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166 lines
4.1 KiB
C++
166 lines
4.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "MultiSelectionTool.h"
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#include "InteractiveToolBuilder.h"
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#include "BaseBehaviors/BehaviorTargetInterfaces.h"
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#include "Changes/TransformChange.h"
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#include "FrameTypes.h"
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#include "BoxTypes.h"
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#include "AlignObjectsTool.generated.h"
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class UPrimitiveComponent;
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/**
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*
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API UAlignObjectsToolBuilder : public UInteractiveToolBuilder
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{
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GENERATED_BODY()
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public:
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virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
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virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
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protected:
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virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
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};
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UENUM()
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enum class EAlignObjectsAlignTypes
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{
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Pivots,
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BoundingBoxes
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};
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UENUM()
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enum class EAlignObjectsAlignToOptions
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{
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FirstSelected,
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LastSelected,
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Combined
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};
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UENUM()
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enum class EAlignObjectsBoxPoint
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{
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Center,
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Bottom,
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Top,
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Left,
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Right,
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Front,
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Back,
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Min,
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Max
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};
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/**
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* Standard properties of the Align Objects Operation
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API UAlignObjectsToolProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = Options)
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EAlignObjectsAlignTypes AlignType = EAlignObjectsAlignTypes::BoundingBoxes;
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UPROPERTY(EditAnywhere, Category = Options)
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EAlignObjectsAlignToOptions AlignTo = EAlignObjectsAlignToOptions::Combined;
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UPROPERTY(EditAnywhere, Category = Options, meta = (EditCondition = "AlignType == EAlignObjectsAlignTypes::BoundingBoxes || AlignTo == EAlignObjectsAlignToOptions::Combined"))
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EAlignObjectsBoxPoint BoxPosition = EAlignObjectsBoxPoint::Center;
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UPROPERTY(EditAnywhere, Category = Axes)
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bool bAlignX = false;
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UPROPERTY(EditAnywhere, Category = Axes)
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bool bAlignY = false;
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UPROPERTY(EditAnywhere, Category = Axes)
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bool bAlignZ = true;
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};
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/**
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* UAlignObjectsTool transforms the input Components so that they are aligned in various ways, depending on the current settings.
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* The object positions move after every change in the parameters. Currently those changes are not transacted.
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* On cancel the original positions are restored, and on accept the positions are updated with a transaction.
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API UAlignObjectsTool : public UMultiSelectionTool, public IClickDragBehaviorTarget
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{
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GENERATED_BODY()
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using FTransform3d = UE::Geometry::FTransform3d;
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using FAxisAlignedBox3d = UE::Geometry::FAxisAlignedBox3d;
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public:
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UAlignObjectsTool();
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virtual void RegisterActions(FInteractiveToolActionSet& ActionSet) override;
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virtual void SetWorld(UWorld* World, UInteractiveGizmoManager* GizmoManager);
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virtual void Setup() override;
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virtual void Shutdown(EToolShutdownType ShutdownType) override;
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virtual void OnTick(float DeltaTime) override;
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virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
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virtual bool HasCancel() const override { return true; }
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virtual bool HasAccept() const override { return true; }
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virtual bool CanAccept() const override { return true; }
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virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
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// ICLickDragBehaviorTarget interface
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virtual FInputRayHit CanBeginClickDragSequence(const FInputDeviceRay& PressPos) override;
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virtual void OnClickPress(const FInputDeviceRay& PressPos) override;
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virtual void OnClickDrag(const FInputDeviceRay& DragPos) override;
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virtual void OnClickRelease(const FInputDeviceRay& ReleasePos) override;
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virtual void OnTerminateDragSequence() override;
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public:
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UPROPERTY()
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UAlignObjectsToolProperties* AlignProps;
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protected:
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UWorld* TargetWorld;
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UInteractiveGizmoManager* GizmoManager;
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struct FAlignInfo
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{
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UPrimitiveComponent* Component;
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FTransform SavedTransform;
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FTransform3d WorldTransform;
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FVector3d WorldPivot;
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FAxisAlignedBox3d WorldBounds;
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};
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TArray<FAlignInfo> ComponentInfo;
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FAxisAlignedBox3d CombinedBounds;
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FAxisAlignedBox3d PivotBounds;
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FVector3d AveragePivot;
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void Precompute();
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bool bAlignDirty = false;
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void UpdateAlignment();
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void UpdateAlignment_Pivots();
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void UpdateAlignment_BoundingBoxes();
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};
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