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UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsEditorOnlyExp/Private/PolygonOnMeshTool.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "PolygonOnMeshTool.h"
#include "InteractiveToolManager.h"
#include "ToolBuilderUtil.h"
#include "ToolSetupUtil.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "ToolSceneQueriesUtil.h"
#include "BaseBehaviors/SingleClickBehavior.h"
#include "BaseBehaviors/MouseHoverBehavior.h"
#include "ToolDataVisualizer.h"
#include "Util/ColorConstants.h"
#include "Drawing/LineSetComponent.h"
#include "MeshDescriptionToDynamicMesh.h"
#include "DynamicMeshToMeshDescription.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
ModelingTools: Reduce surface area of MeshDescriptionProvider/Committer, replace with UE::ToolTarget:: calls where possible. Add new UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh() function. This is being used for now to avoid potential regressions as UE::ToolTarget::CommitDynamicMeshUpdate will preferentially use DynamicMeshCommitter, and I am not certain it is functionally equivalent in all cases. Add new UE::ToolTarget::CommitDynamicMeshNormalsUpdate(), similar to existing UV version Add new Move-variant of UE::ToolTarget::CommitMeshDescriptionUpdate(), uses new Move-variant of IMeshDescriptionCommitter::CommitMeshDescription. Make existing IMeshDescriptionCommitter::CommitMeshDescription callback interface protected, to prevent usage of this function at public API level (will be removed in future). Tool updates should not change, just using cleaner APIs. EditNormalsTool now uses CommitDynamicMeshNormalsUpdate(), which does go via DynamicMeshCommitter preferentially, where it previously went via MeshDescriptionCommitter. In light testing the results appear equivalent. AttributeEditorTool now operates on MeshDescription copies in various update functions. These are not performance-critical. #rb rinat.abdrashitov #rnx #preflight 61ae45998358693a22c28d1b #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 18384350 in //UE5/Release-5.0/... via CL 18384361 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469) [CL 18384373 by ryan schmidt in ue5-release-engine-test branch]
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#include "ModelingToolTargetUtil.h"
using namespace UE::Geometry;
#define LOCTEXT_NAMESPACE "UPolygonOnMeshTool"
/*
* ToolBuilder
*/
USingleSelectionMeshEditingTool* UPolygonOnMeshToolBuilder::CreateNewTool(const FToolBuilderState& SceneState) const
{
return NewObject<UPolygonOnMeshTool>(SceneState.ToolManager);
}
/*
* Tool
*/
void UPolygonOnMeshToolActionPropertySet::PostAction(EPolygonOnMeshToolActions Action)
{
if (ParentTool.IsValid())
{
ParentTool->RequestAction(Action);
}
}
UPolygonOnMeshTool::UPolygonOnMeshTool()
{
SetToolDisplayName(LOCTEXT("PolygonOnMeshToolName", "PolyCut"));
}
void UPolygonOnMeshTool::SetWorld(UWorld* World)
{
this->TargetWorld = World;
}
void UPolygonOnMeshTool::Setup()
{
UInteractiveTool::Setup();
// register click and hover behaviors
USingleClickInputBehavior* ClickBehavior = NewObject<USingleClickInputBehavior>(this);
ClickBehavior->Initialize(this);
AddInputBehavior(ClickBehavior);
UMouseHoverBehavior* HoverBehavior = NewObject<UMouseHoverBehavior>(this);
HoverBehavior->Initialize(this);
AddInputBehavior(HoverBehavior);
IPrimitiveComponentBackedTarget* TargetComponent = Cast<IPrimitiveComponentBackedTarget>(Target);
WorldTransform = (FTransform3d)TargetComponent->GetWorldTransform();
// hide input StaticMeshComponent
TargetComponent->SetOwnerVisibility(false);
BasicProperties = NewObject<UPolygonOnMeshToolProperties>(this);
