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164 lines
4.8 KiB
C++
164 lines
4.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BaseTools/MultiTargetWithSelectionTool.h"
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#include "ModelingToolTargetUtil.h"
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#include "Engine/World.h"
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#include "UDynamicMesh.h"
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#include "Drawing/PreviewGeometryActor.h"
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#include "TargetInterfaces/DynamicMeshSource.h"
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#include "TargetInterfaces/MaterialProvider.h"
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#include "TargetInterfaces/MeshDescriptionCommitter.h"
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#include "TargetInterfaces/MeshDescriptionProvider.h"
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#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
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#include "ToolTargetManager.h"
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#include "Selection/StoredMeshSelectionUtil.h"
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#include "Selection/GeometrySelectionVisualization.h"
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#include "Selections/GeometrySelection.h"
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#include "PropertySets/GeometrySelectionVisualizationProperties.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(MultiTargetWithSelectionTool)
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/*
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* ToolBuilder
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*/
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const FToolTargetTypeRequirements& UMultiTargetWithSelectionToolBuilder::GetTargetRequirements() const
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{
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static FToolTargetTypeRequirements TypeRequirements({
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UMaterialProvider::StaticClass(),
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UMeshDescriptionCommitter::StaticClass(),
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UMeshDescriptionProvider::StaticClass(),
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UPrimitiveComponentBackedTarget::StaticClass()
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});
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return TypeRequirements;
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}
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bool UMultiTargetWithSelectionToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
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{
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if (RequiresInputSelection() && UE::Geometry::HaveAvailableGeometrySelection(SceneState) == false )
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{
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return false;
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}
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return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) > 0;
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}
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UInteractiveTool* UMultiTargetWithSelectionToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
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{
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UMultiTargetWithSelectionTool* NewTool = CreateNewTool(SceneState);
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InitializeNewTool(NewTool, SceneState);
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return NewTool;
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}
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void UMultiTargetWithSelectionToolBuilder::InitializeNewTool(UMultiTargetWithSelectionTool* NewTool, const FToolBuilderState& SceneState) const
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{
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const TArray<TObjectPtr<UToolTarget>> Targets = SceneState.TargetManager->BuildAllSelectedTargetable(SceneState, GetTargetRequirements());
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const int NumTargets = Targets.Num();
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NewTool->InitializeGeometrySelectionArrays(NumTargets);
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NewTool->SetTargets(Targets);
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NewTool->SetTargetWorld(SceneState.World);
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TArray<UE::Geometry::FGeometrySelection> Selections;
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Selections.SetNum(NumTargets);
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for (int TargetIndex = 0; TargetIndex < NumTargets; TargetIndex++)
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{
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bool bHaveSelection = UE::Geometry::GetCurrentGeometrySelectionForTarget(SceneState, Targets[TargetIndex], Selections[TargetIndex]);
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if (bHaveSelection)
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{
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NewTool->SetGeometrySelection(MoveTemp(Selections[TargetIndex]), TargetIndex);
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}
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}
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}
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void UMultiTargetWithSelectionTool::OnTick(float DeltaTime)
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{
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Super::OnTick(DeltaTime);
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if (GeometrySelectionViz)
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{
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UE::Geometry::UpdateGeometrySelectionVisualization(GeometrySelectionViz, GeometrySelectionVizProperties);
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}
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}
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void UMultiTargetWithSelectionTool::Shutdown(EToolShutdownType ShutdownType)
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{
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OnShutdown(ShutdownType);
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TargetWorld = nullptr;
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Super::Shutdown(ShutdownType);
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}
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void UMultiTargetWithSelectionTool::OnShutdown(EToolShutdownType ShutdownType)
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{
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if (GeometrySelectionViz)
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{
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GeometrySelectionViz->Disconnect();
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}
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if (GeometrySelectionVizProperties)
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{
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GeometrySelectionVizProperties->SaveProperties(this);
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}
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}
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void UMultiTargetWithSelectionTool::SetTargetWorld(UWorld* World)
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{
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TargetWorld = World;
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}
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UWorld* UMultiTargetWithSelectionTool::GetTargetWorld()
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{
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return TargetWorld.Get();
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}
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void UMultiTargetWithSelectionTool::InitializeGeometrySelectionArrays(const int NumTargets)
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{
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GeometrySelectionArray.SetNum(NumTargets);
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GeometrySelectionBoolArray.SetNum(NumTargets);
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for (int BoolArrIndex = 0; BoolArrIndex < NumTargets; BoolArrIndex++)
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{
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GeometrySelectionBoolArray[BoolArrIndex] = false;
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}
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}
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void UMultiTargetWithSelectionTool::SetGeometrySelection(const UE::Geometry::FGeometrySelection& SelectionIn, const int TargetIndex)
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{
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GeometrySelectionArray[TargetIndex] = SelectionIn;
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GeometrySelectionBoolArray[TargetIndex] = true;
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}
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void UMultiTargetWithSelectionTool::SetGeometrySelection(UE::Geometry::FGeometrySelection&& SelectionIn, const int TargetIndex)
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{
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GeometrySelectionArray[TargetIndex] = MoveTemp(SelectionIn);
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GeometrySelectionBoolArray[TargetIndex] = true;
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}
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bool UMultiTargetWithSelectionTool::HasGeometrySelection(const int TargetIndex) const
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{
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return GeometrySelectionBoolArray[TargetIndex];
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}
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const UE::Geometry::FGeometrySelection& UMultiTargetWithSelectionTool::GetGeometrySelection(const int TargetIndex) const
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{
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return GeometrySelectionArray[TargetIndex];
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}
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bool UMultiTargetWithSelectionTool::HasAnyGeometrySelection() const
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{
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bool bHasGeometrySelectedAcrossAllTargets = false;
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for (const bool bGeoSelectedPerTarget : GeometrySelectionBoolArray)
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{
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bHasGeometrySelectedAcrossAllTargets = bHasGeometrySelectedAcrossAllTargets || bGeoSelectedPerTarget;
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}
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return bHasGeometrySelectedAcrossAllTargets;
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}
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