538 lines
16 KiB
C++
538 lines
16 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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TexAlignTools.cpp: Tools for aligning textures on surfaces
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=============================================================================*/
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#include "TexAlignTools.h"
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#include "Engine/Level.h"
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#include "Model.h"
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#include "TexAligner/TexAlignerBox.h"
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#include "TexAligner/TexAlignerDefault.h"
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#include "TexAligner/TexAlignerFit.h"
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#include "TexAligner/TexAlignerPlanar.h"
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#include "Engine/Polys.h"
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#include "Editor.h"
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#include "BSPOps.h"
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FTexAlignTools GTexAlignTools;
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static int32 GetMajorAxis( FVector3f InNormal, int32 InForceAxis )
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{
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// Figure out the major axis information.
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int32 Axis = TAXIS_X;
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if( FMath::Abs(InNormal.Y) >= 0.5f ) Axis = TAXIS_Y;
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else
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{
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// Only check Z if we aren't aligned to walls
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if( InForceAxis != TAXIS_WALLS )
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if( FMath::Abs(InNormal.Z) >= 0.5f ) Axis = TAXIS_Z;
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}
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return Axis;
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}
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// Checks the normal of the major axis ... if it's negative, returns 1.
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static bool ShouldFlipVectors( FVector3f InNormal, int32 InAxis )
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{
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if( InAxis == TAXIS_X )
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if( InNormal.X < 0 ) return 1;
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if( InAxis == TAXIS_Y )
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if( InNormal.Y < 0 ) return 1;
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if( InAxis == TAXIS_Z )
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if( InNormal.Z < 0 ) return 1;
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return 0;
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}
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UTexAligner::UTexAligner(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UTexAligner::PostInitProperties()
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{
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Super::PostInitProperties();
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Desc = TEXT("N/A");
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TAxis = TAXIS_AUTO;
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UTile = VTile = 1.f;
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DefTexAlign = TEXALIGN_Default;
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}
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void UTexAligner::Align( UWorld* InWorld, ETexAlign InTexAlignType )
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{
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for( int32 LevelIndex = 0; LevelIndex < InWorld->GetNumLevels(); ++LevelIndex )
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{
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ULevel* Level = InWorld->GetLevel(LevelIndex);
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Align( InWorld, InTexAlignType, Level->Model );
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}
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}
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void UTexAligner::Align( UWorld* InWorld, ETexAlign InTexAlignType, UModel* InModel )
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{
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//
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// Build an initial list of BSP surfaces to be aligned.
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//
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FPoly EdPoly;
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TArray<FBspSurfIdx> InitialSurfList;
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for( int32 i = 0 ; i < InModel->Surfs.Num() ; i++ )
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{
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FBspSurf* Surf = &InModel->Surfs[i];
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if( Surf->PolyFlags & PF_Selected )
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{
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new(InitialSurfList)FBspSurfIdx( Surf, i );
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}
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}
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//
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// Create a final list of BSP surfaces ...
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//
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// - allows for rejection of surfaces
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// - allows for specific ordering of faces
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//
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TArray<FBspSurfIdx> FinalSurfList;
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FVector Normal;
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for( int32 i = 0 ; i < InitialSurfList.Num() ; i++ )
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{
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FBspSurfIdx* Surf = &InitialSurfList[i];
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// Normal = InModel->Vectors[ Surf->Surf->vNormal ];
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// GEditor->polyFindBrush( InModel, Surf->Idx, EdPoly );
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bool bOK = 1;
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/*
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switch( InTexAlignType )
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{
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}
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*/
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if( bOK )
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new(FinalSurfList)FBspSurfIdx( Surf->Surf, Surf->Idx );
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}
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//
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// Align the final surfaces.
