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This CL was reviewed here: https://p4-swarm.epicgames.net/reviews/26051575 but needs to be merged into //Fortnite/Release-26.00, not //Fortnite/Main #jira UE-183457 #rb ryan.schmidt, nathan.mitchell [CL 26180658 by matija kecman in ue5-main branch]
79 lines
2.7 KiB
C++
79 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SingleSelectionTool.h"
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#include "InteractiveToolBuilder.h"
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#include "Selections/GeometrySelection.h"
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#include "SingleTargetWithSelectionTool.generated.h"
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class UPreviewGeometry;
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class UGeometrySelectionVisualizationProperties;
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PREDECLARE_GEOMETRY(class FDynamicMesh3)
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PREDECLARE_GEOMETRY(class FGroupTopology)
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UCLASS(Transient, Abstract)
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class MODELINGCOMPONENTS_API USingleTargetWithSelectionToolBuilder : public UInteractiveToolWithToolTargetsBuilder
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{
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GENERATED_BODY()
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public:
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/** @return true if a single mesh source can be found in the active selection */
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virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
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/** @return new Tool instance initialized with selected mesh source */
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virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
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/** @return new Tool instance. Override this in subclasses to build a different Tool class type */
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virtual USingleTargetWithSelectionTool* CreateNewTool(const FToolBuilderState& SceneState) const PURE_VIRTUAL(USingleTargetWithSelectionToolBuilder::CreateNewTool, return nullptr; );
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/** Called by BuildTool to configure the Tool with the input MeshSource based on the SceneState */
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virtual void InitializeNewTool(USingleTargetWithSelectionTool* Tool, const FToolBuilderState& SceneState) const;
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/** @return true if this Tool requires an input selection */
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virtual bool RequiresInputSelection() const { return false; }
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protected:
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virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
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};
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UCLASS()
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class MODELINGCOMPONENTS_API USingleTargetWithSelectionTool : public USingleSelectionTool
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{
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GENERATED_BODY()
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public:
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virtual void Shutdown(EToolShutdownType ShutdownType) override;
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virtual void OnShutdown(EToolShutdownType ShutdownType);
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virtual void OnTick(float DeltaTime) override;
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virtual void SetTargetWorld(UWorld* World);
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virtual UWorld* GetTargetWorld();
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protected:
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UPROPERTY()
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TWeakObjectPtr<UWorld> TargetWorld = nullptr;
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public:
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virtual void SetGeometrySelection(const UE::Geometry::FGeometrySelection& SelectionIn);
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virtual void SetGeometrySelection(UE::Geometry::FGeometrySelection&& SelectionIn);
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/** @return true if a Selection is available */
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virtual bool HasGeometrySelection() const;
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/** @return the input Selection */
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virtual const UE::Geometry::FGeometrySelection& GetGeometrySelection() const;
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protected:
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UE::Geometry::FGeometrySelection GeometrySelection;
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bool bGeometrySelectionInitialized = false;
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UPROPERTY()
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TObjectPtr<UGeometrySelectionVisualizationProperties> GeometrySelectionVizProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UPreviewGeometry> GeometrySelectionViz = nullptr;
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}; |