BasicProperties->RestoreProperties(this);
AddToolPropertySource(BasicProperties);
ActionProperties = NewObject<UPolygonOnMeshToolActionPropertySet>(this);
ActionProperties->Initialize(this);
AddToolPropertySource(ActionProperties);
// initialize the PreviewMesh+BackgroundCompute object
SetupPreview();
DrawnLineSet = NewObject<ULineSetComponent>(Preview->PreviewMesh->GetRootComponent());
DrawnLineSet->SetupAttachment(Preview->PreviewMesh->GetRootComponent());
DrawnLineSet->SetLineMaterial(ToolSetupUtil::GetDefaultLineComponentMaterial(GetToolManager()));
DrawnLineSet->RegisterComponent();
Preview->OnOpCompleted.AddLambda(
[this](const FDynamicMeshOperator* Op)
{
const FEmbedPolygonsOp* PolygonsOp = (const FEmbedPolygonsOp*)(Op);
EdgesOnFailure = PolygonsOp->EdgesOnFailure;
EmbeddedEdges = PolygonsOp->EmbeddedEdges;
bOperationSucceeded = PolygonsOp->bOperationSucceeded;
}
);
Preview->OnMeshUpdated.AddLambda(
[this](const UMeshOpPreviewWithBackgroundCompute* UpdatedPreview)
{
GetToolManager()->PostInvalidation();
UpdateVisualization();
UpdateAcceptWarnings(UpdatedPreview->HaveEmptyResult() ? EAcceptWarning::EmptyForbidden : EAcceptWarning::NoWarning);
}
);
DrawPlaneWorld = FFrame3d(WorldTransform.GetTranslation());
PlaneMechanic = NewObject<UConstructionPlaneMechanic>(this);
PlaneMechanic->Setup(this);
PlaneMechanic->Initialize(TargetWorld, DrawPlaneWorld);
//PlaneMechanic->UpdateClickPriority(ClickBehavior->GetPriority().MakeHigher());
PlaneMechanic->OnPlaneChanged.AddLambda([this]() {
DrawPlaneWorld = PlaneMechanic->Plane;
UpdateDrawPlane();
});
PlaneMechanic->SetPlaneCtrlClickBehaviorTarget->InvisibleComponentsToHitTest.Add(TargetComponent->GetOwnerComponent());
// Convert input mesh description to dynamic mesh
OriginalDynamicMesh = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>();
FMeshDescriptionToDynamicMesh Converter;
ModelingTools: Reduce surface area of MeshDescriptionProvider/Committer, replace with UE::ToolTarget:: calls where possible. Add new UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh() function. This is being used for now to avoid potential regressions as UE::ToolTarget::CommitDynamicMeshUpdate will preferentially use DynamicMeshCommitter, and I am not certain it is functionally equivalent in all cases. Add new UE::ToolTarget::CommitDynamicMeshNormalsUpdate(), similar to existing UV version Add new Move-variant of UE::ToolTarget::CommitMeshDescriptionUpdate(), uses new Move-variant of IMeshDescriptionCommitter::CommitMeshDescription. Make existing IMeshDescriptionCommitter::CommitMeshDescription callback interface protected, to prevent usage of this function at public API level (will be removed in future). Tool updates should not change, just using cleaner APIs. EditNormalsTool now uses CommitDynamicMeshNormalsUpdate(), which does go via DynamicMeshCommitter preferentially, where it previously went via MeshDescriptionCommitter. In light testing the results appear equivalent. AttributeEditorTool now operates on MeshDescription copies in various update functions. These are not performance-critical. #rb rinat.abdrashitov #rnx #preflight 61ae45998358693a22c28d1b #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 18384350 in //UE5/Release-5.0/... via CL 18384361 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469) [CL 18384373 by ryan schmidt in ue5-release-engine-test branch]
2021-12-06 12:42:19 -05:00
Converter.Convert( UE::ToolTarget::GetMeshDescription(Target), *OriginalDynamicMesh);
// TODO: consider adding an AABB tree construction here? tradeoff vs doing a raycast against full every time a param change happens ...
