Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingTools/Public/PlaneCutTool.h
Ryan Schmidt e196c256e4 GeometryProcessing: remove forwarding headers used in GeometryCore transition, and update all affected includes.
#rb none
#rnx
#jira none
#preflight 60c52c5db9446100014da02d

[CL 16653115 by Ryan Schmidt in ue5-main branch]
2021-06-13 00:35:22 -04:00

230 lines
5.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InteractiveGizmo.h"
#include "MultiSelectionTool.h"
#include "InteractiveToolBuilder.h"
#include "MeshOpPreviewHelpers.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "Changes/DynamicMeshChangeTarget.h"
#include "BaseTools/SingleClickTool.h"
#include "Mechanics/ConstructionPlaneMechanic.h"
#include "PlaneCutTool.generated.h"
// predeclarations
class UTransformGizmo;
class UTransformProxy;
/**
*
*/
UCLASS()
class MESHMODELINGTOOLS_API UPlaneCutToolBuilder : public UInteractiveToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
protected:
virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
};
/**
* Properties controlling how changes are baked out to static meshes on tool accept
*/
UCLASS()
class MESHMODELINGTOOLS_API UAcceptOutputProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** If true, meshes cut into multiple pieces will be saved as separate assets on 'accept'. */
UPROPERTY(EditAnywhere, Category = ToolOutputOptions)
bool bExportSeparatedPiecesAsNewMeshAssets = true;
};
/**
* Standard properties of the plane cut operation
*/
UCLASS()
class MESHMODELINGTOOLS_API UPlaneCutToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
UPlaneCutToolProperties()
{}
/** Snap the cut plane to the world grid */
UPROPERTY(EditAnywhere, Category = Snapping)
bool bSnapToWorldGrid = false;
/** Snap rotation of the cut plane to the world grid */
UPROPERTY(EditAnywhere, Category = Snapping)
bool bSnapRotationToWorldGrid = false;
/** If true, both halves of the cut are computed */
UPROPERTY(EditAnywhere, Category = Options)
bool bKeepBothHalves = false;
/** If keeping both halves, separate the two pieces by this amount */
UPROPERTY(EditAnywhere, Category = Options, meta = (EditCondition = "bKeepBothHalves == true", UIMin = "0", ClampMin = "0") )
float SpacingBetweenHalves = 0;
UPROPERTY(EditAnywhere, Category = Options)
bool bShowPreview = true;
/** If true, the cut surface is filled with simple planar hole fill surface(s) */
UPROPERTY(EditAnywhere, Category = Options)
bool bFillCutHole = true;
/** If true, will attempt to fill cut holes even if they're ill-formed (e.g. because they connect to pre-existing holes in the geometry) */
UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (EditCondition = "bFillCutHole"))
bool bFillSpans = false;
};
UENUM()
enum class EPlaneCutToolActions
{
NoAction,
Cut,
FlipPlane
};
UCLASS()
class MESHMODELINGTOOLS_API UPlaneCutOperatorFactory : public UObject, public UE::Geometry::IDynamicMeshOperatorFactory
{
GENERATED_BODY()
public:
// IDynamicMeshOperatorFactory API
virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
UPROPERTY()
UPlaneCutTool *CutTool;
int ComponentIndex;
};
/**
* Simple Mesh Plane Cutting Tool
*/
UCLASS()
class MESHMODELINGTOOLS_API UPlaneCutTool : public UMultiSelectionTool, public IModifierToggleBehaviorTarget
{
GENERATED_BODY()
public:
friend UPlaneCutOperatorFactory;
UPlaneCutTool();
virtual void Setup() override;
virtual void Shutdown(EToolShutdownType ShutdownType) override;
virtual void SetWorld(UWorld* World);
virtual void RegisterActions(FInteractiveToolActionSet& ActionSet) override;
virtual void OnTick(float DeltaTime) override;
virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
virtual bool CanAccept() const override;
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent &PropertyChangedEvent) override;
#endif
virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
// IClickSequenceBehaviorTarget implementation
virtual void OnUpdateModifierState(int ModifierID, bool bIsOn) override;
protected:
UPROPERTY()
UPlaneCutToolProperties* BasicProperties;
UPROPERTY()
UAcceptOutputProperties* AcceptProperties;
UPROPERTY()
TArray<UMeshOpPreviewWithBackgroundCompute*> Previews;
/// Action buttons.
/// Note these set a flag to call the action later (in OnTick)
/// Otherwise, the actions in undo history will end up being generically named by an outer UI handler transaction
/** Cut with the current plane without exiting the tool (Hotkey: T)*/
UFUNCTION(CallInEditor, Category = Actions, meta = (DisplayName = "Cut"))
void Cut()
{
PendingAction = EPlaneCutToolActions::Cut;
}
/** Flip the cutting plane (Hotkey: R) */
UFUNCTION(CallInEditor, Category = Actions, meta = (DisplayName = "Flip Plane"))
void FlipPlane()
{
PendingAction = EPlaneCutToolActions::FlipPlane;
}
protected:
UPROPERTY()
TArray<UDynamicMeshReplacementChangeTarget*> MeshesToCut;
UPROPERTY()
UConstructionPlaneMechanic* PlaneMechanic = nullptr;
// Cutting plane
UE::Geometry::FFrame3d CutPlaneWorld;
// UV Scale factor is cached based on the bounding box of the mesh before any cuts are performed, so you don't get inconsistent UVs if you multi-cut the object to smaller sizes
TArray<float> MeshUVScaleFactor;
UWorld* TargetWorld;
FViewCameraState CameraState;
// flags used to identify modifier keys/buttons
static const int SnappingModifier = 1;
bool bSnappingToggle = false; // toggled by hotkey (shift)
EPlaneCutToolActions PendingAction = EPlaneCutToolActions::NoAction;
void DoCut();
void DoFlipPlane();
void SetupPreviews();
void InvalidatePreviews();
void GenerateAsset(const TArray<FDynamicMeshOpResult>& Results);
};