Plugins
  Example
    ButtonCommand.h .cpp
Example.Build.cs

ExampleConsoleCommand.h .cpp 
ExampleDebuggerCategory.h .cpp
ExampleModule.h .cpp
ExampleStyle.h.cpp

StaticMesh_Detail.h .cpp
Source
    Utilities
    CHelper.h
CLog.h .cpp
    Global.h
CStaticMesh.h .cpp
CStaticMesh_Copied.h .cpp 생성
.Build.cs
    .uproject
 

 

 

 

Plugin

 


 

ButtonCommand

 

ButtonCommand.h

더보기
#pragma once
#include "CoreMinimal.h"
#include "Framework/Commands/Commands.h"
class EXAMPLE_API FButtonCommand
: public TCommands<FButtonCommand>
{
public:
FButtonCommand();
~FButtonCommand();
public:
void RegisterCommands() override;
public:
TSharedPtr<FUICommandList> Command;
public:
TSharedPtr<FUICommandInfo> LoadMesh;
private:
void OnClicked_LoadMesh();
};

변경사항 없음

 

 

ButtonCommand.cpp

더보기
#include "ButtonCommand.h"
#include "Misc/MessageDialog.h"
#include "Misc/FileHelper.h"
#include "Serialization/BufferArchive.h" //행렬화 관련 헤더. Buffer를 활용하여 내보내는데 필요하다.
#include "DesktopPlatformModule.h"
#include "Interfaces/IMainFrameModule.h"
#include "StaticMesh_Detail.h"
#include "Editor.h"
#include "LevelEditorViewport.h"
#include "U2212_05/CStaticMesh_Copied.h"
FButtonCommand::FButtonCommand()
: TCommands("ToolBar_Buttons", FText(), NAME_None,FEditorStyle::GetStyleSetName())//ToolBar_Buttons는 총괄 객체의 이름
{
Command = MakeShareable(new FUICommandList());
}
FButtonCommand::~FButtonCommand()
{
if (Command.IsValid())
Command.Reset();
}
void FButtonCommand::RegisterCommands()
{
#define LOCTEXT_NAMESPACE ""
UI_COMMAND(LoadMesh, "LoadMesh", "", EUserInterfaceActionType::Button, FInputChord());//q버튼, 체크박스, 라디오버튼 등 원는 방식으로 버튼을 만들어준다.
#undef LOCTEXT_NAMESPACE
Command->MapAction(LoadMesh, FExecuteAction::CreateRaw(this, &FButtonCommand::OnClicked_LoadMesh));//LoadMesh실행을 위해 OnClicked_LoadMesh를ExecuteAction::CreateRaw으로 연결해준다.
}
void FButtonCommand::OnClicked_LoadMesh()
{
IMainFrameModule& mainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>("MainFrame");
void* handle = mainFrame.GetParentWindow()->GetNativeWindow()->GetOSWindowHandle();//NativeWindow()가 실제 창 객체. GetOSWindowHandle()는 각 운영체제에 맞는 WindowHandle를 리턴해준다.//WindowHandle식별자는 dword x64면 가변형이다. 4byte로 처리가능하면 4byte, 불가능하면 8byte이다.
FString path;
FPaths::GetPath(path);
TArray<FString> fileNames;
IDesktopPlatform* platform = FDesktopPlatformModule::Get();
platform->OpenFileDialog(handle, "Open Mesh File", path, "", "Mesh Binary File(*.bin)|*.bin", EFileDialogFlags::None, fileNames);//title은 파일 이름, EFileDialogFlags는 공유속성(None으로 설정하였다)
if (fileNames.Num() < 1) return;
FBufferArchive buffer;
FFileHelper::LoadFileToArray(buffer, *fileNames[0]);//파일을 buffer에 읽어놓는다.
FMemoryReader reader = FMemoryReader(buffer, true);
reader.Seek(0);
//reader로 파일을 읽음
FStaticMesh_DetailData data;
reader << data;
reader.FlushCache();
reader.Close();
GLog->Logf(L"Vertex Count : %d", data.Positions.Num());
GLog->Logf(L"Triangle Count : %d", data.Indices.Num() / 3);
GLog->Logf(L"Extent : %s", *data.Extent.ToString());
GLog->Logf(L"Radius : %f", data.Radius);
FString text;
for (int32 i = 0; i < data.Positions.Num(); i++)
{
text.Append(data.Positions[i].ToString() + ", ");
text.Append(data.Normals[i].ToString() + ", ");
text.Append(data.Uvs[i].ToString() + ", ");
text.Append(data.Colors[i].ToString() + "\r\n");
}
FString textFileName = FPaths::GetBaseFilename(fileNames[0], false);
FString textSaveName = textFileName + "_Copied.csv";
FFileHelper::SaveStringToFile(text, *textSaveName);
//FLevelEditorViewportClient* client = dynamic_cast<FLevelEditorViewportClient*>(GEditor->GetActiveViewport()->GetClient()); //현재 활성화된 뷰포트
FLevelEditorViewportClient* client = (FLevelEditorViewportClient*)GEditor->GetActiveViewport()->GetClient(); //현재 활성화된 뷰포트
if (client == nullptr) return; //clinet가 없다면 리턴
FVector start = client->GetViewLocation();
FVector end = start + client->GetViewRotation().RotateVector(FVector(1000, 0, 0));
FHitResult hitResult;
UWorld* world = GEditor->GetEditorWorldContext().World();
world->LineTraceSingleByChannel(hitResult, start, end, ECollisionChannel::ECC_Visibility);//보이는것 다 수정.
if(hitResult.bBlockingHit == false)
{
FMessageDialog dialog;
dialog.Debugf(FText::FromString("Can't be placed in this location."));
return;
}
FTransform transform;
FVector direction = (hitResult.TraceEnd - hitResult.TraceStart);//방향 설정.
direction.Normalize();//방향 Normalize
FVector location = hitResult.TraceStart + direction * (hitResult.Distance - data.Radius);
transform.SetLocation(location);//location에 배치.
FRotator rotator = FRotator(0, direction.Rotation().Yaw, 0);//카메라 회전값
transform.SetRotation(FQuat(rotator));//회전값 적용하여 배치.
//지연시켜서 생성하도록 SpawnActorDeferred 사용.
ACStaticMesh_Copied* actor = world->SpawnActorDeferred<ACStaticMesh_Copied>
(
ACStaticMesh_Copied::StaticClass(),//ACStaticMesh_Copied안의 StaticClass()
transform, //배치될 때 충돌 o,x인지 판별할 transform
nullptr, //owner 없음
nullptr, //Instigator 없음
ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn //조정해서 Spawn
);
actor->SetPositions(data.Positions);
actor->SetIndices(data.Indices);
actor->SetNormals(data.Normals);
actor->SetUvs(data.Uvs);
actor->SetColors(data.Colors);
actor->FinishSpawning(transform);//transform 위치에 배치하여 최종 Spawn 시켜준다.
}