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//
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for( int32 i = 0 ; i < FinalSurfList.Num() ; i++ )
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{
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FBspSurfIdx* Surf = &FinalSurfList[i];
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GEditor->polyFindBrush( InModel, Surf->Idx, EdPoly );
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Normal = (FVector)InModel->Vectors[ Surf->Surf->vNormal ];
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AlignSurf( InTexAlignType == TEXALIGN_None ? (ETexAlign)DefTexAlign : InTexAlignType, InModel, Surf, &EdPoly, &Normal );
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const bool bUpdateTexCoords = true;
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const bool bOnlyRefreshSurfaceMaterials = true;
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GEditor->polyUpdateBrush(InModel, Surf->Idx, bUpdateTexCoords, bOnlyRefreshSurfaceMaterials);
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}
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GEditor->RedrawLevelEditingViewports();
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InWorld->MarkPackageDirty();
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ULevel::LevelDirtiedEvent.Broadcast();
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}
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void UTexAligner::AlignSurf( ETexAlign InTexAlignType, UModel* InModel, FBspSurfIdx* InSurfIdx, FPoly* InPoly, FVector* InNormal )
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{
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}
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UTexAlignerPlanar::UTexAlignerPlanar(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UTexAlignerPlanar::PostInitProperties()
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{
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Super::PostInitProperties();
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Desc = NSLOCTEXT("UnrealEd", "Planar", "Planar").ToString();
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DefTexAlign = TEXALIGN_Planar;
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}
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void UTexAlignerPlanar::AlignSurf( ETexAlign InTexAlignType, UModel* InModel, FBspSurfIdx* InSurfIdx, FPoly* InPoly, FVector* InNormal )
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{
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if( InTexAlignType == TEXALIGN_PlanarAuto )
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TAxis = TAXIS_AUTO;
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else if( InTexAlignType == TEXALIGN_PlanarWall )
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TAxis = TAXIS_WALLS;
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else if( InTexAlignType == TEXALIGN_PlanarFloor )
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TAxis = TAXIS_Z;
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int32 Axis = GetMajorAxis( (FVector3f)*InNormal, TAxis );
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if( TAxis != TAXIS_AUTO && TAxis != TAXIS_WALLS )
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Axis = TAxis;
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bool bFlip = ShouldFlipVectors( (FVector3f)*InNormal, Axis );
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// Determine the texturing vectors.
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FVector U, V;
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if( Axis == TAXIS_X )
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{
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U = FVector(0, (bFlip ? 1 : -1) ,0);
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V = FVector(0,0,-1);
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}
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else if( Axis == TAXIS_Y )
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{
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U = FVector((bFlip ? -1 : 1),0,0);
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V = FVector(0,0,-1);
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}
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else
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{
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U = FVector((bFlip ? 1 : -1),0,0);
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V = FVector(0,-1,0);
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}
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FVector Base = FVector::ZeroVector;
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U *= UTile;
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V *= VTile;
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InSurfIdx->Surf->pBase = FBSPOps::bspAddPoint(InModel,&Base,0);
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InSurfIdx->Surf->vTextureU = FBSPOps::bspAddVector( InModel, &U, 0);
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InSurfIdx->Surf->vTextureV = FBSPOps::bspAddVector( InModel, &V, 0);
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}
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UTexAlignerDefault::UTexAlignerDefault(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UTexAlignerDefault::PostInitProperties()
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{
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Super::PostInitProperties();
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Desc = NSLOCTEXT("UnrealEd", "Default", "Default").ToString();
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DefTexAlign = TEXALIGN_Default;
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}
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void UTexAlignerDefault::AlignSurf( ETexAlign InTexAlignType, UModel* InModel, FBspSurfIdx* InSurfIdx, FPoly* InPoly, FVector* InNormal )
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{
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InPoly->Base = InPoly->Vertices[0];
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InPoly->TextureU = FVector3f::ZeroVector;
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InPoly->TextureV = FVector3f::ZeroVector;
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InPoly->Finalize( NULL, 0 );
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InPoly->TextureU *= UTile;
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InPoly->TextureV *= VTile;
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ABrush* Actor = InSurfIdx->Surf->Actor;
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const FVector PrePivot = Actor->GetPivotOffset();
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const FVector Location = Actor->GetActorLocation();
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const FRotator Rotation = Actor->GetActorRotation();
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const FVector Scale = Actor->GetActorScale();
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const FRotationMatrix RotMatrix(Rotation);
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FVector Base = RotMatrix.TransformVector(((FVector)InPoly->Base - PrePivot) * Scale) + Location;
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FVector TextureU = RotMatrix.TransformVector((FVector)InPoly->TextureU / Scale);
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FVector TextureV = RotMatrix.TransformVector((FVector)InPoly->TextureV / Scale);
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InSurfIdx->Surf->pBase = FBSPOps::bspAddPoint(InModel, &Base, 0);