LastDrawnPolygon = FPolygon2d();
UpdatePolygonType();
UpdateDrawPlane();
GetToolManager()->DisplayMessage(
LOCTEXT("PolygonOnMeshToolDescription", "Cut the Mesh with a swept Polygon, creating a Hole or new Polygroup. Use the Draw Polygon button to draw a custom polygon on the work plane. Ctrl-click to reposition the work plane."),
EToolMessageLevel::UserNotification);
}
void UPolygonOnMeshTool::UpdateVisualization()
{
FColor PartialPathEdgeColor(240, 15, 15);
float PartialPathEdgeThickness = 2.0f;
float PartialPathEdgeDepthBias = 3.0f;
FColor EmbedEdgeColor(100, 240, 100);
float EmbedEdgeThickness = 1.0f;
float EmbedEdgeDepthBias = 1.0f;
const FDynamicMesh3* TargetMesh = Preview->PreviewMesh->GetPreviewDynamicMesh();
FVector3d A, B;
DrawnLineSet->Clear();
for (int EID : EmbeddedEdges)
{
TargetMesh->GetEdgeV(EID, A, B);
DrawnLineSet->AddLine((FVector)A, (FVector)B, EmbedEdgeColor, EmbedEdgeThickness, EmbedEdgeDepthBias);
}
if (!bOperationSucceeded)
{
for (int EID : EdgesOnFailure)
{
TargetMesh->GetEdgeV(EID, A, B);
DrawnLineSet->AddLine((FVector)A, (FVector)B, PartialPathEdgeColor, PartialPathEdgeThickness, PartialPathEdgeDepthBias);
}
}
}
void UPolygonOnMeshTool::UpdatePolygonType()
{
if (BasicProperties->Shape == EPolygonType::Circle)
{
ActivePolygon = FPolygon2d::MakeCircle(BasicProperties->Width*0.5, BasicProperties->Subdivisions);
}
else if (BasicProperties->Shape == EPolygonType::Square)
{
ActivePolygon = FPolygon2d::MakeRectangle(FVector2d::Zero(), BasicProperties->Width, BasicProperties->Width);
}
else if (BasicProperties->Shape == EPolygonType::Rectangle)
{
ActivePolygon = FPolygon2d::MakeRectangle(FVector2d::Zero(), BasicProperties->Width, BasicProperties->Height);
}
else if (BasicProperties->Shape == EPolygonType::RoundRect)
{
double Corner = BasicProperties->CornerRatio * FMath::Min(BasicProperties->Width, BasicProperties->Height) * 0.49;
ActivePolygon = FPolygon2d::MakeRoundedRectangle(FVector2d::Zero(), BasicProperties->Width, BasicProperties->Height, Corner, BasicProperties->Subdivisions);
}
else if (BasicProperties->Shape == EPolygonType::Custom)
{
if (LastDrawnPolygon.VertexCount() == 0)
{
GetToolManager()->DisplayMessage(LOCTEXT("PolygonOnMeshDrawMessage", "Click the Draw Polygon button to draw a custom polygon"), EToolMessageLevel::UserWarning);
ActivePolygon = FPolygon2d::MakeCircle(BasicProperties->Width*0.5, BasicProperties->Subdivisions);
}
else
{
ActivePolygon = LastDrawnPolygon;
}
}
}
void UPolygonOnMeshTool::UpdateDrawPlane()
{
Preview->InvalidateResult();
}
void UPolygonOnMeshTool::SetupPreview()
{
Preview = NewObject<UMeshOpPreviewWithBackgroundCompute>(this);
Preview->Setup(this->TargetWorld, this);
ToolSetupUtil::ApplyRenderingConfigurationToPreview(Preview->PreviewMesh, nullptr);
ModelingComponents: Clean up DynamicMeshComponent API. Update Component and Proxy handling of Tangents to use Attribute Overlay if available. Update affected Tools and also convert most of the affected Tools to use UE::ToolTarget helper functions. - Add UE::ToolTarget::CommitMaterialSetUpdate() and ::CommitDynamicMeshUpdate(). ::GetDynamicMeshCopy() can now return tangents if requested. - Add IMeshDescriptionProvider::CalculateAutoGeneratedAttributes(). Default implementation does nothing, UStaticMeshComponentToolTarget implementation initializes auto-generated MeshDescription attributes. Used in ::GetDynamicMeshCopy() to get tangents (but requires a MeshDescription copy). - Clean up handling of Tangents in Simple/OctreeDynamicMeshComponent. Add local MakeTangentsFunc() to generate the Tangents lambda, handle different cases and no-tangents fallbacks consistently. - UDynamicMesh: