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UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Public/TargetInterfaces/DynamicMeshProvider.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "GeometryBase.h"
#include "DynamicMeshProvider.generated.h"
PREDECLARE_GEOMETRY(class FDynamicMesh3);
UINTERFACE()
ModelingTools: add support for creating Volumes directly from DrawPolygon, DrawRevolve, DrawPolyPath, and AddPrimitive, CombineMeshes, CutMeshWithMesh, PlaneCut, BaseCreateFromSelected Tools. Improve support for Editing volumes, eg handling mesh/volume interactions, and add configurable auto-simplification for volumes to avoid painful Editor hangs. - Move ToolTarget implementations, DynamicMeshToVolume to ModelingComponentsEditorOnly module - move VolumeToDynamicMesh, DynamicMeshProvider/Commiter interfaces to ModelingComponents module - Add UCreateMeshObjectTypeProperties property set to expose mesh/volume options - Add FCreateMeshObjectParams::TypeHintClass to allow AVolume type (or other UClass hints) to be passed to creation APIs - Add UE::ToolTarget::ConfigureCreateMeshObjectParams() util function in ModelingToolTargetUtil, tries to determine output type in a FCreateMeshObjectParams based on input ToolTarget - Add UEditorModelingObjectsCreationAPI::CreateVolume() implementation - Add UEditorModelingObjectsCreationAPI::FilterMaterials() that strips out any internal materials and replaces with WorldGridMaterial. This occurs when (eg) subtracting a Volume from a StaticMesh, because the temporary volume mesh gets assigned internal materials, but the Tools don't know this. Use in EditorModelingObjectsCreationAPI when creating new objects. UStaticMeshComponentToolTarget also does this filtering in ::CommitMaterialSetUpdate(). - Add ::ComponentTypeSupportsCollision() function to ComponentCollisionUtil, use to avoid checks/ensures for Volume targets - Add support for automatic mesh simplification in DynamicMeshToVolume. Add CVar to VolumeDynamicMeshToolTarget.h to control max triangle count (default 500). Apply auto-simplify when creating or updating an AVolume. This prevents the Editor from blocking for long periods on meshes that are too high-res for volumes (even 500 is quite high). - DynamicMeshToVolume now emits polygroup-faces that contain holes (ie multiple boundary loops) as a set of triangles, rather than emitting separate overlapping faces for each boundary loop #rb none #rnx #jira none #preflight 60ba50632c42ea0001cb54c5 [CL 16561742 by Ryan Schmidt in ue5-main branch]
2021-06-04 16:04:03 -04:00
class MODELINGCOMPONENTS_API UDynamicMeshProvider : public UInterface
{
GENERATED_BODY()
};
ModelingTools: add support for creating Volumes directly from DrawPolygon, DrawRevolve, DrawPolyPath, and AddPrimitive, CombineMeshes, CutMeshWithMesh, PlaneCut, BaseCreateFromSelected Tools. Improve support for Editing volumes, eg handling mesh/volume interactions, and add configurable auto-simplification for volumes to avoid painful Editor hangs. - Move ToolTarget implementations, DynamicMeshToVolume to ModelingComponentsEditorOnly module - move VolumeToDynamicMesh, DynamicMeshProvider/Commiter interfaces to ModelingComponents module - Add UCreateMeshObjectTypeProperties property set to expose mesh/volume options - Add FCreateMeshObjectParams::TypeHintClass to allow AVolume type (or other UClass hints) to be passed to creation APIs - Add UE::ToolTarget::ConfigureCreateMeshObjectParams() util function in ModelingToolTargetUtil, tries to determine output type in a FCreateMeshObjectParams based on input ToolTarget - Add UEditorModelingObjectsCreationAPI::CreateVolume() implementation - Add UEditorModelingObjectsCreationAPI::FilterMaterials() that strips out any internal materials and replaces with WorldGridMaterial. This occurs when (eg) subtracting a Volume from a StaticMesh, because the temporary volume mesh gets assigned internal materials, but the Tools don't know this. Use in EditorModelingObjectsCreationAPI when creating new objects. UStaticMeshComponentToolTarget also does this filtering in ::CommitMaterialSetUpdate(). - Add ::ComponentTypeSupportsCollision() function to ComponentCollisionUtil, use to avoid checks/ensures for Volume targets - Add support for automatic mesh simplification in DynamicMeshToVolume. Add CVar to VolumeDynamicMeshToolTarget.h to control max triangle count (default 500). Apply auto-simplify when creating or updating an AVolume. This prevents the Editor from blocking for long periods on meshes that are too high-res for volumes (even 500 is quite high). - DynamicMeshToVolume now emits polygroup-faces that contain holes (ie multiple boundary loops) as a set of triangles, rather than emitting separate overlapping faces for each boundary loop #rb none #rnx #jira none #preflight 60ba50632c42ea0001cb54c5 [CL 16561742 by Ryan Schmidt in ue5-main branch]
2021-06-04 16:04:03 -04:00
class MODELINGCOMPONENTS_API IDynamicMeshProvider
{
GENERATED_BODY()
public:
/**
* Gives back an editable dynamic mesh. Changes may or may not affect the target, but
* target guarantees that they are safe to perform without crashing. In particular,
* note that it's unspecified whether the next GetMesh() call after an edit will give
* back the edited mesh or a copy of the original.
*
* To guarantee changes having an effect, target must also be a IDynamicMeshCommitter
* and the mesh must be committed.
*/
virtual TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe> GetDynamicMesh() = 0;
};