Merge actors for building and material definition

This commit is contained in:
aollero 2023-03-14 15:08:40 +01:00 committed by bernat
parent 4e070089c8
commit 7704809f43
4 changed files with 89 additions and 1 deletions

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@ -65,3 +65,22 @@ struct FVehicleActorDefinition
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FColor> colors; TArray<FColor> colors;
}; };
/// A definition of a Procedural Building Material with all the variation of colors.
USTRUCT(BlueprintType)
struct FProceduralBuildingActorDefinition
{
GENERATED_BODY()
/// A list of comma-separated tags.
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString Tags;
/// The base material
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UMaterial* Material;
/// Colors represent the avaliable colors for each material
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FColor> Tints;
};

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@ -88,7 +88,8 @@ public class CarlaTools : ModuleRules
"Networking", "Networking",
"Sockets", "Sockets",
"RHI", "RHI",
"RenderCore" "RenderCore",
"MeshMergeUtilities"
// ... add private dependencies that you statically link with here ... // ... add private dependencies that you statically link with here ...
} }
); );

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@ -0,0 +1,42 @@
// Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma de Barcelona (UAB). This work is licensed under the terms of the MIT license. For a copy, see <https://opensource.org/licenses/MIT>.
#include "ProceduralBuildingUtilities.h"
#include "AssetRegistryModule.h"
#include "FileHelpers.h"
#include "IMeshMergeUtilities.h"
#include "MeshMergeModule.h"
#include "UObject/Class.h"
void AProceduralBuildingUtilities::GenerateImpostor()
{
// Not implemented yet.
}
void AProceduralBuildingUtilities::CookProceduralBuildingToMesh(const FString& DestinationPath)
{
TArray<UPrimitiveComponent*> Components;
this->GetComponents(Components, false);
UWorld* World = this->GetWorld();
FMeshMergingSettings MeshMergeSettings;
TArray<UObject*> AssetsToSync;
FVector NewLocation;
const float ScreenAreaSize = TNumericLimits<float>::Max();
const IMeshMergeUtilities& MeshUtilities = FModuleManager::Get().LoadModuleChecked<IMeshMergeModule>("MeshMergeUtilities").GetUtilities();
MeshUtilities.MergeComponentsToStaticMesh(Components, World, MeshMergeSettings, nullptr, nullptr, DestinationPath, AssetsToSync, NewLocation, ScreenAreaSize, true);
for(UObject* ObjectToSave : AssetsToSync)
{
FAssetRegistryModule::AssetCreated(ObjectToSave);
UPackage* ObjectPackage = ObjectToSave->GetPackage();
ObjectPackage->MarkPackageDirty();
}
FEditorFileUtils::SaveDirtyPackages(false, false, true, false, true, false, nullptr);
}

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@ -0,0 +1,26 @@
// Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma de Barcelona (UAB). This work is licensed under the terms of the MIT license. For a copy, see <https://opensource.org/licenses/MIT>.
#pragma once
#include "CoreMinimal.h"
#include "EditorUtilityActor.h"
#include "ProceduralBuildingUtilities.generated.h"
struct FIntRect;
/**
*
*/
UCLASS()
class CARLATOOLS_API AProceduralBuildingUtilities : public AEditorUtilityActor
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category="Procedural Building Utilities")
void GenerateImpostor();
UFUNCTION(BlueprintCallable, Category="Procedural Building Utilities")
void CookProceduralBuildingToMesh(const FString& DestinationPath);
};