OnClicked_LoadMesh() 추가

  • 매쉬 파일을 임포트 시 뷰포트 기준 충돌지점에 매쉬를 배치한다. 해당 과정을 수행하기 위해 코드를 추가하였다.
  • FTransfrom transform; 
    • FVection direction; FVector location;  FRotator rotator;를 구한 뒤 transform에 넣어준다.
    • transform을 활용하여 임포트될 매쉬의 배치 정보로 활용한다.

 


 

Source

 


 

 

 

U2212_05.Build.cs

 

U2212_05.Build.cs

더보기
using UnrealBuildTool;
public class U2212_05 : ModuleRules
{
public U2212_05(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PrivateIncludePaths.Add(ModuleDirectory);
PublicDependencyModuleNames.Add("Core");
PrivateDependencyModuleNames.Add("CoreUObject");
PrivateDependencyModuleNames.Add("Engine");
PrivateDependencyModuleNames.Add("InputCore");
PrivateDependencyModuleNames.Add("HeadMountedDisplay");
PrivateDependencyModuleNames.Add("NavigationSystem");
PrivateDependencyModuleNames.Add("AIModule");
PrivateDependencyModuleNames.Add("ProceduralMeshComponent");
}
}

추가

  • PrivateDependencyModuleNames.Add("ProceduralMeshComponent");

 

CStaticMesh_Copied 생성

 

CStaticMesh_Copied.h

더보기
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CStaticMesh_Copied.generated.h"
UCLASS()
class U2212_05_API ACStaticMesh_Copied : public AActor
{
GENERATED_BODY()
private:
UPROPERTY(VisibleDefaultsOnly)
class UProceduralMeshComponent* Mesh;
UPROPERTY(VisibleDefaultsOnly)
class UMaterialInstanceConstant* Material;
public:
#if WITH_EDITOR
FORCEINLINE void SetPositions(TArray<FVector> InPositions) { Positions = InPositions; }
FORCEINLINE void SetIndices(TArray<int32> InIndices) { Indices = InIndices; }
FORCEINLINE void SetNormals(TArray<FVector> InNormals) { Normals = InNormals; }
FORCEINLINE void SetUvs(TArray<FVector2D> InUvs) { Uvs = InUvs; }
FORCEINLINE void SetColors(TArray<FColor> InColors) { Colors = InColors; }
#endif
public:
ACStaticMesh_Copied();
void OnConstruction(const FTransform& Transform) override; //OnConstruction 재정의
protected:
virtual void BeginPlay() override;
private:
TArray<FVector> Positions;
TArray<int32> Indices;
TArray<FVector> Normals;
TArray<FVector2D> Uvs;
TArray<FColor> Colors;
};

 

 

 

CStaticMesh_Copied.cpp

더보기
#include "CStaticMesh_Copied.h"
#include "Global.h"
#include "ProceduralMeshComponent.h"
#include "Materials/MaterialInstanceConstant.h"
ACStaticMesh_Copied::ACStaticMesh_Copied()
{
bRunConstructionScriptOnDrag = false;//Drag 놓을 때만 호출될 수 있게 false로 설정한다.
CHelpers::CreateComponent(this, &Mesh, "Mesh");
CHelpers::GetAsset<UMaterialInstanceConstant>(&Material, "MaterialInstanceConstant'/Game/M_StaticMesh_Inst.M_StaticMesh_Inst'");
Mesh->SetMaterial(0, Material);
}
void ACStaticMesh_Copied::OnConstruction(const FTransform& Transform)
{
Super::OnConstruction(Transform);
Mesh->CreateMeshSection(0, Positions, Indices, Normals, Uvs, Colors, TArray<FProcMeshTangent>(), true);
}
void ACStaticMesh_Copied::BeginPlay()
{
Super::BeginPlay();
}

 

 


 

 

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