Files
ryan schmidt 46630c002f ModelingMode: Selection system improvements. Add Disconnect command and various new Selection-Edit Commands
Add UInteractiveCommandResult, UInteractiveCommand::ExecuteCommand() now optionally can return a result subclass
Add UGeometrySelectionEditCommandResult, UGeometrySelectionEditCommand now can optionally return an "output" selection via this type
UGeometrySelectionManager::ExecuteSelectionCommand optionally can restore a selection after a command, via UGeometrySelectionEditCommandResult

Add UDisconnectGeometrySelectionCommand, implements disconnection of selected triangles (ie separates but not into a new mesh)
Add UModifyGeometrySelectionCommand, implements various selection edits (select all, expand to connected, invert, invert connected, expand, contract)
Add IGeometrySelector::InitializeSelectionFromPredicate() and ::UpdateSelectionFromSelection(), implement in UDynamicMeshSelector, used to implement selection edit commands
Add UI to enable new commands in Modeling Mode

#rb none
#preflight 63c047f4305002c64170f6a2

[CL 23667880 by ryan schmidt in ue5-main branch]
2023-01-12 14:52:52 -05:00

90 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "InteractiveCommand.h"
#include "Selection/GeometrySelector.h" // for FGeometrySelectionHandle
#include "SelectionEditInteractiveCommand.generated.h"
/**
* Arguments for a UGeometrySelectionEditCommand
*/
UCLASS()
class MODELINGCOMPONENTS_API UGeometrySelectionEditCommandArguments : public UInteractiveCommandArguments
{
GENERATED_BODY()
public:
FGeometrySelectionHandle SelectionHandle;
bool IsSelectionEmpty() const
{
return SelectionHandle.Selection == nullptr || SelectionHandle.Selection->IsEmpty();
}
bool IsMatchingType(FGeometryIdentifier::ETargetType TargetType, FGeometryIdentifier::EObjectType EngineType) const
{
return SelectionHandle.Identifier.TargetType == TargetType
|| SelectionHandle.Identifier.ObjectType == EngineType;
}
};
UCLASS()
class MODELINGCOMPONENTS_API UGeometrySelectionEditCommandResult : public UInteractiveCommandResult
{
GENERATED_BODY()
public:
FGeometrySelectionHandle SourceHandle;
UE::Geometry::FGeometrySelection OutputSelection;
};
/**
* UGeometrySelectionEditCommand is a command that edits geometry based on a selection.
* Requires a UGeometrySelectionEditCommandArguments
*/
UCLASS(Abstract)
class MODELINGCOMPONENTS_API UGeometrySelectionEditCommand : public UInteractiveCommand
{
GENERATED_BODY()
public:
virtual bool AllowEmptySelection() const { return false; }
virtual bool IsModifySelectionCommand() const { return false; }
virtual bool CanExecuteCommandForSelection(UGeometrySelectionEditCommandArguments* SelectionArgs)
{
return false;
}
virtual void ExecuteCommandForSelection(UGeometrySelectionEditCommandArguments* Arguments, UInteractiveCommandResult** Result = nullptr)
{
}
public:
// UInteractiveCommand API
virtual bool CanExecuteCommand(UInteractiveCommandArguments* Arguments) override
{
UGeometrySelectionEditCommandArguments* SelectionArgs = Cast<UGeometrySelectionEditCommandArguments>(Arguments);
if (SelectionArgs && (SelectionArgs->IsSelectionEmpty() == false || AllowEmptySelection()) )
{
return CanExecuteCommandForSelection(SelectionArgs);
}
return false;
}
virtual void ExecuteCommand(UInteractiveCommandArguments* Arguments, UInteractiveCommandResult** Result = nullptr) override
{
UGeometrySelectionEditCommandArguments* SelectionArgs = Cast<UGeometrySelectionEditCommandArguments>(Arguments);
if ( SelectionArgs && (SelectionArgs->IsSelectionEmpty() == false || AllowEmptySelection()) )
{
ExecuteCommandForSelection(SelectionArgs, Result);
}
}
};