs, MoveTemp(Verts), MoveTemp(CollidingIndices), InHullCount, InMaxHullVerts, InHullPrecision);
#else
DecomposeMeshToHulls(bs, Verts, CollidingIndices, InHullCount, InMaxHullVerts, InHullPrecision);
#endif
}
// Enable collision, if not already
if( !GetStaticMeshViewport()->GetViewportClient().IsShowSimpleCollisionChecked() )
{
GetStaticMeshViewport()->GetViewportClient().ToggleShowSimpleCollision();
}
// refresh collision change back to staticmesh components
RefreshCollisionChange(*StaticMesh);
// Mark mesh as dirty
StaticMesh->MarkPackageDirty();
// Update screen.
GetStaticMeshViewport()->RefreshViewport();
StaticMesh->bCustomizedCollision = true; //mark the static mesh for collision customization
}
}
TSet< int32 >& FStaticMeshEditor::GetSelectedEdges()
{
return GetStaticMeshViewport()->GetSelectedEdges();
}
int32 FStaticMeshEditor::GetNumTriangles( int32 LODLevel ) const
{
return NumTriangles.IsValidIndex(LODLevel) ? NumTriangles[LODLevel] : 0;
}
int32 FStaticMeshEditor::GetNumVertices( int32 LODLevel ) const
{
return NumVertices.IsValidIndex(LODLevel) ? NumVertices[LODLevel] : 0;
}
int32 FStaticMeshEditor::GetNumUVChannels( int32 LODLevel ) const
{
return NumUVChannels.IsValidIndex(LODLevel) ? NumUVChannels[LODLevel] : 0;
}
void FStaticMeshEditor::DeleteSelected()
{
if (HasSelectedSockets())
{
DeleteSelectedSockets();
}
if (HasSelectedPrims())
{
DeleteSelectedPrims();
}
}
bool FStaticMeshEditor::CanDeleteSelected() const
{
return GetOpenMethod() != EAssetOpenMethod::View && (HasSelectedSockets() || HasSelectedPrims());
}
void FStaticMeshEditor::DeleteSelectedSockets()
{
check(SocketManager.IsValid());
SocketManager->DeleteSelectedSockets();
}
void FStaticMeshEditor::DeleteSelectedPrims()
{
if (SelectedPrims.Num() > 0)
{
// Sort the selected prims by PrimIndex so when we're deleting them we don't mess up other prims indicies
struct FCompareFPrimDataPrimIndex
{
FORCEINLINE bool operator()(const FPrimData& A, const FPrimData& B) const
{
return A.PrimIndex < B.PrimIndex;
}
};
SelectedPrims.Sort(FCompareFPrimDataPrimIndex());
check(StaticMesh->GetBodySetup());
FKAggregateGeom* AggGeom = &StaticMesh->GetBodySetup()->AggGeom;
GEditor->BeginTransaction(LOCTEXT("FStaticMeshEditor_DeleteSelectedPrims", "Delete Collision"));
StaticMesh->GetBodySetup()->Modify();
for (int32 PrimIdx = SelectedPrims.Num() - 1; PrimIdx >= 0; PrimIdx--)
{
const FPrimData& PrimData = SelectedPrims[PrimIdx];
check(IsPrimValid(PrimData));
switch (PrimData.PrimType)
{
case EAggCollisionShape::Sphere:
AggGeom->SphereElems.RemoveAt(PrimData.PrimIndex);
break;
case EAggCollisionShape::Box:
AggGeom->BoxElems.RemoveAt(PrimData.PrimIndex);
break;
case EAggCollisionShape::Sphyl:
AggGeom->SphylElems.RemoveAt(PrimData.PrimIndex);
break;
case EAggCollisionShape::Convex:
AggGeom->ConvexElems.RemoveAt(PrimData.PrimIndex);
break;
case EAggCollisionShape::LevelSet:
AggGeom->LevelSetElems.RemoveAt(PrimData.PrimIndex);
break;
}
}
GEditor->EndTransaction();
ClearSelectedPrims();
// Make sure rendering is done - so we are not changing data being used by collision drawing.
