Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Public/Properties/MeshUVChannelProperties.h
michael balzer 4a4e360ab1 MeshModelingToolset: Cleanup UV Unwrap tool
#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]
2021-12-02 15:47:10 -05:00

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);
};