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#rb none #rnx #jira none #preflight 60c52c5db9446100014da02d [CL 16653115 by Ryan Schmidt in ue5-main branch]
111 lines
2.2 KiB
C++
111 lines
2.2 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 "GameFramework/Volume.h"
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#include "SingleSelectionTool.h"
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#include "InteractiveToolBuilder.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "PreviewMesh.h"
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#include "Drawing/LineSetComponent.h"
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#include "VolumeToMeshTool.generated.h"
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/**
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*
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API UVolumeToMeshToolBuilder : 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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};
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UENUM()
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enum class EVolumeToMeshMode
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{
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/** Convert based on Angle Tolerance between Face Normals */
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TriangulatePolygons,
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/** Create PolyGroups based on UV Islands */
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MinimalPolygons
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};
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UCLASS()
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class MESHMODELINGTOOLS_API UVolumeToMeshToolProperties : 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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bool bWeldEdges = true;
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UPROPERTY(EditAnywhere, Category = Options)
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bool bAutoRepair = true;
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UPROPERTY(EditAnywhere, Category = Options)
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bool bOptimizeMesh = true;
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UPROPERTY(EditAnywhere, Category = Options)
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bool bShowWireframe = true;
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};
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/**
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*
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API UVolumeToMeshTool : public UInteractiveTool
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{
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GENERATED_BODY()
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public:
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UVolumeToMeshTool();
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virtual void SetWorld(UWorld* World) { this->TargetWorld = World; }
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virtual void SetSelection(AVolume* Volume);
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virtual void Setup() override;
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virtual void Shutdown(EToolShutdownType ShutdownType) override;
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virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
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virtual void OnTick(float DeltaTime) 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;
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protected:
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UPROPERTY()
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UVolumeToMeshToolProperties* Settings;
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UPROPERTY()
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UPreviewMesh* PreviewMesh;
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UPROPERTY()
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TLazyObjectPtr<AVolume> TargetVolume;
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UPROPERTY()
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ULineSetComponent* VolumeEdgesSet;
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protected:
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UWorld* TargetWorld = nullptr;
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UE::Geometry::FDynamicMesh3 CurrentMesh;
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void RecalculateMesh();
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void UpdateLineSet();
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bool bResultValid = false;
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};
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