FlushRenderingCommands();
// Make sure to invalidate cooked data
StaticMesh->GetBodySetup()->InvalidatePhysicsData();
// refresh collision change back to staticmesh components
RefreshCollisionChange(*StaticMesh);
// Mark staticmesh as dirty, to help make sure it gets saved.
StaticMesh->MarkPackageDirty();
// Update views/property windows
GetStaticMeshViewport()->RefreshViewport();
StaticMesh->bCustomizedCollision = true; //mark the static mesh for collision customization
}
}
void FStaticMeshEditor::DuplicateSelected()
{
DuplicateSelectedSockets();
const FVector InitialOffset(20.f);
DuplicateSelectedPrims(&InitialOffset);
}
bool FStaticMeshEditor::CanDuplicateSelected() const
{
return GetOpenMethod() != EAssetOpenMethod::View && (HasSelectedSockets() || HasSelectedPrims());
}
void FStaticMeshEditor::CopySelected()
{
CopySelectedPrims();
}
bool FStaticMeshEditor::CanCopySelected() const
{
return HasSelectedPrims();
}
void FStaticMeshEditor::PasteCopied()
{
PasteCopiedPrims();
}
bool FStaticMeshEditor::CanPasteCopied() const
{
if(GetOpenMethod() == EAssetOpenMethod::View)
{
return false;
}
FString TextToImport;
FPlatformApplicationMisc::ClipboardPaste(TextToImport);
FBodySetupObjectTextFactory Factory;
return Factory.CanCreateObjectsFromText(TextToImport);
}
bool FStaticMeshEditor::CanRenameSelected() const
{
return GetOpenMethod() != EAssetOpenMethod::View && (HasSelectedSockets());
}
void FStaticMeshEditor::ExecuteFindInExplorer()
{
if ( ensure(StaticMesh->AssetImportData) )
{
const FString SourceFilePath = StaticMesh->AssetImportData->GetFirstFilename();
if ( SourceFilePath.Len() && IFileManager::Get().FileSize( *SourceFilePath ) != INDEX_NONE )
{
FPlatformProcess::ExploreFolder( *FPaths::GetPath(SourceFilePath) );
}
}
}
bool FStaticMeshEditor::CanExecuteSourceCommands() const
{
if ( !StaticMesh->AssetImportData )
{
return false;
}
const FString& SourceFilePath = StaticMesh->AssetImportData->GetFirstFilename();
return SourceFilePath.Len() && IFileManager::Get().FileSize(*SourceFilePath) != INDEX_NONE;
}
void FStaticMeshEditor::OnObjectReimported(UObject* InObject)
{
// Make sure we are using the object that is being reimported, otherwise a lot of needless work could occur.
if(StaticMesh == InObject)
{
//When we re-import we want to avoid moving the camera in the staticmesh editor
bool bResetCamera = false;
SetEditorMesh(Cast<UStaticMesh>(InObject), bResetCamera);
if (SocketManager.IsValid())
{
SocketManager->UpdateStaticMesh();
}
}
}
EViewModeIndex FStaticMeshEditor::GetViewMode() const
{
if (GetStaticMeshViewport().IsValid())
{
const FStaticMeshEditorViewportClient& ViewportClient = GetStaticMeshViewport()->GetViewportClient();
return ViewportClient.GetViewMode();
}
else
{
return VMI_Unknown;
}
}
FEditorViewportClient& FStaticMeshEditor::GetViewportClient()
{
return GetStaticMeshViewport()->GetViewportClient();
}
void FStaticMeshEditor::OnConvexDecomposition()
{
TabManager->TryInvokeTab(CollisionTabId);
}
bool FStaticMeshEditor::OnRequestClose(EAssetEditorCloseReason InCloseReason)
{
bool bAllowClose = true;
// If we are in read only mode, don't show the save prompt
if (GetOpenMethod() != EAssetOpenMethod::View && InCloseReason != EAssetEditorCloseReason::AssetForceDeleted && StaticMeshDetails.IsValid() && StaticMeshDetails.Pin()->IsApplyNeeded())
{
// find out the user wants to do with this dirty material
EAppReturnType::Type YesNoCancelReply = FMessageDialog::Open(
EAppMsgType::YesNoCancel,
FText::Format( LOCTEXT("ShouldApplyLODChanges", "Would you like to apply level of detail changes to {0}?\n\n(No will lose all changes!)"), FText::FromString( StaticMesh->GetName() ) )
);
switch (YesNoCancelReply)
{
case EAppReturnType::Yes:
StaticMeshDetails.Pin()->ApplyChanges();
bAllowClose = true;
break;
case EAppReturnType::No:
// Do nothing, changes will be abandoned.