add optional info arguments to EditMesh() and ChangeInfo struct. Add support for deferring change events from Edit funcs. - Remove UBaseDynamicMeshComponent::InitializeMesh(), ::Bake() APIs, and add ::SetMesh(). Implement in Simple/Octree implementations, update all Tools that used those APIs. - Add USimpleDynamicMeshComponent::ProcessMesh(), EditMesh(). These are now the preferred ways to read/write mesh. - Update USimpleDynamicMeshComponent tangents handling. Externally-computed tangents are now taken directly from the FDynamicMesh3 attribute set. Autogenerated tangents are still computed and stored in an internal FMeshTangentsf, but this is no longer exposed for external updates. - Remove UPreviewMesh pass-through functions for Tangents access, InitializeMesh() and Bake(). Add ProcessMesh() - Update all affected Tools. In most cases these Tools have also been converted to use ModelingToolTargetUtil functions, instead of direct ToolTarget interface casting. #rb none #rnx #jira none #preflight 60c3e71d3e1b3c00015668af #ROBOMERGE-SOURCE: CL 16650666 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396) [CL 16650707 by ryan schmidt in ue5-release-engine-test branch]
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Preview->PreviewMesh->SetTangentsMode(EDynamicMeshComponentTangentsMode::AutoCalculated);
FComponentMaterialSet MaterialSet;
Cast<IMaterialProvider>(Target)->GetMaterialSet(MaterialSet);
Preview->ConfigureMaterials(MaterialSet.Materials,
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
);
Preview->SetVisibility(true);
}
void UPolygonOnMeshTool::OnShutdown(EToolShutdownType ShutdownType)
{
PlaneMechanic->Shutdown();
if (DrawPolygonMechanic != nullptr)
{
DrawPolygonMechanic->Shutdown();
}
BasicProperties->SaveProperties(this);
// Restore (unhide) the source meshes
Cast<IPrimitiveComponentBackedTarget>(Target)->SetOwnerVisibility(true);
TArray<FDynamicMeshOpResult> Results;
Results.Emplace(Preview->Shutdown());
if (ShutdownType == EToolShutdownType::Accept)
{
GenerateAsset(Results);
}
}
TUniquePtr<FDynamicMeshOperator> UPolygonOnMeshTool::MakeNewOperator()
{
TUniquePtr<FEmbedPolygonsOp> EmbedOp = MakeUnique<FEmbedPolygonsOp>();
EmbedOp->bDiscardAttributes = false;
EmbedOp->Operation = BasicProperties->Operation;
EmbedOp->bCutWithBoolean = BasicProperties->bCutWithBoolean;
bool bOpLeavesOpenBoundaries =
BasicProperties->Operation == EEmbeddedPolygonOpMethod::TrimInside ||
BasicProperties->Operation == EEmbeddedPolygonOpMethod::TrimOutside;
EmbedOp->bAttemptFixHolesOnBoolean = !bOpLeavesOpenBoundaries && BasicProperties->bTryToFixCracks;
// Match the world plane in the local space
FVector3d LocalOrigin = WorldTransform.InverseTransformPosition(DrawPlaneWorld.Origin);
FVector3d TempLocalX = WorldTransform.InverseTransformVector(DrawPlaneWorld.GetAxis(0));
FVector3d TempLocalY = WorldTransform.InverseTransformVector(DrawPlaneWorld.GetAxis(1));
FVector3d LocalZ = TempLocalX.Cross(TempLocalY);
FFrame3d LocalFrame(LocalOrigin, LocalZ);
EmbedOp->PolygonFrame = LocalFrame;
// Transform the active polygon by the polygon scale put it on the local space's frame
EmbedOp->EmbedPolygon = ActivePolygon;
const TArray<FVector2d>& Vertices = EmbedOp->EmbedPolygon.GetVertices();
for (int32 Idx = 0; Idx < EmbedOp->EmbedPolygon.VertexCount(); ++Idx)
{
FVector2d World2d = Vertices[Idx] * BasicProperties->PolygonScale;
FVector2d LocalPos = LocalFrame.ToPlaneUV(WorldTransform.InverseTransformPosition(DrawPlaneWorld.FromPlaneUV(World2d)));
EmbedOp->EmbedPolygon.Set(Idx, LocalPos);
}
// TODO: scale any extrude by ToLocal.TransformVector(LocalFrame.Z()).Length() ??
