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83 lines
2.0 KiB
C++
83 lines
2.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BaseTools/BaseVoxelTool.h"
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#include "InteractiveToolManager.h"
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#include "Materials/Material.h"
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#include "Materials/MaterialInterface.h"
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#include "ToolSetupUtil.h"
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#include "ModelingToolTargetUtil.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "TargetInterfaces/MeshDescriptionProvider.h"
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#include "MeshDescriptionToDynamicMesh.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(BaseVoxelTool)
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#define LOCTEXT_NAMESPACE "UBaseVoxelTool"
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using namespace UE::Geometry;
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void UBaseVoxelTool::SetupProperties()
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{
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Super::SetupProperties();
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VoxProperties = NewObject<UVoxelProperties>(this);
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VoxProperties->RestoreProperties(this);
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AddToolPropertySource(VoxProperties);
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}
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void UBaseVoxelTool::SaveProperties()
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{
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Super::SaveProperties();
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VoxProperties->SaveProperties(this);
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}
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bool UBaseVoxelTool::HasOpenBoundariesInMeshInputs()
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{
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for (int32 Idx = 0; Idx < OriginalDynamicMeshes.Num(); ++Idx)
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{
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if (!OriginalDynamicMeshes[Idx]->IsClosed() && OriginalDynamicMeshes[Idx]->TriangleCount() > 0)
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{
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return true;
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}
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}
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return false;
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}
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TArray<UMaterialInterface*> UBaseVoxelTool::GetOutputMaterials() const
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{
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TArray<UMaterialInterface*> Materials;
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Materials.Add(LoadObject<UMaterial>(nullptr, TEXT("MATERIAL")));
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return Materials;
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}
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void UBaseVoxelTool::ConvertInputsAndSetPreviewMaterials(bool bSetPreviewMesh)
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{
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OriginalDynamicMeshes.SetNum(Targets.Num());
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for (int ComponentIdx = 0; ComponentIdx < Targets.Num(); ComponentIdx++)
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{
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OriginalDynamicMeshes[ComponentIdx] = MakeShared<FDynamicMesh3, ESPMode::ThreadSafe>();
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*OriginalDynamicMeshes[ComponentIdx] = UE::ToolTarget::GetDynamicMeshCopy(Targets[ComponentIdx]);
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}
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//if (bSetPreviewMesh)
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//{
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// // TODO: create a low quality preview result for initial display?
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//}
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Preview->ConfigureMaterials(
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ToolSetupUtil::GetDefaultSculptMaterial(GetToolManager()),
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ToolSetupUtil::GetDefaultWorkingMaterial(GetToolManager())
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);
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}
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#undef LOCTEXT_NAMESPACE
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