bAllowClose = true;
break;
case EAppReturnType::Cancel:
// Don't exit.
bAllowClose = false;
break;
}
}
bAllowClose &= GetEditorModeManager().OnRequestClose();
// Give any active modes a chance to shutdown while the toolkit host is still alive
if (bAllowClose)
{
GetEditorModeManager().ActivateDefaultMode();
}
return bAllowClose;
}
void FStaticMeshEditor::SetupReadOnlyMenuProfiles(FReadOnlyAssetEditorCustomization& OutReadOnlyCustomization)
{
FName ReadOnlyOwnerName("StaticMeshEditorReadOnly");
// The combo button to show UVs is fine to be available in read only mode
OutReadOnlyCustomization.ToolbarPermissionList.AddAllowListItem(ReadOnlyOwnerName, "UVToolbar");
// Hide the command to bake materials in the "Asset" menu in read only mode
FNamePermissionList& AssetMenuPermissionList = OutReadOnlyCustomization.MainMenuSubmenuPermissionLists.FindOrAdd("Asset");
AssetMenuPermissionList.AddDenyListItem(ReadOnlyOwnerName, FStaticMeshEditorCommands::Get().BakeMaterials->GetCommandName());
// Hide the command to edit sockets in the "Edit" menu in read only mode
FNamePermissionList& EditMenuPermissionList = OutReadOnlyCustomization.MainMenuSubmenuPermissionLists.FindOrAdd("Edit");
EditMenuPermissionList.AddDenyListItem(ReadOnlyOwnerName, "DeleteSocket");
EditMenuPermissionList.AddDenyListItem(ReadOnlyOwnerName, "DuplicateSocket");
}
void FStaticMeshEditor::RegisterOnPostUndo( const FOnPostUndo& Delegate )
{
OnPostUndo.Add( Delegate );
}
void FStaticMeshEditor::UnregisterOnPostUndo( SWidget* Widget )
{
OnPostUndo.RemoveAll( Widget );
}
void FStaticMeshEditor::NotifyPostChange( const FPropertyChangedEvent& PropertyChangedEvent, FProperty* PropertyThatChanged )
{
if(StaticMesh && StaticMesh->GetBodySetup())
{
StaticMesh->GetBodySetup()->CreatePhysicsMeshes();
RemoveInvalidPrims();
if (GET_MEMBER_NAME_CHECKED(UStaticMesh, LODGroup) == PropertyChangedEvent.GetPropertyName())
{
RefreshTool();
}
else if (PropertyChangedEvent.GetPropertyName() == TEXT("CollisionResponses"))
{
for (FThreadSafeObjectIterator Iter(UStaticMeshComponent::StaticClass()); Iter; ++Iter)
{
UStaticMeshComponent* StaticMeshComponent = Cast<UStaticMeshComponent>(*Iter);
if (StaticMeshComponent->GetStaticMesh() == StaticMesh)
{
StaticMeshComponent->UpdateCollisionFromStaticMesh();
StaticMeshComponent->MarkRenderTransformDirty();
}
}
}
}
else
{
RemoveInvalidPrims();
}
}
void FStaticMeshEditor::UndoAction()
{
GEditor->UndoTransaction();
}
void FStaticMeshEditor::RedoAction()
{
GEditor->RedoTransaction();
}
void FStaticMeshEditor::PostUndo( bool bSuccess )
{
RemoveInvalidPrims();
RefreshTool();
OnPostUndo.Broadcast();
}
void FStaticMeshEditor::PostRedo( bool bSuccess )
{
RemoveInvalidPrims();
RefreshTool();
OnPostUndo.Broadcast();
}
void FStaticMeshEditor::OnMeshChanged()
{
