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- ADynamicMeshActor type has a UDynamicMeshComponent subobject (similar to StaticMeshActor) - Add IPersistentDynamicMeshSource, a ToolTarget Interface for accessing a UDynamicMesh - Add UDynamicMeshComponentToolTarget, a UToolTarget implementing the above as well as various standard interfaces, to allow Tools to operate on an external DynamicMeshComponent - Update UE::ToolTarget:: helper functions that get/commit via DynamicMesh to handle IPersistentDynamicMeshSource directly, instead of going via existing MeshDescription/DynamicMesh interfaces. Add UE::ToolTarget::SetSourceObjectVisible() helper function. - Add support for creating DynamicMeshActors in UCreateMeshObjectTypeProperties and UEditorModelingObjectsCreationAPI - register UDynamicMeshComponentToolTargetFactory in ModelingToolsEditorMode - Rename existing internal ADynamicMeshActor to AOldDynamicMeshActor. Does not appear to be in use and will be removed in a future CL. #rb lonnie.li #rnx #jira none #preflight 60d0effc367e6700014c2e89 [CL 16735093 by Ryan Schmidt in ue5-main branch]
160 lines
7.1 KiB
C++
160 lines
7.1 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 "DynamicMesh/DynamicMesh3.h"
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#include "TargetInterfaces/MaterialProvider.h" // FComponentMaterialSet
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#include "MeshConversionOptions.h"
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class UToolTarget;
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class UPrimitiveComponent;
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class AActor;
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struct FMeshDescription;
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struct FCreateMeshObjectParams;
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//
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// UE::ToolTarget:: namespace contains utility/helper functions for interacting with UToolTargets.
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// Generally these are meant to be used by UInteractiveTools to handle standard tasks that would
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// otherwise require each Tool to figure out things like which ToolTargetInterface to cast to, etc.
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// Using these functions ideally avoids all the boilerplate inherent in the ToolTarget system.
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//
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// However, the cost is that it is not necessarily the most efficient, as each one of these functions
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// may potentially do many repeated Cast<>'s internally. So, use sparingly, or cache the outputs.
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//
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namespace UE
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{
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namespace ToolTarget
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{
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/**
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* @return the AActor backing a ToolTarget, or nullptr if there is no such Actor
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*/
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MODELINGCOMPONENTS_API AActor* GetTargetActor(UToolTarget* Target);
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/**
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* @return the UPrimitiveComponent backing a ToolTarget, or nullptr if there is no such Component
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*/
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MODELINGCOMPONENTS_API UPrimitiveComponent* GetTargetComponent(UToolTarget* Target);
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/**
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* Hide the "Source Object" (eg PrimitiveComponent, Actor, etc) backing a ToolTarget
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* @return true on success
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*/
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MODELINGCOMPONENTS_API bool HideSourceObject(UToolTarget* Target);
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/**
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* Show the "Source Object" (eg PrimitiveComponent, Actor, etc) backing a ToolTarget
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* @return true on success
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*/
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MODELINGCOMPONENTS_API bool ShowSourceObject(UToolTarget* Target);
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/**
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* Show or Hide the "Source Object" (eg PrimitiveComponent, Actor, etc) backing a ToolTarget
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* @return true on success
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*/
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MODELINGCOMPONENTS_API bool SetSourceObjectVisible(UToolTarget* Target, bool bVisible);
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/**
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* @return the local-to-world Transform underlying a ToolTarget, eg the Component or Actor transform
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*/
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MODELINGCOMPONENTS_API UE::Geometry::FTransform3d GetLocalToWorldTransform(UToolTarget* Target);
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/**
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* Fetch the Material Set on the object underlying a ToolTarget. In cases where there are (eg)
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* separate Component and Asset material sets, prefers the Component material set
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* @param bPreferAssetMaterials if true, prefer an Asset material set, if available
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* @return a valid MaterialSet
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*/
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MODELINGCOMPONENTS_API FComponentMaterialSet GetMaterialSet(UToolTarget* Target, bool bPreferAssetMaterials = false);
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/**
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* Update the material set of the Target
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* @param bApplyToAsset In situations where the Target has both Component-level and Asset-level materials, this specifies which should be updated (this flag is passed to the IMaterialProvider, which may or may not respect it)
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*/
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MODELINGCOMPONENTS_API bool CommitMaterialSetUpdate(
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UToolTarget* Target,
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const FComponentMaterialSet& UpdatedMaterials,
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bool bApplyToAsset = true);
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/**
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* @return the MeshDescription underlying a ToolTarget, if it has such a mesh. May be generated internally by the ToolTarget. May be nullptr if the Target does not have a mesh.
