Пример #1
0
bool FBeginModifyLandscapeCommand::Update()
{
	//Find the landscape
	FEdModeLandscape* LandscapeEdMode = (FEdModeLandscape*)GLevelEditorModeTools().GetActiveMode(FBuiltinEditorModes::EM_Landscape);

	//Find a location on the edge of the landscape along the x axis so the default camera can see it in the distance.
	FVector LandscapeSizePerComponent = LandscapeEdMode->UISettings->NewLandscape_QuadsPerSection * LandscapeEdMode->UISettings->NewLandscape_SectionsPerComponent * LandscapeEdMode->UISettings->NewLandscape_Scale;
	FVector TargetLoctaion(0);
	TargetLoctaion.X = -LandscapeSizePerComponent.X * (LandscapeEdMode->UISettings->NewLandscape_ComponentCount.X / 2.f);

	ALandscapeProxy* Proxy = LandscapeEdMode->CurrentToolTarget.LandscapeInfo.Get()->GetCurrentLevelLandscapeProxy(true);
	if (Proxy)
	{
		TargetLoctaion = Proxy->LandscapeActorToWorld().InverseTransformPosition(TargetLoctaion);
	}

	//Begin using the sculpting tool
	FLevelEditorViewportClient* SelectedViewport = LandscapeTestUtils::FindSelectedViewport();
	LandscapeEdMode->CurrentTool->BeginTool(SelectedViewport, LandscapeEdMode->CurrentToolTarget, TargetLoctaion);
	SelectedViewport->Invalidate();

	UE_LOG(LogLandscapeAutomationTests, Display, TEXT("Modified the landscape using the sculpt tool"));

	return true;
}
	virtual void EnterTool()
	{
		FLandscapeToolPaintBase<ToolTarget, FLandscapeToolStrokeFlatten<ToolTarget>>::EnterTool();

		ALandscapeProxy* LandscapeProxy = this->EdMode->CurrentToolTarget.LandscapeInfo->GetLandscapeProxy();
		MeshComponent = ConstructObject<UStaticMeshComponent>(UStaticMeshComponent::StaticClass(), LandscapeProxy, NAME_None, RF_Transient);
		MeshComponent->StaticMesh = PlaneMesh;
		MeshComponent->AttachTo(LandscapeProxy->GetRootComponent());
		MeshComponent->RegisterComponent();
	}
Пример #3
0
FText FLandscapeEditorDetails::GetTargetLandscapeName()
{
	FEdModeLandscape* LandscapeEdMode = GetEditorMode();
	if (LandscapeEdMode)
	{
		ULandscapeInfo* Info = LandscapeEdMode->CurrentToolTarget.LandscapeInfo.Get();
		if (Info)
		{
			ALandscapeProxy* Proxy = Info->GetLandscapeProxy();
			if (Proxy)
			{
				return FText::FromString(Proxy->GetActorLabel());
			}
		}
	}

	return FText();
}
Пример #4
0
/**
* Attempts to apply the material to the specified actor.
*
* @param	TargetActor		the actor to apply the material to
* @param	MaterialToApply	the material to apply to the actor
* @param    OptionalMaterialSlot the material slot to apply to.
*
* @return	true if the material was successfully applied to the actor
*/
bool FActorFactoryAssetProxy::ApplyMaterialToActor( AActor* TargetActor, UMaterialInterface* MaterialToApply, int32 OptionalMaterialSlot )
{
	bool bResult = false;

	if ( TargetActor != NULL && MaterialToApply != NULL )
	{
		ALandscapeProxy* Landscape = Cast<ALandscapeProxy>(TargetActor);
		if (Landscape != NULL)
		{
			UProperty* MaterialProperty = FindField<UProperty>(ALandscapeProxy::StaticClass(), "LandscapeMaterial");
			Landscape->PreEditChange(MaterialProperty);
			Landscape->LandscapeMaterial = MaterialToApply;
			FPropertyChangedEvent PropertyChangedEvent(MaterialProperty);
			Landscape->PostEditChangeProperty(PropertyChangedEvent);
			bResult = true;
		}
		else
		{
			TArray<UActorComponent*> EditableComponents;
			FActorEditorUtils::GetEditableComponents( TargetActor, EditableComponents );

			// Some actors could potentially have multiple mesh components, so we need to store all of the potentially valid ones
			// (or else perform special cases with IsA checks on the target actor)
			TArray<USceneComponent*> FoundMeshComponents;

			// Find which mesh the user clicked on first.
			TInlineComponentArray<USceneComponent*> SceneComponents;
			TargetActor->GetComponents(SceneComponents);

			for ( int32 ComponentIdx=0; ComponentIdx < SceneComponents.Num(); ComponentIdx++ )
			{
				USceneComponent* SceneComp = SceneComponents[ComponentIdx];
				