GetStaticMeshViewport()->GetViewportClient().OnMeshChanged();
}
void FStaticMeshEditor::OnSocketSelectionChanged()
{
if (HasSelectedSockets())
{
ClearSelectedPrims();
GetStaticMeshViewport()->GetViewportClient().OnSocketSelectionChanged(GetSelectedSockets()[0]);
}
else
{
GetStaticMeshViewport()->GetViewportClient().OnSocketSelectionChanged(nullptr);
}
}
void FStaticMeshEditor::OnPostReimport(UObject* InObject, bool bSuccess)
{
// Ignore if this is regarding a different object
if ( InObject != StaticMesh )
{
return;
}
if (bSuccess)
{
RefreshTool();
}
}
void FStaticMeshEditor::SetCurrentViewedUVChannel(int32 InNewUVChannel)
{
CurrentViewedUVChannel = FMath::Clamp(InNewUVChannel, 0, GetNumUVChannels());
GetStaticMeshViewport()->GetViewportClient().SetDrawUVOverlay(true);
}
ECheckBoxState FStaticMeshEditor::GetUVChannelCheckState(int32 TestUVChannel) const
{
return CurrentViewedUVChannel == TestUVChannel && GetStaticMeshViewport()->GetViewportClient().IsDrawUVOverlayChecked() ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
void FStaticMeshEditor::Tick(float DeltaTime)
{
#if USE_ASYNC_DECOMP
/** If we have an active convex decomposition task running, we check to see if is completed and, if so, release the interface */
if (DecomposeMeshToHullsAsync)
{
if (DecomposeMeshToHullsAsync->IsComplete())
{
DecomposeMeshToHullsAsync->Release();
DecomposeMeshToHullsAsync = nullptr;
GConvexDecompositionNotificationState->IsActive = false;
}
else if (GConvexDecompositionNotificationState)
{
GConvexDecompositionNotificationState->IsActive = true;
GConvexDecompositionNotificationState->Status = DecomposeMeshToHullsAsync->GetCurrentStatus();
}
}
#endif
}
TStatId FStaticMeshEditor::GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FStaticMeshEditor, STATGROUP_TaskGraphTasks);
}
void FStaticMeshEditor::AddViewportOverlayWidget(TSharedRef<SWidget> InOverlaidWidget, int32 ZOrder)
{
TSharedPtr<SStaticMeshEditorViewport> Viewport = GetStaticMeshViewport();
if (Viewport.IsValid() && Viewport->GetViewportOverlay().IsValid())
{
Viewport->GetViewportOverlay()->AddSlot(ZOrder)
[
InOverlaidWidget
];
}
}
void FStaticMeshEditor::RemoveViewportOverlayWidget(TSharedRef<SWidget> InViewportOverlayWidget)
{
TSharedPtr<SStaticMeshEditorViewport> Viewport = GetStaticMeshViewport();
if (Viewport.IsValid() && Viewport->GetViewportOverlay().IsValid())
{
Viewport->GetViewportOverlay()->RemoveSlot(InViewportOverlayWidget);
}
}
void FStaticMeshEditor::CreateEditorModeManager()
{
//
// This function doesn't actually create a new manager -- it assigns StaticMeshEditorViewport->GetViewportClient().GetModeTools()
// to this->EditorModeManager. This is because these two pointers should refer to the same mode manager object, and currently
// the ViewPortClient's ModeTools object is created first.