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*/
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MODELINGCOMPONENTS_API const FMeshDescription* GetMeshDescription(UToolTarget* Target);
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/**
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* @return a copy of the MeshDescription underlying a ToolTarget
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* @param bWantMeshTangents if true, tangents will be returned if the target has them available. This may require that they be auto-calculated in some cases (which may be expensive)
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* @return a new MeshDescription, which may be empty if the Target doesn't have a mesh
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*/
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MODELINGCOMPONENTS_API FMeshDescription GetMeshDescriptionCopy(UToolTarget* Target, bool bWantMeshTangents = false);
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/**
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* Fetch a DynamicMesh3 representing the given ToolTarget. This may be a conversion of the output of GetMeshDescription().
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* This function returns a copy, so the caller can take ownership of this Mesh.
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* @param bWantMeshTangents if true, tangents will be returned if the target has them available. This may require that they be auto-calculated in some cases (which may be expensive)
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* @return a created DynamicMesh3, which may be empty if the Target doesn't have a mesh
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*/
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MODELINGCOMPONENTS_API UE::Geometry::FDynamicMesh3 GetDynamicMeshCopy(UToolTarget* Target, bool bWantMeshTangents = false);
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/**
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* EDynamicMeshUpdateResult is returned by functions below that update a ToolTarget with a new Mesh
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*/
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enum class EDynamicMeshUpdateResult
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{
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/** Update was successful */
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Ok = 0,
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/** Update failed */
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Failed = 1,
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/** Update was successful, but required that the entire target mesh be replaced, instead of a (requested) partial update */
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Ok_ForcedFullUpdate = 2
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};
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/**
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* Update the Mesh in a ToolTarget based on the provided MeshDescription, and optional material set
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* @return EDynamicMeshUpdateResult::Ok on success
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*/
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MODELINGCOMPONENTS_API EDynamicMeshUpdateResult CommitMeshDescriptionUpdate(
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UToolTarget* Target,
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const FMeshDescription* UpdatedMesh,
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const FComponentMaterialSet* UpdatedMaterials = nullptr);
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/**
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* Update the Mesh in a ToolTarget based on the provided DynamicMesh, and optional material set
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* @param bHaveModifiedTopology If the update only changes vertex or attribute values (but not counts), then in some cases a more efficient and/or less destructive update can be applied to the Target
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* @param ConversionOptions if the commit to the Target involves conversion to MeshDescription, these options can configure that conversion
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* @param UpdatedMaterials optional new material set that will be applied to the updated Target, and the Target Asset if available. If more control is needed use CommitMaterialSetUpdate()
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* @return EDynamicMeshUpdateResult::Ok on success
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*/
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MODELINGCOMPONENTS_API EDynamicMeshUpdateResult CommitDynamicMeshUpdate(
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UToolTarget* Target,
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const UE::Geometry::FDynamicMesh3& UpdatedMesh,
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bool bHaveModifiedTopology,
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const FConversionToMeshDescriptionOptions& ConversionOptions = FConversionToMeshDescriptionOptions(),
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const FComponentMaterialSet* UpdatedMaterials = nullptr);
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/**
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* Update the UV sets of the ToolTarget's mesh (assuming it has one) based on the provided UpdatedMesh.
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* @todo: support updating a specific UV set/index, rather than all sets
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* @return EDynamicMeshUpdateResult::Ok on success, or Ok_ForcedFullUpdate if any dependent mesh topology was modified
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*/
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MODELINGCOMPONENTS_API EDynamicMeshUpdateResult CommitDynamicMeshUVUpdate(UToolTarget* Target, const UE::Geometry::FDynamicMesh3* UpdatedMesh);
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/**
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* FCreateMeshObjectParams::TypeHint is used by the ModelingObjectsCreationAPI to suggest what type of mesh object to create
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* inside various Tools. This should often be derived from the input mesh object type (eg if you plane-cut a Volume, the output
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* should be Volumes). This function interrogates the ToolTarget to try to determine this information
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* @return true if a known type was detected and configured in FCreateMeshObjectParams::TypeHint (and possibly FCreateMeshObjectParams::TypeHintClass)
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*/
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MODELINGCOMPONENTS_API bool ConfigureCreateMeshObjectParams(UToolTarget* SourceTarget, FCreateMeshObjectParams& DerivedParamsOut);
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} // end namespace ToolTarget
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} // end namespace UE
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