Add UGeometrySelectionManager::GetActiveSelectionInfo, returns info about current selection w/o having to copy selection
Override UEditMeshPolygonsActionModeToolBuilder::CanBuildTool, use this new function to do specific per-action filtering to limit to supported input selection types
UEditMeshPolygonsSelectionModeToolBuilder::InitializeNewTool() now filters UI panels for current input selection if available, update Selection-palette PolyEd button to use this builder instead
#jira UE-176168
#preflight 63e2c886c2257e56f413b805
#rb david.hill
[CL 24068438 by ryan schmidt in ue5-main branch]
Add IGeometrySelector::UpdateSelectionViaShape() API, takes a FConvexHull to use as selection shape. Implement in DynamicMeshSelector.
Add UGeometrySelectionManager::UpdateSelectionViaConvex() API, calls above
ModelingToolsEditorMode now implements ILegacyEdModeSelectInterface, ::FrustumSelect() implementation calls above w/ frustum convex hull
Hide Marquee drag mode option, set default drag mode to "none"
Add save/restore of selection mode, drag mode, and volume/staticmesh toggles via UModelingToolsModeCustomizationSettings
Remove old selection toggle commands that were replaced w/ combined commands
Call DeleteSelectionCommand in UModelingToolsEditorMode::ProcessEditDelete() if there is an active selection
#preflight 63cac131fa66be4cc33661a9
#rb none
[CL 23796046 by ryan schmidt in ue5-main branch]
Add support for Tools to provide an "output" selection. Add UGeometrySelectionManager::SetSelectionForComponent() which can set an explicit externally-provided selection. FBaseDynamicMeshSelector::UpdateSelectionFromSelection() now supports selection conversion when available and requested (is used to implement SetSelectionForComponent). New GeometrySelectionUtil functions InitializeSelectionFromTriangles() and ConvertSelection() are used to implement this (note: only Triangles->other conversion is currently supported). Add HaveAvailableGeometrySelection() and SetToolOutputGeometrySelectionForTarget() in StoredMeshSelectionUtil.h, this is the top-level function that Tools can use to set an Output selection.
ExtrudeMeshSelectionTool now emits output selection.
Update EditMeshPolygonsTool to use new Selection system and allow individual operations to be utilized as standalone Tools. Convert EditMeshPolygonsTool to be a USingleTargetWithSelectionTool, use FGeometrySelection to initialize selection. Add bTerminateOnPendingActionComplete flag, which is set when Tool is directly initialized to a specific operation, and forces tool to shut down when operation completes. This allows it to be used to more cleanly implement multiple action buttons in Modeling UI. When in this mode, selection panels are not shown. On Shutdown, now emits an "output" selection which GeometrySelectionManager can use to provide new selection to user. Update UPolygonSelectionMechanic Set/Get selection APIs to use FGeometrySelection instead of UPersistentMeshSelection.
port UVProjectionTool to derive from USingleTargetWithSelectionTool, use FGeometrySelection to initialize target ROI
deprecate UPersistentMeshSelection and related functions in StoredMeshSelectionUtil.h. Deprecate Tool Input Selection APIs in USingleSelectionMeshEditingTool and Builder.
Repurpose old ModelingMode-level PolyModel tab operations for new Selection Tools UI, now support Inset, Outset, Cut Faces, Insert Edge Loop, PushPull, and Bevel.
#rb none
#preflight 63c84fa2b065224750b9831f
[CL 23766643 by ryan schmidt in ue5-main branch]
Refactor most of FDynamicMeshSelector into FDynamicMeshSelectorBase, FDynamicMeshSelector is now a subclass.
Move the DynamicMeshTransformer from cpp to FBasicDynamicMeshSelectionTransformer in header.
Add FVolumeSelector and FStaticMeshSelector which are derived from FBaseDynamicMeshSelector.
Add ability to filter selection queries/edits by TopologyID in FGeometrySelectionEditor. This is necesary for polygroup and polygroup-edge selections as their encoding includes an arbitrary TriangleID paired w/ the TopologyID.
