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UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Public/ProjectToTargetTool.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RemeshMeshTool.h"
#include "ToolBuilderUtil.h"
#include "ProjectToTargetTool.generated.h"
/**
* Determine if/how we can build UProjectToTargetTool. It requires two selected mesh components.
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UProjectToTargetToolBuilder : public UMultiSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
};
/**
* Subclass URemeshMeshToolProperties just so we can set default values for some properties. Setting these values in the
* Setup function of UProjectToTargetTool turns out to be tricky to achieve with the property cache.
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UProjectToTargetToolProperties : public URemeshMeshToolProperties
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = ProjectionSpace)
bool bWorldSpace = true;
UPROPERTY(EditAnywhere, Category = Remeshing)
bool bParallel = true;
UPROPERTY(EditAnywhere, Category = NormalFlow, meta = (EditCondition = "RemeshType == ERemeshType::NormalFlow", UIMin = "0", UIMax = "100", ClampMin = "0", ClampMax = "100"))
int FaceProjectionPassesPerRemeshIteration = 1;
UPROPERTY(EditAnywhere, Category = NormalFlow, meta = (EditCondition = "RemeshType == ERemeshType::NormalFlow", UIMin = "0", UIMax = "1.0", ClampMin = "0", ClampMax = "10.0"))
float SurfaceProjectionSpeed = 0.2f;
UPROPERTY(EditAnywhere, Category = NormalFlow, meta = (EditCondition = "RemeshType == ERemeshType::NormalFlow", UIMin = "0", UIMax = "1.0", ClampMin = "0", ClampMax = "10.0"))
float NormalAlignmentSpeed = 0.2f;
UPROPERTY(EditAnywhere, Category = NormalFlow, meta = (EditCondition = "RemeshType == ERemeshType::NormalFlow"))
bool bSmoothInFillAreas = true;
UPROPERTY(EditAnywhere, Category = NormalFlow, meta = (EditCondition = "RemeshType == ERemeshType::NormalFlow", UIMin = "0", UIMax = "1.0", ClampMin = "0", ClampMax = "10.0"))
float FillAreaDistanceMultiplier = 0.25f;
UPROPERTY(EditAnywhere, Category = NormalFlow, meta = (EditCondition = "RemeshType == ERemeshType::NormalFlow", UIMin = "0", UIMax = "1.0", ClampMin = "0", ClampMax = "10.0"))
float FillAreaSmoothMultiplier = 0.25f;
UProjectToTargetToolProperties()
: URemeshMeshToolProperties()
{
bPreserveSharpEdges = false;
RemeshType = ERemeshType::NormalFlow;
}
};
/**
* Project one mesh surface onto another, while undergoing remeshing. Subclass of URemeshMeshTool to avoid duplication.
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UProjectToTargetTool : public URemeshMeshTool
{
GENERATED_BODY()
public:
UProjectToTargetTool(const FObjectInitializer& ObjectInitializer) :
Super(ObjectInitializer.SetDefaultSubobjectClass<UProjectToTargetToolProperties>(TEXT("RemeshProperties")))
{}
virtual void Setup() override;
virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
private:
TUniquePtr<UE::Geometry::FDynamicMesh3> ProjectionTarget;
TUniquePtr<UE::Geometry::FDynamicMeshAABBTree3> ProjectionTargetSpatial;
};