//
// This function also:
// - sets the manager's PreviewScene to be StaticMeshEditorViewport->GetPreviewScene()
// - adds StaticMeshEditorViewport->GetStaticMeshComponent() to the manager's ComponentSet (i.e. selected mesh components)
//
TSharedPtr<FAssetEditorModeManager> NewManager = MakeShared<FAssetEditorModeManager>();
TSharedPtr<SStaticMeshEditorViewport> StaticMeshEditorViewport = GetStaticMeshViewport();
if (StaticMeshEditorViewport.IsValid())
{
TSharedPtr<FEditorModeTools> SharedModeTools = StaticMeshEditorViewport->GetViewportClient().GetModeTools()->AsShared();
NewManager = StaticCastSharedPtr<FAssetEditorModeManager>(SharedModeTools);
check(NewManager.IsValid());
TSharedRef<FAdvancedPreviewScene> PreviewScene = StaticMeshEditorViewport->GetPreviewScene();
NewManager->SetPreviewScene(&PreviewScene.Get());
UStaticMeshComponent* const Component = StaticMeshEditorViewport->GetStaticMeshComponent();
// Copied from FPersonaEditorModeManager::SetPreviewScene(FPreviewScene * NewPreviewScene)
USelection* ComponentSet = NewManager->GetSelectedComponents();
ComponentSet->BeginBatchSelectOperation();
ComponentSet->DeselectAll();
ComponentSet->Select(Component, true);
ComponentSet->EndBatchSelectOperation();
}
EditorModeManager = NewManager;
}
bool FStaticMeshEditor::CanRemoveUVChannel()
{
// Can remove UV channel if there's one that is currently being selected and displayed,
// and the current LOD has more than one UV channel
return GetStaticMeshViewport()->GetViewportClient().IsDrawUVOverlayChecked() &&
StaticMesh->GetNumUVChannels(GetCurrentLODIndex()) > 1;
}
void FStaticMeshEditor::ToggleShowNormals()
{
bDrawNormals = !bDrawNormals;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleShowNormalsFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
StaticMeshEditorViewportClient.SetShowNormals(bDrawNormals);
};
ViewportTabContent->PerformActionOnViewports(ToggleShowNormalsFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawNormals"), bDrawNormals ? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsShowNormalsChecked() const
{
return bDrawNormals;
}
void FStaticMeshEditor::ToggleShowTangents()
{
bDrawTangents = !bDrawTangents;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleShowTangentsFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
StaticMeshEditorViewportClient.SetShowTangents(bDrawTangents);
};
ViewportTabContent->PerformActionOnViewports(ToggleShowTangentsFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawTangents"), bDrawTangents ? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsShowTangentsChecked() const
{
return bDrawTangents;
}
void FStaticMeshEditor::ToggleShowBinormals()
{
bDrawBinormals= !bDrawBinormals;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleShowBinormalsFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
StaticMeshEditorViewportClient.SetShowBinormals(bDrawBinormals);
};
ViewportTabContent->PerformActionOnViewports(ToggleShowBinormalsFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawBinormals"), bDrawBinormals? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsShowBinormalsChecked() const
{
return bDrawBinormals;
}
void FStaticMeshEditor::ToggleShowPivots()
{
bDrawPivots = !bDrawPivots;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleShowPivotsFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
StaticMeshEditorViewportClient.SetShowPivots(bDrawPivots);
};
ViewportTabContent->PerformActionOnViewports(ToggleShowPivotsFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawPivots"), bDrawPivots ? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsShowPivotsChecked() const
{
return bDrawPivots;
}
void FStaticMeshEditor::ToggleShowVertices()
{
bDrawVertices = !bDrawVertices;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleShowVerticesFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
StaticMeshEditorViewportClient.SetShowVertices(bDrawVertices);
};
ViewportTabContent->PerformActionOnViewports(ToggleShowVerticesFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawVertices"), bDrawVertices ? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsShowVerticesChecked() const
{
return bDrawVertices;
}
void FStaticMeshEditor::ToggleShowGrids()
{
bDrawGrids = !IsShowGridsChecked();
