Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Public/Changes/MeshSelectionChange.h
Marc Audy 360d078ca3 Second batch of remaining Engine copyright updates.
#rnx
#rb none

[CL 10871248 by Marc Audy in Main branch]
2019-12-27 09:26:59 -05:00

65 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InteractiveToolChange.h"
#include "SelectionSet.h"
/**
* FMeshSelectionChange represents an reversible change to a UMeshSelectionSet
*/
class MODELINGCOMPONENTS_API FMeshSelectionChange : public FToolCommandChange
{
public:
EMeshSelectionElementType ElementType = EMeshSelectionElementType::Vertex;
TArray<int32> Indices;
bool bAdded;
/** Makes the change to the object */
virtual void Apply(UObject* Object) override;
/** Reverts change to the object */
virtual void Revert(UObject* Object) override;
/** Describes this change (for debugging) */
virtual FString ToString() const override;
};
/**
* FMeshSelectionChangeBuilder can be used to construct a FMeshSelectionChange.
*/
class MODELINGCOMPONENTS_API FMeshSelectionChangeBuilder
{
public:
TUniquePtr<FMeshSelectionChange> Change;
/**
* Initialize of a selection change of given type.
* @param ElementType type of element (face/edge/vtx) being added/removed
* @param bAdding if true, output change has bAdded=true, otherwise bAdded=false
*/
FMeshSelectionChangeBuilder(EMeshSelectionElementType ElementType, bool bAdding);
/**
* Add ElementID to list of changed elements (which may then be added or removed, depending on bAdding parameter to constructor)
*/
void Add(int32 ElementID);
/**
* Add Array of elements
*/
void Add(const TArray<int32>& Elements);
/**
* Add Set of elements
*/
void Add(const TSet<int32>& Elements);
};