Commit Graph

10 Commits

Author SHA1 Message Date
Mike Fricker
57ad279363 Editable Mesh: Added function to get all of a vertex's connected edges
#rb none

[CL 3428855 by Mike Fricker in Dev-Geometry branch]
2017-05-08 15:01:02 -04:00
Mike Fricker
3dcd8acc81 Mesh Editor: Extrude multiple polygons together!
- When multiple polygons are selected that are neighbors, Extrude will now keep those polygons connected by default
- Extrusion distances for polygons are now influenced by their vertices' intersection points with neighbor polygons.  This makes for much more sensible extrusions when extruding multiple polygons together.
- UEditableMesh::ExtrudePolygons() has a new parameter 'bKeepNeighborsTogether' to enable this feature (always 'true' in Mesh Editor for now.  We'll make it an option, eventually.)

#codereview richard.talbotwatkin
#rb none

[CL 3425238 by Mike Fricker in Dev-Geometry branch]
2017-05-05 10:14:54 -04:00
Mike Fricker
e194364a7f Merging //UE4/Dev-Main to Dev-Geometry (//UE4/Dev-Geometry) (CL 3405357)
#rb none

[CL 3409253 by Mike Fricker in Dev-Geometry branch]
2017-04-26 09:13:43 -04:00
Mike Fricker
b08bc91a2f Mesh Editor: Show selected polygons and edges on subdivision preview mesh
- If you have polygons or edges selected on a base cage, their counterparts will be highlighted on the subdivision preview wire overlay
- Added new Editable Mesh function to get the edge that is connecting two specified vertices (UEditableMesh::GetEdgeThatConnectsVertices)

#codereview richard.talbotwatkin
#rb none

[CL 3401517 by Mike Fricker in Dev-Geometry branch]
2017-04-20 09:18:09 -04:00
Mike Fricker
d8edc688cb Mesh Editor extensibility (phase 1)
- This is the first change toward making it easy to add new polygon modeling features in external plugins (or through scripting!)
- Added a new 'PolygonModeling' module to the MeshEditor plugin and moved the TessellatePolygon feature there
- New UMeshEditorPolygonCommand ABC class (and friends) for polygon editing features to inherit from
- MeshEditor now has a very minimal public API
- Experimenting with using multiple protected 'contract interfaces' for FMeshEditorMode to reduce public API size
- Some initial clean-ups to how selection/deselection works (reduce boilerplate.)
- Removed a bad use of 'friend' for FMeshElementViewportTransformable
- Moved a few functions around to either make them publicly accessible or to hide them
- Slate: Added support for registering UICommandInfos without a 'this' pointer

#codereview richard.talbotwatkin
#rb none

[CL 3367605 by Mike Fricker in Dev-Geometry branch]
2017-03-28 11:13:57 -04:00
Mike Fricker
19772dec15 Mesh Editor: Cleaned up OpenSubdiv includes
#rb none

[CL 3356126 by Mike Fricker in Dev-Geometry branch]
2017-03-21 10:00:12 -04:00
Mike Fricker
c579283605 Fixed bidirectional dependency between Engine and MeshEditingRuntime modules
- Changed StaticMesh to just have a blind UObject pointer to the EditableMesh

#codereview richard.talbotwatkin
#rb none

[CL 3354704 by Mike Fricker in Dev-Geometry branch]
2017-03-20 16:07:17 -04:00
Mike Fricker
4d13e05c18 Updated OpenSubdiv to version 3.2.0
- No effective change that I've been able to notice
- VS 2013 is not supported yet (we can add that later)

#codereview richard.talbotwatkin
#rb none

[CL 3354599 by Mike Fricker in Dev-Geometry branch]
2017-03-20 15:28:21 -04:00
Mike Fricker
0eb8bedf0b Merging //UE4/Dev-Main to Dev-Geometry (//UE4/Dev-Geometry) (from CL 3353316)
#rb none

[CL 3354404 by Mike Fricker in Dev-Geometry branch]
2017-03-20 14:13:41 -04:00
Unrealbot
02dbb9765e Branch snapshot for CL 3327560
[CL 3327560 in Dev-Geometry branch]
2017-03-01 12:26:39 -05:00