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InSurfIdx->Surf->vTextureU = FBSPOps::bspAddVector( InModel, &TextureU, 0);
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InSurfIdx->Surf->vTextureV = FBSPOps::bspAddVector( InModel, &TextureV, 0);
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}
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UTexAlignerBox::UTexAlignerBox(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UTexAlignerBox::PostInitProperties()
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{
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Super::PostInitProperties();
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Desc = NSLOCTEXT("UnrealEd", "Box", "Box").ToString();
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DefTexAlign = TEXALIGN_Box;
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}
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void UTexAlignerBox::AlignSurf( ETexAlign InTexAlignType, UModel* InModel, FBspSurfIdx* InSurfIdx, FPoly* InPoly, FVector* InNormal )
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{
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FVector U, V;
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FVector Normal = *InNormal;
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Normal.FindBestAxisVectors( V, U );
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U *= -1.0;
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V *= -1.0;
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U *= UTile;
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V *= VTile;
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FVector Base = FVector::ZeroVector;
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InSurfIdx->Surf->pBase = FBSPOps::bspAddPoint(InModel,&Base,0);
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InSurfIdx->Surf->vTextureU = FBSPOps::bspAddVector( InModel, &U, 0 );
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InSurfIdx->Surf->vTextureV = FBSPOps::bspAddVector( InModel, &V, 0 );
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}
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UTexAlignerFit::UTexAlignerFit(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UTexAlignerFit::PostInitProperties()
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{
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Super::PostInitProperties();
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Desc = NSLOCTEXT("UnrealEd", "Fit", "Fit").ToString();
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DefTexAlign = TEXALIGN_Fit;
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}
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void UTexAlignerFit::AlignSurf( ETexAlign InTexAlignType, UModel* InModel, FBspSurfIdx* InSurfIdx, FPoly* InPoly, FVector* InNormal )
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{
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// @todo: Support cycling between texture corners by FIT'ing again? Each Ctrl+Shift+F would rotate texture.
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// @todo: Consider making initial FIT match the texture's current orientation as close as possible?
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// @todo: Handle subtractive brush polys differently? (flip U texture direction)
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// @todo: Option to ignore pixel aspect for quads (e.g. stretch full texture non-uniformly over quad)
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// Compute world space vertex positions
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TArray< FVector > WorldSpacePolyVertices;
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for( int32 VertexIndex = 0; VertexIndex < InPoly->Vertices.Num(); ++VertexIndex )
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{
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WorldSpacePolyVertices.Add( InSurfIdx->Surf->Actor->ActorToWorld().TransformPosition( (FVector)InPoly->Vertices[ VertexIndex ] ) );
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}
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// Create an orthonormal basis for the polygon
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FMatrix WorldToPolyRotationMatrix;
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const FVector& FirstPolyVertex = WorldSpacePolyVertices[ 0 ];
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{
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const FVector& VertexA = FirstPolyVertex;
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const FVector& VertexB = WorldSpacePolyVertices[ 1 ];
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FVector UpVec = ( VertexB - VertexA ).GetSafeNormal();
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FVector RightVec = (FVector)InPoly->Normal ^ UpVec;
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WorldToPolyRotationMatrix.SetIdentity();
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FVector Normal = (FVector)InPoly->Normal;
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WorldToPolyRotationMatrix.SetAxes( &RightVec, &UpVec, &Normal );
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}
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// Find a corner of the polygon that's closest to a 90 degree angle. When there are multiple corners with
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// similar angles, we'll use the one closest to the local space bottom-left along the polygon's plane
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const double DesiredAbsDotProduct = 0.0f;
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int32 BestVertexIndex = INDEX_NONE;
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double BestDotProductDiff = 10000.0f;
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double BestPositivity = 10000.0f;
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for( int32 VertexIndex = 0; VertexIndex < WorldSpacePolyVertices.Num(); ++VertexIndex )
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{
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// Compute the previous and next vertex in the winding
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const int32 PrevWindingVertexIndex = ( VertexIndex > 0 ) ? ( VertexIndex - 1 ) : ( WorldSpacePolyVertices.Num() - 1 );
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const int32 NextWindingVertexIndex = ( VertexIndex < WorldSpacePolyVertices.Num() - 1 ) ? ( VertexIndex + 1 ) : 0;
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const FVector& PrevVertex = WorldSpacePolyVertices[ PrevWindingVertexIndex ];
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const FVector& CurVertex = WorldSpacePolyVertices[ VertexIndex ];
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const FVector& NextVertex = WorldSpacePolyVertices[ NextWindingVertexIndex ];
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// Compute the corner angle
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double AbsDotProduct = FMath::Abs( ( PrevVertex - CurVertex ).GetSafeNormal() | ( NextVertex - CurVertex ).GetSafeNormal() );
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// Compute how 'positive' this vertex is relative to the bottom left position in the polygon's plane
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FVector PolySpaceVertex = WorldToPolyRotationMatrix.InverseTransformVector( CurVertex - FirstPolyVertex );
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const double Positivity = PolySpaceVertex.X + PolySpaceVertex.Y;
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// Is the corner angle closer to 90 degrees than our current best?
