haxis/Plugins/PolishBuildings/Source/Private/PolishBuildingsTool/PolishBuildingsTool.cpp

150 lines
4.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "PolishBuildingsPrivatePCH.h"
#include "PolishBuildingsTool.h"
#include "SPolishBuildingsDialog.h"
#include "PropertyEditorModule.h"
#include "Engine/TextureLODSettings.h"
#include "RawMesh.h"
#include "Engine/StaticMeshActor.h"
#include "Engine/StaticMesh.h"
#include "Engine/Selection.h"
#include "SystemSettings.h"
#include "Engine/TextureLODSettings.h"
#include "ContentBrowserModule.h"
#include "AssetRegistryModule.h"
#include "ScopedTransaction.h"
#define LOCTEXT_NAMESPACE "PolishBuildingsTool"
FPolishBuildingsTool::FPolishBuildingsTool()
: bReplaceSourceActors(false)
, bExportSpecificLOD(false)
, ExportLODIndex(0)
{}
TSharedRef<SWidget> FPolishBuildingsTool::GetWidget()
{
return SNew(SPolishBuildingsDialog, this);
}
FText FPolishBuildingsTool::GetTooltipText() const
{
return LOCTEXT("PolishBuildingsToolTooltip", "Harvest geometry from selected actors and merge grouping them by materials.");
}
FString FPolishBuildingsTool::GetDefaultPackageName() const
{
FString PackageName = FPackageName::FilenameToLongPackageName(FPaths::GameContentDir() + TEXT("SM_MERGED"));
USelection* SelectedActors = GEditor->GetSelectedActors();
// Iterate through selected actors and find first static mesh asset
// Use this static mesh path as destination package name for a merged mesh
for (FSelectionIterator Iter(*SelectedActors); Iter; ++Iter)
{
AActor* Actor = Cast<AActor>(*Iter);
if (Actor)
{
FString ActorName = Actor->GetName();
PackageName = FString::Printf(TEXT("%s_%s"), *PackageName, *ActorName);
break;
}
}
if (PackageName.IsEmpty())
{
PackageName = MakeUniqueObjectName(NULL, UPackage::StaticClass(), *PackageName).ToString();
}
return PackageName;
}
bool FPolishBuildingsTool::RunMerge(const FString& PackageName)
{
IMeshUtilities& MeshUtilities = FModuleManager::Get().LoadModuleChecked<IMeshUtilities>("MeshUtilities");
USelection* SelectedActors = GEditor->GetSelectedActors();
TArray<AActor*> Actors;
TArray<ULevel*> UniqueLevels;
for (FSelectionIterator Iter(*SelectedActors); Iter; ++Iter)
{
AActor* Actor = Cast<AActor>(*Iter);
if (Actor)
{
Actors.Add(Actor);
UniqueLevels.AddUnique(Actor->GetLevel());
}
}
// This restriction is only for replacement of selected actors with merged mesh actor
if (UniqueLevels.Num() > 1 && bReplaceSourceActors)
{
FText Message = NSLOCTEXT("UnrealEd", "FailedToPolishBuildingsSublevels_Msg", "The selected actors should be in the same level");
OpenMsgDlgInt(EAppMsgType::Ok, Message, NSLOCTEXT("UnrealEd", "FailedToPolishBuildings_Title", "Unable to merge actors"));
return false;
}
int32 TargetMeshLOD = bExportSpecificLOD ? ExportLODIndex : INDEX_NONE;
FVector MergedActorLocation;
TArray<UObject*> AssetsToSync;
// Merge...
{
FScopedSlowTask SlowTask(0, LOCTEXT("MergingActorsSlowTask", "Merging actors..."));
SlowTask.MakeDialog();
MeshUtilities.MergeActors(Actors, MergingSettings, NULL, PackageName, TargetMeshLOD, AssetsToSync, MergedActorLocation);
}
if (AssetsToSync.Num())
{
FAssetRegistryModule& AssetRegistry = FModuleManager::Get().LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
int32 AssetCount = AssetsToSync.Num();
for (int32 AssetIndex = 0; AssetIndex < AssetCount; AssetIndex++)
{
AssetRegistry.AssetCreated(AssetsToSync[AssetIndex]);
GEditor->BroadcastObjectReimported(AssetsToSync[AssetIndex]);
}
//Also notify the content browser that the new assets exists
FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
ContentBrowserModule.Get().SyncBrowserToAssets(AssetsToSync, true);
// Place new mesh in the world
if (bReplaceSourceActors)
{
UStaticMesh* MergedMesh = nullptr;
if (AssetsToSync.FindItemByClass(&MergedMesh))
{
const FScopedTransaction Transaction(LOCTEXT("PlaceMergedActor", "Place Merged Actor"));
UniqueLevels[0]->Modify();
UWorld* World = UniqueLevels[0]->OwningWorld;
FActorSpawnParameters Params;
Params.OverrideLevel = UniqueLevels[0];
FRotator MergedActorRotation(ForceInit);
AStaticMeshActor* MergedActor = World->SpawnActor<AStaticMeshActor>(MergedActorLocation, MergedActorRotation, Params);
MergedActor->GetStaticMeshComponent()->StaticMesh = MergedMesh;
MergedActor->SetActorLabel(AssetsToSync[0]->GetName());
// Remove source actors
/*
for (AActor* Actor : Actors)
{
Actor->Destroy();
}
*/
}
}
}
return true;
}
#undef LOCTEXT_NAMESPACE