Files
katie caputo ae362b0c01 Modeling Tools: Adds Geometry Selection Support for the Split Tool
#JIRA UE-181657
#rb lonnie.li

[CL 32336604 by katie caputo in ue5-main branch]
2024-03-19 15:45:02 -04:00

96 lines
3.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "InteractiveToolBuilder.h"
#include "MultiSelectionMeshEditingTool.h"
#include "Selections/GeometrySelection.h"
#include "MultiTargetWithSelectionTool.generated.h"
class UMultiTargetWithSelectionTool;
class UPreviewGeometry;
class UGeometrySelectionVisualizationProperties;
PREDECLARE_GEOMETRY(class FDynamicMesh3)
PREDECLARE_GEOMETRY(class FGroupTopology)
/**
* UMultiTargetWithSelectionToolBuilder is a base tool builder for multi
* selection tools with selections.
* Currently, geometry selection across multiple meshes is not supported, restricting the effectiveness
* of this class. If that support is built in the future, this will become more useful, and likely need to be expanded
*/
UCLASS(Transient, Abstract)
class MODELINGCOMPONENTS_API UMultiTargetWithSelectionToolBuilder : public UInteractiveToolWithToolTargetsBuilder
{
GENERATED_BODY()
public:
/** @return true if mesh sources can be found in the active selection */
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
/** @return new Tool instance initialized with selected mesh source(s) */
virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
/** @return new Tool instance. Override this in subclasses to build a different Tool class type */
virtual UMultiTargetWithSelectionTool* CreateNewTool(const FToolBuilderState& SceneState) const PURE_VIRTUAL(UMultiTargetWithSelectionToolBuilder::CreateNewTool, return nullptr; );
/** Called by BuildTool to configure the Tool with the input mesh source(s) based on the SceneState */
virtual void InitializeNewTool(UMultiTargetWithSelectionTool* NewTool, const FToolBuilderState& SceneState) const;
/** @return true if this Tool requires an input selection */
virtual bool RequiresInputSelection() const { return false; }
protected:
virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
};
/**
* Multi Target with Selection tool base class.
*/
UCLASS()
class MODELINGCOMPONENTS_API UMultiTargetWithSelectionTool : public UMultiSelectionTool
{
GENERATED_BODY()
public:
virtual void Shutdown(EToolShutdownType ShutdownType) override;
virtual void OnShutdown(EToolShutdownType ShutdownType);
virtual void OnTick(float DeltaTime) override;
virtual void SetTargetWorld(UWorld* World);
virtual UWorld* GetTargetWorld();
protected:
UPROPERTY()
TWeakObjectPtr<UWorld> TargetWorld = nullptr;
public:
virtual void SetGeometrySelection(const UE::Geometry::FGeometrySelection& SelectionIn, const int TargetIndex);
virtual void SetGeometrySelection(UE::Geometry::FGeometrySelection&& SelectionIn, const int TargetIndex);
/** @return true if a Selection is available for the Target at the given index*/
virtual bool HasGeometrySelection(const int TargetIndex) const;
/** @return the input Selection for the Target at the given index*/
virtual const UE::Geometry::FGeometrySelection& GetGeometrySelection(const int TargetIndex) const;
/** @return if a Selection is available for ANY of the Targets */
virtual bool HasAnyGeometrySelection() const;
/** initialize the Geometry Selection array and the boolean arrays according to the number of targets */
virtual void InitializeGeometrySelectionArrays(const int NumTargets);
protected:
TArray<UE::Geometry::FGeometrySelection> GeometrySelectionArray;
TArray<bool> GeometrySelectionBoolArray;
UPROPERTY()
TObjectPtr<UGeometrySelectionVisualizationProperties> GeometrySelectionVizProperties = nullptr;
UPROPERTY()
TObjectPtr<UPreviewGeometry> GeometrySelectionViz = nullptr;
};