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const double DotProductDiff = FMath::Abs( AbsDotProduct - DesiredAbsDotProduct );
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if( FMath::IsNearlyEqual( DotProductDiff, BestDotProductDiff, 0.1f ) )
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{
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// This angle is just as good as the current best, so check to see which is closer to the local space
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// bottom-left along the polygon's plane
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if( Positivity < BestPositivity )
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{
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// This vertex is in a more suitable location for the bottom-left of the texture
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BestVertexIndex = VertexIndex;
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if( DotProductDiff < BestDotProductDiff )
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{
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// Only store the new dot product if it's actually better than the existing one
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BestDotProductDiff = DotProductDiff;
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}
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BestPositivity = Positivity;
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}
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}
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else if( DotProductDiff <= BestDotProductDiff )
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{
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// This angle is definitely better!
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BestVertexIndex = VertexIndex;
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BestDotProductDiff = DotProductDiff;
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BestPositivity = Positivity;
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}
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}
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// Compute orthonormal basis for the 'best corner' of the polygon. The texture will be positioned at the corner
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// of the bounds of the poly in this coordinate system
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const FVector& BestVertex = WorldSpacePolyVertices[ BestVertexIndex ];
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const int32 NextWindingVertexIndex = ( BestVertexIndex < WorldSpacePolyVertices.Num() - 1 ) ? ( BestVertexIndex + 1 ) : 0;
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const FVector& NextVertex = WorldSpacePolyVertices[ NextWindingVertexIndex ];
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FVector TextureUpVec = ( NextVertex - BestVertex ).GetSafeNormal();
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FVector TextureRightVec = (FVector)InPoly->Normal ^ TextureUpVec;
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FMatrix WorldToTextureRotationMatrix;
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WorldToTextureRotationMatrix.SetIdentity();
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FVector PolyNormal = (FVector)InPoly->Normal;
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WorldToTextureRotationMatrix.SetAxes( &TextureRightVec, &TextureUpVec, &PolyNormal );
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// Compute bounds of polygon along plane
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double MinX = std::numeric_limits<double>::max();
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double MaxX = std::numeric_limits<double>::min();
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double MinY = std::numeric_limits<double>::max();
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double MaxY = std::numeric_limits<double>::min();
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for( int32 VertexIndex = 0; VertexIndex < WorldSpacePolyVertices.Num(); ++VertexIndex )
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{
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const FVector& CurVertex = WorldSpacePolyVertices[ VertexIndex ];
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// Transform vertex into the coordinate system of our texture
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FVector TextureSpaceVertex = WorldToTextureRotationMatrix.InverseTransformVector( CurVertex - BestVertex );
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if( TextureSpaceVertex.X < MinX )
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{
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MinX = TextureSpaceVertex.X;
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}
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if( TextureSpaceVertex.X > MaxX )
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{
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MaxX = TextureSpaceVertex.X;
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}
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if( TextureSpaceVertex.Y < MinY )
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{
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MinY = TextureSpaceVertex.Y;
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}
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if( TextureSpaceVertex.Y > MaxY )
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{
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MaxY = TextureSpaceVertex.Y;
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}
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}
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// We'll use the texture space corner of the bounds as the origin of the texture. This ensures that
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// the texture fits over the entire polygon without revealing any tiling
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const FVector TextureSpaceBasePos( MinX, MinY, 0.0f );
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FVector WorldSpaceBasePos = WorldToTextureRotationMatrix.TransformVector( TextureSpaceBasePos ) + BestVertex;
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// Apply scale to UV vectors. We incorporate the parameterized tiling rations and scale by our texture size
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const float WorldTexelScale = UModel::GetGlobalBSPTexelScale();
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const double TextureSizeU = FMath::Abs( MaxX - MinX );
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const double TextureSizeV = FMath::Abs( MaxY - MinY );
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FVector TextureUVector = UTile * TextureRightVec * WorldTexelScale / TextureSizeU;
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FVector TextureVVector = VTile * TextureUpVec * WorldTexelScale / TextureSizeV;
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// Flip the texture vertically if we want that
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const bool bFlipVertically = true;
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if( bFlipVertically )
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{
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WorldSpaceBasePos += TextureUpVec * TextureSizeV;
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TextureVVector *= -1.0f;
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}
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// Apply texture base position
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{
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const bool bExactMatch = false;
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InSurfIdx->Surf->pBase = FBSPOps::bspAddPoint( InModel, const_cast< FVector* >( &WorldSpaceBasePos ), bExactMatch );
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}
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// Apply texture UV vectors
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{
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const bool bExactMatch = false;
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InSurfIdx->Surf->vTextureU = FBSPOps::bspAddVector( InModel, const_cast< FVector* >( &TextureUVector ), bExactMatch );
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InSurfIdx->Surf->vTextureV = FBSPOps::bspAddVector( InModel, const_cast< FVector* >( &TextureVVector ), bExactMatch );
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}
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}
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/*------------------------------------------------------------------------------
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FTexAlignTools.