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleShowGridFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
StaticMeshEditorViewportClient.SetShowGrids(bDrawGrids);
};
ViewportTabContent->PerformActionOnViewports(ToggleShowGridFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawGrids"), bDrawGrids ? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsShowGridsChecked() const
{
bool LocalDrawGrids = false;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> CheckShowGridFunc =
[this, &LocalDrawGrids](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
LocalDrawGrids |= StaticMeshEditorViewportClient.IsSetShowGridChecked();
};
ViewportTabContent->PerformActionOnViewports(CheckShowGridFunc);
return LocalDrawGrids;
}
void FStaticMeshEditor::ToggleShowBounds()
{
bDrawBounds = !bDrawBounds;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleShowBoundsFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
StaticMeshEditorViewportClient.SetShowBounds(bDrawBounds);
};
ViewportTabContent->PerformActionOnViewports(ToggleShowBoundsFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawBounds"), bDrawBounds ? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsShowBoundsChecked() const
{
return bDrawBounds;
}
void FStaticMeshEditor::ToggleShowSimpleCollisions()
{
bDrawSimpleCollisions = !bDrawSimpleCollisions;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleShowSimpleCollisionsFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
StaticMeshEditorViewportClient.SetShowSimpleCollisions(bDrawSimpleCollisions);
};
ViewportTabContent->PerformActionOnViewports(ToggleShowSimpleCollisionsFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawSimpleCollisions"), bDrawSimpleCollisions ? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsShowSimpleCollisionsChecked() const
{
return bDrawSimpleCollisions;
}
void FStaticMeshEditor::ToggleShowComplexCollisions()
{
bDrawComplexCollisions = !bDrawComplexCollisions;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleShowComplexCollisionsFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
StaticMeshEditorViewportClient.SetShowComplexCollisions(bDrawComplexCollisions);
};
ViewportTabContent->PerformActionOnViewports(ToggleShowComplexCollisionsFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawComplexCollisions"), bDrawComplexCollisions ? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsShowComplexCollisionsChecked() const
{
return bDrawComplexCollisions;
}
void FStaticMeshEditor::ToggleShowSockets()
{
bDrawSockets = !bDrawSockets;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleShowSocketsFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
StaticMeshEditorViewportClient.SetShowPivots(bDrawSockets);
};
ViewportTabContent->PerformActionOnViewports(ToggleShowSocketsFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawSockets"), bDrawSockets ? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsShowSocketsChecked() const
{
return bDrawSockets;
}
void FStaticMeshEditor::ToggleShowWireframes()
{
bDrawWireframes = !bDrawWireframes;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleShowWireframesFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
if (StaticMeshEditorViewport->IsInViewModeWireframeChecked() != bDrawWireframes)
{
StaticMeshEditorViewport->SetViewModeWireframe();
}
};
ViewportTabContent->PerformActionOnViewports(ToggleShowWireframesFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawWireframes"), bDrawWireframes ? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsShowWireframesChecked() const
{
return bDrawWireframes;
}
void FStaticMeshEditor::ToggleShowVertexColors()
{
bDrawVertexColors = !bDrawVertexColors;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleShowVertexColorsFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
if (StaticMeshEditorViewport->IsInViewModeVertexColorChecked() != bDrawVertexColors)
{
FStaticMeshEditorViewportClient& EditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
EditorViewportClient.EngineShowFlags.SetVertexColors(bDrawVertexColors);
EditorViewportClient.EngineShowFlags.SetLighting(!bDrawVertexColors);
EditorViewportClient.EngineShowFlags.SetIndirectLightingCache(!bDrawVertexColors);