UGeometrySelectionManager now manages this TopologyID filtering on selection editors it creates/updates
Add concept of "Tracked" selection changes to UGeometrySelectionManager, allows a single selection FChange to be constructed incrementally, eg like with a brush. Add a variant of raycast-selection-update that can be run inside a tracked change.
#rb none
#preflight 6388f0cf4b2f03a7d761ccef
[CL 23361634 by ryan schmidt in ue5-main branch]
Introduced FGeometrySelectionHitQueryConfig (GeometrySelection.h), this provides information about the active selection mode. FGeometrySelectionEditor now tracks active FGeometrySelectionHitQueryConfig.
IGeometrySelector hit-testing/processing functions now take a struct FWorldRayQueryInfo that combines a FRay3d with FViewCameraState, to allow for (eg) snapping wrt the active camera/etc
Added FGeometrySelectionPreview, this is a utility subclass of FGeometrySelectionEditor that is used for selection-preview highlighting, relative to a base FGeometrySelectionEditor
Added IGeometrySelector::GetSelectionPreviewForRaycast() which is used to accumulate a preview of what might be selected in a FGeometrySelectionPreview. AccumulateSelectionElements() can also now accumulate 'preview' geometry, and FDynamicMeshSelector uses this to provide the edge-loop of a facegroup for it's preview (as providing all triangles is too expensive for hover highlighting on hires meshes).
Added support for hover-highlighting mechanic in UGeometrySelectionManager and UModelingSelectionInteraction
FDynamicMeshSelector now creates a GroupEdgeSegmentTree for polygroup edges. This allows for better selection interaction, eg no dependency on the edge-adjacent triangles.
Added AreSelectionsIdentical() function in GeometrySelectionUtil.h
#rb none
#preflight 638145b318176c67c2785280
[CL 23300258 by ryan schmidt 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]
New UModelingSelectionInteraction provides click-to-select and gizmo interactions for current set of mesh objects that support selection, by manipulating the active UGeometrySelectionManager.
ModelingMode now creates a UGeometrySelectionManager and UModelingSelectionInteraction on mode startup, if 'persistent selections' are enabled in the project settings. This replaces the previous persistent selection system/manager, which is no longer created/registered.
UModelingToolsEditorMode::ShouldDrawWidget() and ::ComputeBoundingBoxForViewportFocus() updated to support active Selection.
Functions ::OnToolsContextRender(), ::OnToolPostBuild(), ::GetGeometrySelectionChangesAllowed(), ::TestForEditorGizmoHit(), ::UpdateSelectionManagerOnEditorSelectionChange() added to support selection system.
FModelingToolsEditorModeToolkit will add buttons for selection control if Persistent Selections are enabled. Dynamic updates to Palette based on active selection are initiated by EdMode. Currently the selection-actions palette is empty.
#rb none
#preflight 62c5f20c3c5171c81715f5f4
[CL 20973334 by Ryan Schmidt in ue5-main branch]
GeometrySelection.h/cpp: FGeometrySelection, FGeometrySelectionEditor, representation and manipulation of a generic element-level selection, stored as a set of uint64. Editor makes changes to Selection while tracking deltas.
GeometrySelectionUtil.h/cpp: utility and helper functions for editing/processing a mesh+selection
GeometrySelector.h: FGeometryIdentifier type used to identify target objects with element-level selection support. IGeometrySelector interface that defines API for element selection for a type of target object. Factory type for spawing instances. IGeometrySelectionTransformer interface that defines API for element-level transformation
GeometrySelectionManager.h/cpp: UGeometrySelectionManager that maintains set of 'active targets' with associated Selector, Selection, and SelectionEditor, and provides high-level API for creating and querying element selections, 3D transforms of selections, selection undo/redo, and (currently) limited debug rendering
GeometrySelectionChanges.h/cpp: FChange types for element selection changes
DynamicMeshSelector.h/cpp: implementation of IGeometrySelector for UDynamicMesh/Component
#rb jimmy.andrews
#preflight 62bdb9cbb024a2608c38b72d
[CL 20896967 by Ryan Schmidt in ue5-main branch]