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A helper class to store the state of the various texture alignment tools.
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------------------------------------------------------------------------------*/
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void FTexAlignTools::Init()
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{
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//Never call Init more then once except if Release was call
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check(!bIsInit);
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// Create the list of aligners.
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Aligners.Empty();
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Aligners.Add(NewObject<UTexAlignerDefault>(GetTransientPackage(), NAME_None, RF_Public | RF_Standalone));
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Aligners.Add(NewObject<UTexAlignerPlanar>(GetTransientPackage(), NAME_None, RF_Public | RF_Standalone));
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Aligners.Add(NewObject<UTexAlignerBox>(GetTransientPackage(), NAME_None, RF_Public | RF_Standalone));
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Aligners.Add(NewObject<UTexAlignerFit>(GetTransientPackage(), NAME_None, RF_Public | RF_Standalone));
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for (UObject* Aligner : Aligners)
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{
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Aligner->AddToRoot();
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}
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FEditorDelegates::FitTextureToSurface.AddRaw(this, &FTexAlignTools::OnEditorFitTextureToSurface);
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bIsInit = true;
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}
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void FTexAlignTools::Release()
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{
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if (bIsInit)
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|
{
|
|
for (UObject* Aligner : Aligners)
|
|
{
|
|
Aligner->RemoveFromRoot();
|
|
}
|
|
Aligners.Empty();
|
|
FEditorDelegates::FitTextureToSurface.RemoveAll(this);
|
|
}
|
|
bIsInit = false;
|
|
}
|
|
|
|
FTexAlignTools::FTexAlignTools()
|
|
{
|
|
bIsInit = false;
|
|
}
|
|
|
|
|
|
FTexAlignTools::~FTexAlignTools()
|
|
{
|
|
Release();
|
|
}
|
|
|
|
// Returns the most appropriate texture aligner based on the type passed in.
|
|
UTexAligner* FTexAlignTools::GetAligner( ETexAlign InTexAlign )
|
|
{
|
|
switch( InTexAlign )
|
|
{
|
|
case TEXALIGN_Planar:
|
|
case TEXALIGN_PlanarAuto:
|
|
case TEXALIGN_PlanarWall:
|
|
case TEXALIGN_PlanarFloor:
|
|
return Aligners[1];
|
|
|
|
case TEXALIGN_Default:
|
|
return Aligners[0];
|
|
|
|
case TEXALIGN_Box:
|
|
return Aligners[2];
|
|
|
|
case TEXALIGN_Fit:
|
|
return Aligners[3];
|
|
}
|
|
|
|
check(0); // Unknown type!
|
|
return NULL;
|
|
|
|
}
|
|
|
|
void FTexAlignTools::OnEditorFitTextureToSurface(UWorld* InWorld)
|
|
{
|
|
UTexAligner* FitAligner = GTexAlignTools.Aligners[ 3 ];
|
|
for ( int32 LevelIndex = 0; LevelIndex < InWorld->GetNumLevels() ; ++LevelIndex )
|
|
{
|
|
ULevel* Level = InWorld->GetLevel(LevelIndex);
|
|
FitAligner->Align( InWorld, TEXALIGN_None, Level->Model );
|
|
}
|
|
}
|