				// Only apply the material to editable components.  Components which are not exposed are not intended to be changed.
				if( EditableComponents.Contains( SceneComp ) )
				{
					UMeshComponent* MeshComponent = Cast<UMeshComponent>(SceneComp);

					if((MeshComponent && MeshComponent->IsRegistered()) ||
						SceneComp->IsA<UDecalComponent>())
					{
						// Intentionally do not break the loop here, as there could be potentially multiple mesh components
						FoundMeshComponents.AddUnique( SceneComp );
					}
				}
			}

			if ( FoundMeshComponents.Num() > 0 )
			{
				// Check each component that was found
				for ( TArray<USceneComponent*>::TConstIterator MeshCompIter( FoundMeshComponents ); MeshCompIter; ++MeshCompIter )
				{
					USceneComponent* SceneComp = *MeshCompIter;
					bResult = FComponentEditorUtils::AttemptApplyMaterialToComponent(SceneComp, MaterialToApply, OptionalMaterialSlot);
				}
			}
		}
	}


	return bResult;
}
	void RasterizeSegmentPoints(ULandscapeInfo* LandscapeInfo, TArray<FLandscapeSplineInterpPoint> Points, const FTransform& SplineToWorld, bool bRaiseTerrain, bool bLowerTerrain, ULandscapeLayerInfoObject* LayerInfo)
	{
		ALandscapeProxy* LandscapeProxy = LandscapeInfo->GetLandscapeProxy();
		const FTransform SplineToLandscape = SplineToWorld.GetRelativeTransform(LandscapeProxy->LandscapeActorToWorld());

		FLandscapeEditDataInterface LandscapeEdit(LandscapeInfo);
		TSet<ULandscapeComponent*> ModifiedComponents;

		// I'd dearly love to use FIntRect in this code, but Landscape works with "Inclusive Max" and FIntRect is "Exclusive Max"
		int32 LandscapeMinX, LandscapeMinY, LandscapeMaxX, LandscapeMaxY;
		if (!LandscapeInfo->GetLandscapeExtent(LandscapeMinX, LandscapeMinY, LandscapeMaxX, LandscapeMaxY))
		{
			return;
		}

		FBox SegmentBounds = FBox(0);
		for (const FLandscapeSplineInterpPoint& Point : Points)
		{
			SegmentBounds += Point.FalloffLeft;
			SegmentBounds += Point.FalloffRight;
		}

		SegmentBounds = SegmentBounds.TransformBy(SplineToLandscape.ToMatrixWithScale());

		int32 MinX = FMath::CeilToInt(SegmentBounds.Min.X);
		int32 MinY = FMath::CeilToInt(SegmentBounds.Min.Y);
		int32 MaxX = FMath::FloorToInt(SegmentBounds.Max.X);
		int32 MaxY = FMath::FloorToInt(SegmentBounds.Max.Y);

		MinX = FMath::Max(MinX, LandscapeMinX);
		MinY = FMath::Max(MinY, LandscapeMinY);
		MaxX = FMath::Min(MaxX, LandscapeMaxX);
		MaxY = FMath::Min(MaxY, LandscapeMaxY);

		if (MinX > MaxX || MinY > MaxY)
		{
			// The segment's bounds don't intersect the landscape, so skip it entirely
			return;
		}

		for (int32 j = 0; j < Points.Num(); j++)
		{
			Points[j].Center = SplineToLandscape.TransformPosition(Points[j].Center);
			Points[j].Left = SplineToLandscape.TransformPosition(Points[j].Left);
			Points[j].Right = SplineToLandscape.TransformPosition(Points[j].Right);
			Points[j].FalloffLeft = SplineToLandscape.TransformPosition(Points[j].FalloffLeft);
			Points[j].FalloffRight = SplineToLandscape.TransformPosition(Points[j].FalloffRight);

			// local-heights to texture value heights
			Points[j].Left.Z = Points[j].Left.Z * LANDSCAPE_INV_ZSCALE + LandscapeDataAccess::MidValue;
			Points[j].Right.Z = Points[j].Right.Z * LANDSCAPE_INV_ZSCALE + LandscapeDataAccess::MidValue;
			Points[j].FalloffLeft.Z = Points[j].FalloffLeft.Z * LANDSCAPE_INV_ZSCALE + LandscapeDataAccess::MidValue;
			Points[j].FalloffRight.Z = Points[j].FalloffRight.Z * LANDSCAPE_INV_ZSCALE + LandscapeDataAccess::MidValue;
		}

		// Heights raster
		if (bRaiseTerrain || bLowerTerrain)
		{
			RasterizeSegmentHeight(MinX, MinY, MaxX, MaxY, LandscapeEdit, Points, bRaiseTerrain, bLowerTerrain, ModifiedComponents);

			if (MinX > MaxX || MinY > MaxY)
			{
				// The segment's bounds don't intersect any data, so we skip it entirely
				// it wouldn't intersect any weightmap data either so we don't even bother trying
			}
		}

		// Blend layer raster
		if (LayerInfo != NULL)
		{
			RasterizeSegmentAlpha(MinX, MinY, MaxX, MaxY, LandscapeEdit, Points, LayerInfo, ModifiedComponents);
		}

		LandscapeEdit.Flush();

		for (ULandscapeComponent* Component : ModifiedComponents)
		{
			// Recreate collision for modified components and update the navmesh
			ULandscapeHeightfieldCollisionComponent* CollisionComponent = Component->CollisionComponent.Get();
			if (CollisionComponent)
			{
				CollisionComponent->RecreateCollision();
				UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(Component);
				if (NavSys)
				{
					NavSys->UpdateNavOctree(CollisionComponent);
				}
			}
		}
	}