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UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Private/BaseTools/SingleSelectionMeshEditingTool.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseTools/SingleSelectionMeshEditingTool.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/MeshDescriptionCommitter.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
/*
* ToolBuilder
*/
const FToolTargetTypeRequirements& USingleSelectionMeshEditingToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMaterialProvider::StaticClass(),
UMeshDescriptionCommitter::StaticClass(),
UMeshDescriptionProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass()
});
return TypeRequirements;
}
bool USingleSelectionMeshEditingToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) == 1;
}
UInteractiveTool* USingleSelectionMeshEditingToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
{
USingleSelectionMeshEditingTool* NewTool = CreateNewTool(SceneState);
InitializeNewTool(NewTool, SceneState);
return NewTool;
}
void USingleSelectionMeshEditingToolBuilder::InitializeNewTool(USingleSelectionMeshEditingTool* NewTool, const FToolBuilderState& SceneState) const
{
UToolTarget* Target = SceneState.TargetManager->BuildFirstSelectedTargetable(SceneState, GetTargetRequirements());
check(Target);
NewTool->SetTarget(Target);
NewTool->SetWorld(SceneState.World);
if (WantsInputSelectionIfAvailable() && SceneState.StoredToolSelection != nullptr)
{
NewTool->SetInputSelection(SceneState.StoredToolSelection);
}
}