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MeshModelingToolset: Cleanup UV Unwrap tool
#rb ryan.schmidt #preflight 61a6d63b6c7d8a7295f405a2, 61a92f32fc3f6823e8d2bac7 #ROBOMERGE-AUTHOR: michael.balzer #ROBOMERGE-SOURCE: CL 18357442 in //UE5/Release-5.0/... via CL 18357499 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18357514 by michael balzer in ue5-release-engine-test branch]
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "InteractiveTool.h"
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#include "GeometryBase.h"
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#include "MeshUVChannelProperties.generated.h"
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struct FMeshDescription;
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PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
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UCLASS()
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class MESHMODELINGTOOLS_API UMeshUVChannelProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** Select UV channel in the mesh */
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UPROPERTY(EditAnywhere, Category = "UV Channel", meta = (DisplayName = "UV Channel", GetOptions = GetUVChannelNamesFunc, NoResetToDefault))
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FString UVChannel;
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UFUNCTION()
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const TArray<FString>& GetUVChannelNamesFunc() const;
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UPROPERTY(meta = (TransientToolProperty))
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TArray<FString> UVChannelNamesList;
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void Initialize(int32 NumUVChannels, bool bInitializeSelection = true);
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void Initialize(const FMeshDescription* MeshDescription, bool bInitializeSelection = true);
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void Initialize(const FDynamicMesh3* Mesh, bool bInitializeSelection = true);
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/**
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* Verify that the UV channel selection is valid
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* @param bUpdateIfInvalid if selection is not valid, reset UVChannel to UV0 or empty if no UV channels exist
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* @return true if selection in UVChannel is an entry in UVChannelNamesList.
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*/
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bool ValidateSelection(bool bUpdateIfInvalid);
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/**
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* @param bForceToZeroOnFailure if true, then instead of returning -1 we return 0 so calling code can fallback to default UV paths
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* @return selected UV channel index, or -1 if invalid selection, or 0 if invalid selection and bool bForceToZeroOnFailure = true
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*/
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int32 GetSelectedChannelIndex(bool bForceToZeroOnFailure = false);
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};
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+93
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "BaseTools/SingleSelectionMeshEditingTool.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "MeshOpPreviewHelpers.h"
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#include "Properties/MeshMaterialProperties.h"
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#include "Properties/MeshUVChannelProperties.h"
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#include "Properties/RecomputeUVsProperties.h"
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#include "PropertySets/PolygroupLayersProperties.h"
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#include "Polygroups/PolygroupSet.h"
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#include "Drawing/UVLayoutPreview.h"
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#include "RecomputeUVsTool.generated.h"
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// Forward declarations
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class UDynamicMeshComponent;
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class UMaterialInterface;
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class UMaterialInstanceDynamic;
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class RecomputeUVsOp;
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class URecomputeUVsOpFactory;
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/**
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*
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API URecomputeUVsToolBuilder : public USingleSelectionMeshEditingToolBuilder
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{
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GENERATED_BODY()
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public:
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virtual USingleSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
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};
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/**
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* URecomputeUVsTool Recomputes UVs based on existing segmentations of the mesh
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API URecomputeUVsTool : public USingleSelectionMeshEditingTool
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{
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GENERATED_BODY()
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public:
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virtual void Setup() override;
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virtual void Shutdown(EToolShutdownType ShutdownType) override;
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virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
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virtual void OnTick(float DeltaTime) override;
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virtual bool HasCancel() const override { return true; }
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virtual bool HasAccept() const override { return true; }
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virtual bool CanAccept() const override;
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virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
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protected:
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UPROPERTY()
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TObjectPtr<UMeshUVChannelProperties> UVChannelProperties = nullptr;
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UPROPERTY()
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TObjectPtr<URecomputeUVsToolProperties> Settings = nullptr;
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UPROPERTY()
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TObjectPtr<UPolygroupLayersProperties> PolygroupLayerProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UExistingMeshMaterialProperties> MaterialSettings = nullptr;
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UPROPERTY()
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bool bCreateUVLayoutViewOnSetup = true;
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UPROPERTY()
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TObjectPtr<UUVLayoutPreview> UVLayoutView = nullptr;
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UPROPERTY()
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TObjectPtr<URecomputeUVsOpFactory> RecomputeUVsOpFactory;
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UPROPERTY()
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TObjectPtr<UMeshOpPreviewWithBackgroundCompute> Preview = nullptr;
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TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe> InputMesh;
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TSharedPtr<UE::Geometry::FPolygroupSet, ESPMode::ThreadSafe> ActiveGroupSet;
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void OnSelectedGroupLayerChanged();
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void UpdateActiveGroupLayer();
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int32 GetSelectedUVChannel() const;
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void OnPreviewMeshUpdated();
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};
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