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UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/BaseTools/BaseVoxelTool.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseTools/BaseVoxelTool.h"
#include "InteractiveToolManager.h"
#include "ToolSetupUtil.h"
#include "ModelingToolTargetUtil.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "MeshDescriptionToDynamicMesh.h"
#define LOCTEXT_NAMESPACE "UBaseVoxelTool"
using namespace UE::Geometry;
void UBaseVoxelTool::SetupProperties()
{
Super::SetupProperties();
VoxProperties = NewObject<UVoxelProperties>(this);
VoxProperties->RestoreProperties(this);
AddToolPropertySource(VoxProperties);
}
void UBaseVoxelTool::SaveProperties()
{
Super::SaveProperties();
VoxProperties->SaveProperties(this);
}
TArray<UMaterialInterface*> UBaseVoxelTool::GetOutputMaterials() const
{
TArray<UMaterialInterface*> Materials;
Materials.Add(LoadObject<UMaterial>(nullptr, TEXT("MATERIAL")));
return Materials;
}
void UBaseVoxelTool::ConvertInputsAndSetPreviewMaterials(bool bSetPreviewMesh)
{
OriginalDynamicMeshes.SetNum(Targets.Num());
for (int ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
{
OriginalDynamicMeshes[ComponentIdx] = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>();
FMeshDescriptionToDynamicMesh Converter;
Converter.Convert(UE::ToolTarget::GetMeshDescription(Targets[ComponentIdx]), *OriginalDynamicMeshes[ComponentIdx]);
}
//if (bSetPreviewMesh)
//{
// // TODO: create a low quality preview result for initial display?
//}
Preview->ConfigureMaterials(
ToolSetupUtil::GetDefaultSculptMaterial(GetToolManager()),
ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
);
}
#undef LOCTEXT_NAMESPACE