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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseTools/SingleTargetWithSelectionTool.h"
#include "ModelingToolTargetUtil.h"
#include "Engine/World.h"
#include "UDynamicMesh.h"
#include "Drawing/PreviewGeometryActor.h"
#include "TargetInterfaces/DynamicMeshSource.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/DynamicMeshCommitter.h"
#include "TargetInterfaces/DynamicMeshProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
#include "Selection/StoredMeshSelectionUtil.h"
#include "Selection/GeometrySelectionVisualization.h"
#include "Selections/GeometrySelection.h"
#include "PropertySets/GeometrySelectionVisualizationProperties.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SingleTargetWithSelectionTool)
/*
* ToolBuilder
*/
const FToolTargetTypeRequirements& USingleTargetWithSelectionToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMaterialProvider::StaticClass(),
UDynamicMeshCommitter::StaticClass(),
UDynamicMeshProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass()
});
return TypeRequirements;
}
bool USingleTargetWithSelectionToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
if (RequiresInputSelection() && UE::Geometry::HaveAvailableGeometrySelection(SceneState) == false )
{
return false;
}
return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) == 1;
}
UInteractiveTool* USingleTargetWithSelectionToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
{
USingleTargetWithSelectionTool* NewTool = CreateNewTool(SceneState);
InitializeNewTool(NewTool, SceneState);
return NewTool;
}
void USingleTargetWithSelectionToolBuilder::InitializeNewTool(USingleTargetWithSelectionTool* NewTool, const FToolBuilderState& SceneState) const
{
UToolTarget* Target = SceneState.TargetManager->BuildFirstSelectedTargetable(SceneState, GetTargetRequirements());
check(Target);
NewTool->SetTarget(Target);
NewTool->SetTargetWorld(SceneState.World);
UE::Geometry::FGeometrySelection Selection;
bool bHaveSelection = UE::Geometry::GetCurrentGeometrySelectionForTarget(SceneState, Target, Selection);
if (bHaveSelection)
{
NewTool->SetGeometrySelection(MoveTemp(Selection));
}
}
void USingleTargetWithSelectionTool::OnTick(float DeltaTime)
{
Super::OnTick(DeltaTime);
if (GeometrySelectionViz)
{
UE::Geometry::UpdateGeometrySelectionVisualization(GeometrySelectionViz, GeometrySelectionVizProperties);
}
}
void USingleTargetWithSelectionTool::Shutdown(EToolShutdownType ShutdownType)
{
OnShutdown(ShutdownType);
TargetWorld = nullptr;
Super::Shutdown(ShutdownType);
}
void USingleTargetWithSelectionTool::OnShutdown(EToolShutdownType ShutdownType)
{
if (GeometrySelectionViz)
{
GeometrySelectionViz->Disconnect();
}
if (GeometrySelectionVizProperties)
{
GeometrySelectionVizProperties->SaveProperties(this);
}
}
void USingleTargetWithSelectionTool::SetTargetWorld(UWorld* World)
{
TargetWorld = World;
}
UWorld* USingleTargetWithSelectionTool::GetTargetWorld()
{
return TargetWorld.Get();
}
void USingleTargetWithSelectionTool::SetGeometrySelection(const UE::Geometry::FGeometrySelection& SelectionIn)
{
GeometrySelection = SelectionIn;
bGeometrySelectionInitialized = true;
}
void USingleTargetWithSelectionTool::SetGeometrySelection(UE::Geometry::FGeometrySelection&& SelectionIn)
{
GeometrySelection = MoveTemp(SelectionIn);
bGeometrySelectionInitialized = true;
}
bool USingleTargetWithSelectionTool::HasGeometrySelection() const
{
return bGeometrySelectionInitialized;
}
const UE::Geometry::FGeometrySelection& USingleTargetWithSelectionTool::GetGeometrySelection() const
{
return GeometrySelection;
}