- create a new MeshTopologySelector base class. The existing GroupTopologySelector class now inherits from it, as does a new BoundarySelector class
- likewise, create a new MeshTopologySelectionMehchanic base class and have (existing) PolygonSelectionMechanic and (new) BoundarySelectionMechanic inherit from it
- the new Boundary classes use FMeshBoundary loops to define selectable loops rather than FGroupTopology
HoleFillTool:
- change to using BoundarySelectionMechanic instead of GroupTopologySelector
Misc:
- allow FMeshBoundaryLoops to fail untangling a loop with bowties but still continue processing other loops
#jira UE-144821
#rb jimmy.andrews
#preflight 63222176e93a80888cb7d3df
[CL 22013854 by tyson brochu in ue5-main branch]
(+ for code that was passing false then manually applying the same logic, remove the extra reverse orientation logic)
#rb david.hill
#preflight 630d245fe352708d44f9e007
[CL 21706500 by Jimmy Andrews in ue5-main branch]
(PolyExt, PathExt, PathRev, and BdryRev)
#jira UE-141656
#rb david.hill
#preflight 6307950c6f3401e0225dfa29
[CL 21566086 by Jimmy Andrews in ue5-main branch]
ToolsFramework:
add UInteractiveCommand and UInteractiveCommandArguments types, base classes for 'interactive commands' which are intended to be used for atomic actions, ie stateless, no user interaction, etc
ModelingComponents:
add UGeometrySelectionEditCommand/Arguments, this is a UInteractiveCommand that uses a FGeometrySelection as an argument
add UGeometrySelectionManager::CanExecuteSelectionCommand() and ExecuteSelectionCommand()
MeshModelingTools:
add UDeleteGeometrySelectionCommand, deletes selected mesh geometry by converting input selection to list of triangles
ModelingToolsEditorMode:
add Delete command to ModelingMode and UI. ModelingToolsEditorMode currently is keeping active command set alive via new UModelingToolsEditorMode::ModelingModeCommands member.
#rb none
#preflight 62d195b9a66919b6701d89a8
[CL 21113757 by Ryan Schmidt in ue5-main branch]
GeometryCore: Add bClearExisting option to FDynamicMeshAttributeSet::EnableMatchingAttributes(). Default true is old behavior. New behavior, when false, is to preserve existing attribute set counts/values. Also now copying group and weight layer names if not set.
ModelingTools: CombineMeshesTool now uses EnableMatchingAttributes instead of only explicitly matching UV layers, so group and weight layers are copied properly to duplicates
MeshConversion: DynamicMeshToMeshDescription now generates unique names in ConvertPolygroupLayers and ConvertWeightLayers. Previously if multiple attribs had the same name (eg NAME_None), output MeshDescription would only have a single attrib w/ that name
#rb david.hill
#preflight 62a116439a3e81e904dde76f
[CL 20570919 by Ryan Schmidt in ue5-main branch]