Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Public/RecomputeUVsTool.h
lonnie li 4afd669dcb ModelingTools: Clear TargetWorld member during Shutdown of SingleSelectionMeshEditingTool and MultiSelectionMeshEditingTool
#rb ryan.schmidt michael.balzer
#rnx
#jira none
#preflight 61f435dd74510448a6865d14

#ROBOMERGE-AUTHOR: lonnie.li
#ROBOMERGE-SOURCE: CL 18777332 in //UE5/Release-5.0/... via CL 18780413 via CL 18780555
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18780558 by lonnie li in ue5-main branch]
2022-01-28 18:40:54 -05:00

94 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseTools/SingleSelectionMeshEditingTool.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "MeshOpPreviewHelpers.h"
#include "Properties/MeshMaterialProperties.h"
#include "Properties/MeshUVChannelProperties.h"
#include "Properties/RecomputeUVsProperties.h"
#include "PropertySets/PolygroupLayersProperties.h"
#include "Polygroups/PolygroupSet.h"
#include "Drawing/UVLayoutPreview.h"
#include "RecomputeUVsTool.generated.h"
// Forward declarations
class UDynamicMeshComponent;
class UMaterialInterface;
class UMaterialInstanceDynamic;
class RecomputeUVsOp;
class URecomputeUVsOpFactory;
/**
*
*/
UCLASS()
class MESHMODELINGTOOLS_API URecomputeUVsToolBuilder : public USingleSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
virtual USingleSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
};
/**
* URecomputeUVsTool Recomputes UVs based on existing segmentations of the mesh
*/
UCLASS()
class MESHMODELINGTOOLS_API URecomputeUVsTool : public USingleSelectionMeshEditingTool
{
GENERATED_BODY()
public:
virtual void Setup() override;
virtual void OnShutdown(EToolShutdownType ShutdownType) override;
virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
virtual void OnTick(float DeltaTime) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
virtual bool CanAccept() const override;
virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
protected:
UPROPERTY()
TObjectPtr<UMeshUVChannelProperties> UVChannelProperties = nullptr;
UPROPERTY()
TObjectPtr<URecomputeUVsToolProperties> Settings = nullptr;
UPROPERTY()
TObjectPtr<UPolygroupLayersProperties> PolygroupLayerProperties = nullptr;
UPROPERTY()
TObjectPtr<UExistingMeshMaterialProperties> MaterialSettings = nullptr;
UPROPERTY()
bool bCreateUVLayoutViewOnSetup = true;
UPROPERTY()
TObjectPtr<UUVLayoutPreview> UVLayoutView = nullptr;
UPROPERTY()
TObjectPtr<URecomputeUVsOpFactory> RecomputeUVsOpFactory;
UPROPERTY()
TObjectPtr<UMeshOpPreviewWithBackgroundCompute> Preview = nullptr;
TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe> InputMesh;
TSharedPtr<UE::Geometry::FPolygroupSet, ESPMode::ThreadSafe> ActiveGroupSet;
void OnSelectedGroupLayerChanged();
void UpdateActiveGroupLayer();
int32 GetSelectedUVChannel() const;
void OnPreviewMeshUpdated();
};