// EmbedOp->ExtrudeDistance = Tool->BasicProperties->ExtrudeDistance;
EmbedOp->OriginalMesh = OriginalDynamicMesh;
EmbedOp->SetResultTransform(WorldTransform);
return EmbedOp;
}
void UPolygonOnMeshTool::Render(IToolsContextRenderAPI* RenderAPI)
{
PlaneMechanic->Render(RenderAPI);
if (DrawPolygonMechanic != nullptr)
{
DrawPolygonMechanic->Render(RenderAPI);
}
else
{
FToolDataVisualizer Visualizer;
Visualizer.BeginFrame(RenderAPI);
double Scale = BasicProperties->PolygonScale;
const TArray<FVector2d>& Vertices = ActivePolygon.GetVertices();
int32 NumVertices = Vertices.Num();
FVector3d PrevPosition = DrawPlaneWorld.FromPlaneUV(Scale * Vertices[0]);
for (int32 k = 1; k <= NumVertices; ++k)
{
FVector3d NextPosition = DrawPlaneWorld.FromPlaneUV(Scale * Vertices[k%NumVertices]);
Visualizer.DrawLine(PrevPosition, NextPosition, LinearColors::VideoRed3f(), 3.0f, false);
PrevPosition = NextPosition;
}
}
}
void UPolygonOnMeshTool::OnTick(float DeltaTime)
{
GetToolManager()->GetContextQueriesAPI()->GetCurrentViewState(this->CameraState);
PlaneMechanic->Tick(DeltaTime);
Preview->Tick(DeltaTime);
if (PendingAction != EPolygonOnMeshToolActions::NoAction)
{
if (PendingAction == EPolygonOnMeshToolActions::DrawPolygon)
{
BeginDrawPolygon();
}
PendingAction = EPolygonOnMeshToolActions::NoAction;
}
}
void UPolygonOnMeshTool::OnPropertyModified(UObject* PropertySet, FProperty* Property)
{
UpdatePolygonType();
Preview->InvalidateResult();
}
void UPolygonOnMeshTool::RequestAction(EPolygonOnMeshToolActions ActionType)
{
if (PendingAction != EPolygonOnMeshToolActions::NoAction || DrawPolygonMechanic != nullptr)
{
return;
}
PendingAction = ActionType;
}
void UPolygonOnMeshTool::BeginDrawPolygon()
{
check(DrawPolygonMechanic == nullptr);
GetToolManager()->DisplayMessage(LOCTEXT("PolygonOnMeshBeginDrawMessage", "Click repeatedly on the plane to draw a polygon, and on start point to finish."), EToolMessageLevel::UserWarning);
DrawPolygonMechanic = NewObject<UCollectSurfacePathMechanic>(this);
DrawPolygonMechanic->Setup(this);
double SnapTol = ToolSceneQueriesUtil::GetDefaultVisualAngleSnapThreshD();
DrawPolygonMechanic->SpatialSnapPointsFunc = [this, SnapTol](FVector3d Position1, FVector3d Position2)
{
return true && ToolSceneQueriesUtil::PointSnapQuery(this->CameraState, Position1, Position2, SnapTol);
};
DrawPolygonMechanic->SetDrawClosedLoopMode();
DrawPolygonMechanic->InitializePlaneSurface(DrawPlaneWorld);
}
void UPolygonOnMeshTool::CompleteDrawPolygon()
{
check(DrawPolygonMechanic != nullptr);
GetToolManager()->DisplayMessage(FText::GetEmpty(), EToolMessageLevel::UserWarning);
FFrame3d DrawFrame = DrawPlaneWorld;
FPolygon2d TmpPolygon;
for (const FFrame3d& Point : DrawPolygonMechanic->HitPath)
{
TmpPolygon.AppendVertex(DrawFrame.ToPlaneUV(Point.Origin));
}
if (TmpPolygon.IsClockwise() == true)
{
TmpPolygon.Reverse();
}
// check for self-intersections and other invalids
LastDrawnPolygon = TmpPolygon;
BasicProperties->Shape = EPolygonType::Custom;
BasicProperties->PolygonScale = 1.0;
UpdatePolygonType();
Preview->InvalidateResult();
DrawPolygonMechanic->Shutdown();
DrawPolygonMechanic = nullptr;
}
bool UPolygonOnMeshTool::CanAccept() const
{
return Super::CanAccept() && Preview != nullptr && Preview->HaveValidNonEmptyResult();
}
void UPolygonOnMeshTool::GenerateAsset(const TArray<FDynamicMeshOpResult>& Results)
{
GetToolManager()->BeginUndoTransaction(LOCTEXT("PolygonOnMeshToolTransactionName", "Cut Hole"));
check(Results.Num() > 0);
