You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb ryan.schmidt #preflight 61a6d63b6c7d8a7295f405a2, 61a92f32fc3f6823e8d2bac7 #ROBOMERGE-AUTHOR: michael.balzer #ROBOMERGE-SOURCE: CL 18357442 in //UE5/Release-5.0/... via CL 18357499 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18357514 by michael balzer in ue5-release-engine-test branch]
47 lines
1.6 KiB
C++
47 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "InteractiveTool.h"
|
|
#include "GeometryBase.h"
|
|
#include "MeshUVChannelProperties.generated.h"
|
|
|
|
struct FMeshDescription;
|
|
PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
|
|
|
|
|
|
UCLASS()
|
|
class MESHMODELINGTOOLS_API UMeshUVChannelProperties : public UInteractiveToolPropertySet
|
|
{
|
|
GENERATED_BODY()
|
|
public:
|
|
|
|
/** Select UV channel in the mesh */
|
|
UPROPERTY(EditAnywhere, Category = "UV Channel", meta = (DisplayName = "UV Channel", GetOptions = GetUVChannelNamesFunc, NoResetToDefault))
|
|
FString UVChannel;
|
|
|
|
UFUNCTION()
|
|
const TArray<FString>& GetUVChannelNamesFunc() const;
|
|
|
|
UPROPERTY(meta = (TransientToolProperty))
|
|
TArray<FString> UVChannelNamesList;
|
|
|
|
void Initialize(int32 NumUVChannels, bool bInitializeSelection = true);
|
|
void Initialize(const FMeshDescription* MeshDescription, bool bInitializeSelection = true);
|
|
void Initialize(const FDynamicMesh3* Mesh, bool bInitializeSelection = true);
|
|
|
|
/**
|
|
* Verify that the UV channel selection is valid
|
|
* @param bUpdateIfInvalid if selection is not valid, reset UVChannel to UV0 or empty if no UV channels exist
|
|
* @return true if selection in UVChannel is an entry in UVChannelNamesList.
|
|
*/
|
|
bool ValidateSelection(bool bUpdateIfInvalid);
|
|
|
|
/**
|
|
* @param bForceToZeroOnFailure if true, then instead of returning -1 we return 0 so calling code can fallback to default UV paths
|
|
* @return selected UV channel index, or -1 if invalid selection, or 0 if invalid selection and bool bForceToZeroOnFailure = true
|
|
*/
|
|
int32 GetSelectedChannelIndex(bool bForceToZeroOnFailure = false);
|
|
};
|