EditorViewportClient.EngineShowFlags.SetPostProcessing(!bDrawVertexColors);
EditorViewportClient.SetFloorAndEnvironmentVisibility(!bDrawVertexColors);
GetStaticMeshComponent()->bDisplayVertexColors = bDrawVertexColors;
GetStaticMeshComponent()->MarkRenderStateDirty();
StaticMeshEditorViewport->Invalidate();
}
};
ViewportTabContent->PerformActionOnViewports(ToggleShowVertexColorsFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawVertexColors"), bDrawVertexColors ? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsShowVertexColorsChecked() const
{
return bDrawVertexColors;
}
void FStaticMeshEditor::ResetCamera()
{
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ResetCameraFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
StaticMeshEditorViewport->GetViewportClient().FocusViewportOnBox(StaticMeshEditorViewport->GetStaticMeshComponent()->Bounds.GetBox());
StaticMeshEditorViewport->Invalidate();
};
ViewportTabContent->PerformActionOnViewports(ResetCameraFunc);
// if (FEngineAnalytics::IsAvailable())
// {
// FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("ResetCamera"));
// }
}
void FStaticMeshEditor::ToggleDrawAdditionalData()
{
bDrawAdditionalData = !bDrawAdditionalData;
TFunction<void(FName, TSharedPtr<IEditorViewportLayoutEntity>)> ToggleDrawAdditionalDataFunc =
[this](FName Name, TSharedPtr<IEditorViewportLayoutEntity> Entity)
{
TSharedRef<SStaticMeshEditorViewport> StaticMeshEditorViewport = StaticCastSharedRef<SStaticMeshEditorViewport>(Entity->AsWidget());
FStaticMeshEditorViewportClient& StaticMeshEditorViewportClient = StaticMeshEditorViewport->GetViewportClient();
if (StaticMeshEditorViewportClient.IsDrawAdditionalDataChecked() != bDrawAdditionalData)
{
StaticMeshEditorViewportClient.ToggleDrawAdditionalData();
}
};
ViewportTabContent->PerformActionOnViewports(ToggleDrawAdditionalDataFunc);
if (FEngineAnalytics::IsAvailable())
{
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Usage.StaticMesh.Toolbar"), TEXT("bDrawAdditionalData"), bDrawAdditionalData ? TEXT("True") : TEXT("False"));
}
}
bool FStaticMeshEditor::IsDrawAdditionalDataChecked() const
{
return bDrawAdditionalData;
}
void FStaticMeshEditor::BakeMaterials()
{
if (StaticMesh != nullptr)
{
const IMeshMergeModule& Module = FModuleManager::Get().LoadModuleChecked<IMeshMergeModule>("MeshMergeUtilities");
Module.GetUtilities().BakeMaterialsForMesh(StaticMesh);
}
}
void FStaticMeshEditor::RemoveCurrentUVChannel()
{
if (!StaticMesh)
{
return;
}
int32 UVChannelIndex = GetCurrentUVChannel();
int32 LODIndex = GetCurrentLODIndex();
FText RemoveUVChannelText = FText::Format(LOCTEXT("ConfirmRemoveUVChannel", "Please confirm removal of UV Channel {0} from LOD {1} of {2}?"), UVChannelIndex, LODIndex, FText::FromString(StaticMesh->GetName()));
if (FMessageDialog::Open(EAppMsgType::YesNo, RemoveUVChannelText) == EAppReturnType::Yes)
{
FMeshBuildSettings& LODBuildSettings = StaticMesh->GetSourceModel(LODIndex).BuildSettings;
if (LODBuildSettings.bGenerateLightmapUVs)
{
FText LightmapText;
if (UVChannelIndex == LODBuildSettings.SrcLightmapIndex)
{
LightmapText = FText::Format(LOCTEXT("ConfirmDisableSourceLightmap", "UV Channel {0} is currently used as source for lightmap UVs. Please change the \"Source Lightmap Index\" value or disable \"Generate Lightmap UVs\" in the Build Settings."), UVChannelIndex);
}
else if (UVChannelIndex == LODBuildSettings.DstLightmapIndex)
{
LightmapText = FText::Format(LOCTEXT("ConfirmDisableDestLightmap", "UV Channel {0} is currently used as destination for lightmap UVs. Please change the \"Destination Lightmap Index\" value or disable \"Generate Lightmap UVs\" in the Build Settings."), UVChannelIndex);
}
if (!LightmapText.IsEmpty())
{
FMessageDialog::Open(EAppMsgType::Ok, LightmapText);
return;
}
}
const FScopedTransaction Transaction(LOCTEXT("RemoveUVChannel", "Remove UV Channel"));
if (StaticMesh->RemoveUVChannel(LODIndex, UVChannelIndex))
{
RefreshTool();
}
}
}
void FStaticMeshEditor::OnToolkitHostingStarted(const TSharedRef<IToolkit>& Toolkit)
{
ModeUILayer->OnToolkitHostingStarted(Toolkit);
}
void FStaticMeshEditor::OnToolkitHostingFinished(const TSharedRef<IToolkit>& Toolkit)
{
ModeUILayer->OnToolkitHostingFinished(Toolkit);
}
#undef LOCTEXT_NAMESPACE