check(Results[0].Mesh.Get() != nullptr);
ModelingTools: Reduce surface area of MeshDescriptionProvider/Committer, replace with UE::ToolTarget:: calls where possible. Add new UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh() function. This is being used for now to avoid potential regressions as UE::ToolTarget::CommitDynamicMeshUpdate will preferentially use DynamicMeshCommitter, and I am not certain it is functionally equivalent in all cases. Add new UE::ToolTarget::CommitDynamicMeshNormalsUpdate(), similar to existing UV version Add new Move-variant of UE::ToolTarget::CommitMeshDescriptionUpdate(), uses new Move-variant of IMeshDescriptionCommitter::CommitMeshDescription. Make existing IMeshDescriptionCommitter::CommitMeshDescription callback interface protected, to prevent usage of this function at public API level (will be removed in future). Tool updates should not change, just using cleaner APIs. EditNormalsTool now uses CommitDynamicMeshNormalsUpdate(), which does go via DynamicMeshCommitter preferentially, where it previously went via MeshDescriptionCommitter. In light testing the results appear equivalent. AttributeEditorTool now operates on MeshDescription copies in various update functions. These are not performance-critical. #rb rinat.abdrashitov #rnx #preflight 61ae45998358693a22c28d1b #ROBOMERGE-AUTHOR: ryan.schmidt #ROBOMERGE-SOURCE: CL 18384350 in //UE5/Release-5.0/... via CL 18384361 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469) [CL 18384373 by ryan schmidt in ue5-release-engine-test branch]
2021-12-06 12:42:19 -05:00
UE::ToolTarget::CommitMeshDescriptionUpdateViaDynamicMesh(Target, *Results[0].Mesh.Get(), true);
GetToolManager()->EndUndoTransaction();
}
bool UPolygonOnMeshTool::HitTest(const FRay& Ray, FHitResult& OutHit)
{
if (DrawPolygonMechanic != nullptr)
{
FFrame3d HitPoint;
if (DrawPolygonMechanic->IsHitByRay(FRay3d(Ray), HitPoint))
{
OutHit.Distance = FRay3d(Ray).GetParameter(HitPoint.Origin);
OutHit.ImpactPoint = (FVector)HitPoint.Origin;
OutHit.ImpactNormal = (FVector)HitPoint.Z();
return true;
}
return false;
}
return false;
}
FInputRayHit UPolygonOnMeshTool::IsHitByClick(const FInputDeviceRay& ClickPos)
{
FHitResult OutHit;
if (HitTest(ClickPos.WorldRay, OutHit))
{
return FInputRayHit(OutHit.Distance);
}
return (DrawPolygonMechanic != nullptr) ? FInputRayHit(TNumericLimits<float>::Max()) : FInputRayHit();
}
void UPolygonOnMeshTool::OnClicked(const FInputDeviceRay& ClickPos)
{
if (DrawPolygonMechanic != nullptr)
{
if (DrawPolygonMechanic->TryAddPointFromRay((FRay3d)ClickPos.WorldRay))
{
if (DrawPolygonMechanic->IsDone())
{
CompleteDrawPolygon();
//GetToolManager()->EmitObjectChange(this, MakeUnique<FDrawPolyPathStateChange>(CurrentCurveTimestamp), LOCTEXT("DrawPolyPathBeginOffset", "Set Offset"));
//OnCompleteSurfacePath();
}
else
{
//GetToolManager()->EmitObjectChange(this, MakeUnique<FDrawPolyPathStateChange>(CurrentCurveTimestamp), LOCTEXT("DrawPolyPathBeginPath", "Begin Path"));
}
}
}
}
FInputRayHit UPolygonOnMeshTool::BeginHoverSequenceHitTest(const FInputDeviceRay& PressPos)
{
FHitResult OutHit;
if (HitTest(PressPos.WorldRay, OutHit))
{
return FInputRayHit(OutHit.Distance);
}
return (DrawPolygonMechanic != nullptr) ? FInputRayHit(TNumericLimits<float>::Max()) : FInputRayHit();
}
bool UPolygonOnMeshTool::OnUpdateHover(const FInputDeviceRay& DevicePos)
{
if (DrawPolygonMechanic != nullptr)
{
DrawPolygonMechanic->UpdatePreviewPoint((FRay3d)DevicePos.WorldRay);
}
return true;
}
#undef LOCTEXT_NAMESPACE