Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/MeshModelingTools/Public/VolumeToMeshTool.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

111 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Volume.h"
#include "SingleSelectionTool.h"
#include "InteractiveToolBuilder.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "PreviewMesh.h"
#include "Drawing/LineSetComponent.h"
#include "VolumeToMeshTool.generated.h"
/**
*
*/
UCLASS()
class MESHMODELINGTOOLS_API UVolumeToMeshToolBuilder : public UInteractiveToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
};
UENUM()
enum class EVolumeToMeshMode
{
/** Convert based on Angle Tolerance between Face Normals */
TriangulatePolygons,
/** Create PolyGroups based on UV Islands */
MinimalPolygons
};
UCLASS()
class MESHMODELINGTOOLS_API UVolumeToMeshToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = Options)
bool bWeldEdges = true;
UPROPERTY(EditAnywhere, Category = Options)
bool bAutoRepair = true;
UPROPERTY(EditAnywhere, Category = Options)
bool bOptimizeMesh = true;
UPROPERTY(EditAnywhere, Category = Options)
bool bShowWireframe = true;
};
/**
*
*/
UCLASS()
class MESHMODELINGTOOLS_API UVolumeToMeshTool : public UInteractiveTool
{
GENERATED_BODY()
public:
UVolumeToMeshTool();
virtual void SetWorld(UWorld* World) { this->TargetWorld = World; }
virtual void SetSelection(AVolume* Volume);
virtual void Setup() override;
virtual void Shutdown(EToolShutdownType ShutdownType) override;
virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
virtual void OnTick(float DeltaTime) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
virtual bool CanAccept() const override;
protected:
UPROPERTY()
UVolumeToMeshToolProperties* Settings;
UPROPERTY()
UPreviewMesh* PreviewMesh;
UPROPERTY()
TLazyObjectPtr<AVolume> TargetVolume;
UPROPERTY()
ULineSetComponent* VolumeEdgesSet;
protected:
UWorld* TargetWorld = nullptr;
UE::Geometry::FDynamicMesh3 CurrentMesh;
void RecalculateMesh();
void UpdateLineSet();
bool bResultValid = false;
};