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- add new UModelingObjectsCreationAPI and associated data structures, provides abstract API for creating mesh and texture objects from Tools that is not specifically tied to StaticMesh Actors/Assets - new helper functions in UE::Modeling:: namespace to simplify usage of an implementation of this API registered in a ContextObjectStore - add new UEditorModelingObjectsCreationAPI implementation of above, supports hooks for higher level to provide custom paths - add ModelingModeAssetUtils.h, provides several functions in UE::Modeling:: namespace to be used to implement those hooks (various existing path-determination code is moved here) - ModelingToolsEditorMode now registers an instance of UEditorModelingObjectsCreationAPI in ContextObjectStore and connects up callbacks to these path functions - AssetGenerationUtil functions and ModelingModeAssetAPI deleted - All Tools that previously used IToolsContextAssetAPI updated to use this new system #rb jimmy.andrews #rnx #jira none #preflight 60b7c2ddae46a1000162729b [CL 16538450 by Ryan Schmidt in ue5-main branch]
93 lines
3.0 KiB
C++
93 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SingleSelectionTool.h"
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#include "InteractiveToolBuilder.h"
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#include "InteractiveToolStorableSelection.h"
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#include "SingleSelectionMeshEditingTool.generated.h"
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class USingleSelectionMeshEditingTool;
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/**
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* USingleSelectionMeshEditingToolBuilder is a base tool builder for single
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* selection tools that define a common set of ToolTarget interfaces required
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* for editing meshes.
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*/
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UCLASS(Transient, Abstract)
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class MODELINGCOMPONENTS_API USingleSelectionMeshEditingToolBuilder : public UInteractiveToolBuilder
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{
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GENERATED_BODY()
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public:
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/** @return true if a single mesh source can be found in the active selection */
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virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
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/** @return new Tool instance initialized with selected mesh source */
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virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
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/** @return new Tool instance. Override this in subclasses to build a different Tool class type */
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virtual USingleSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const PURE_VIRTUAL(USingleSelectionMeshEditingToolBuilder::CreateNewTool, return nullptr; );
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/** Called by BuildTool to configure the Tool with the input MeshSource based on the SceneState */
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virtual void InitializeNewTool(USingleSelectionMeshEditingTool* Tool, const FToolBuilderState& SceneState) const;
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/** @return true if this Tool would like access to an available Input Selection object */
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virtual bool WantsInputSelectionIfAvailable() const { return false; }
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protected:
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virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
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};
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/**
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* Single Selection Mesh Editing tool base class.
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*/
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UCLASS()
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class MODELINGCOMPONENTS_API USingleSelectionMeshEditingTool : public USingleSelectionTool
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{
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GENERATED_BODY()
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public:
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virtual void SetWorld(UWorld* World) { TargetWorld = World; }
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protected:
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UWorld* TargetWorld = nullptr;
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//
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// Mesh Selection support
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//
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public:
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/**
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* Set a Selection for the Tool to use. This should be called before tool Setup() (ie in the ToolBuilder)
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* to allow the Tool to configure it's behavior based on the Selection (which may or may-not exist).
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* If the Tool requires a Selection, this needs to be handled at the Builder level.
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*/
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virtual void SetInputSelection(const UInteractiveToolStorableSelection* StoredToolSelectionIn)
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{
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InputSelection = StoredToolSelectionIn;
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}
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/** @return true if an InputSelection is available */
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virtual bool HasInputSelection() const
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{
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return InputSelection != nullptr;
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}
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/** @return the input Selection, or nullptr if one was not configured */
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virtual const UInteractiveToolStorableSelection* GetInputSelection() const
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{
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return InputSelection;
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}
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protected:
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/**
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* (optional) Stored Selection provided on Tool Input. This should never be modified after the Tool's Setup() is called
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*/
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UPROPERTY()
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const UInteractiveToolStorableSelection* InputSelection = nullptr;
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};
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