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- don't allow delete when an Accept-style tool is active. This prevents most problems but is very hard-line from UX perspective. - add FPrimitiveComponentTarget::IsValid(), use in various ComponentTarget functions to avoid trying to access a Component that has been deleted. Still returns null in many places which callers will need to handle. #rb michael.daum #rnx #jira UE-86277 #ROBOMERGE-SOURCE: CL 11960881 in //UE4/Release-4.25/... via CL 11960906 #ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781) [CL 11960972 by ryan schmidt in Main branch]
151 lines
5.2 KiB
C++
151 lines
5.2 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 "Math/UnrealMath.h"
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#include "Misc/Optional.h"
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#include "Templates/Function.h"
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#include "Engine/EngineTypes.h" // FHitResult
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// predeclarations
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class AActor;
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class UActorComponent;
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class UPrimitiveComponent;
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struct FMeshDescription;
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class UMaterialInterface;
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/**
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* FComponentMaterialSet is the set of materials assigned to a component (ie Material Slots on a StaticMesh)
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*/
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struct INTERACTIVETOOLSFRAMEWORK_API FComponentMaterialSet
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{
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TArray<UMaterialInterface*> Materials;
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bool operator!=(const FComponentMaterialSet& Other) const;
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};
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/**
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* Wrapper around a UObject Component that can provide a MeshDescription, and
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* (optionally) bake a modified MeshDescription back to this Component.
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* An example of a Source might be a StaticMeshComponent. How a modified
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* MeshDescription is committed back is context-dependent (in Editor vs PIE vs Runtime, etc).
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*
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* (Conceivably this doesn't have to be backed by a Component, but most usage will assume there is an Actor)
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*/
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class INTERACTIVETOOLSFRAMEWORK_API FPrimitiveComponentTarget
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{
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public:
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virtual ~FPrimitiveComponentTarget(){}
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/** Constructor UPrimitivecomponent*
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* @param Component the UPrimitiveComponent* to target
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*/
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FPrimitiveComponentTarget( UPrimitiveComponent* Component ): Component( Component ){}
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/** @return true if component target is still valid. May become invalid for various reasons (eg Component was deleted out from under us) */
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bool IsValid() const;
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/** @return the Actor that owns this Component */
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AActor* GetOwnerActor() const;
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/** @return the Component this is a Source for */
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UPrimitiveComponent* GetOwnerComponent() const;
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/** @return number of material indices in use by this Component */
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int32 GetNumMaterials() const;
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/**
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* Get pointer to a Material provided by this Source
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* @param MaterialIndex index of the material
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* @return MaterialInterface pointer, or null if MaterialIndex is invalid
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*/
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UMaterialInterface* GetMaterial(int32 MaterialIndex) const;
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/**
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* Get material set provided by this source
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* @param MaterialSetOut returned material set
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* @param bAssetMaterials if an underlying asset exists, return the Asset-level material assignment instead of the component materials
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*/
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virtual void GetMaterialSet(FComponentMaterialSet& MaterialSetOut, bool bAssetMaterials = false) const;
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/**
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* @return the transform on this component
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* @todo Do we need to return a list of transforms here?
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*/
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FTransform GetWorldTransform() const;
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/**
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* Compute ray intersection with the MeshDescription this Source is providing
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* @param WorldRay ray in world space
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* @param OutHit hit test data
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* @return true if ray intersected Component
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*/
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bool HitTest(const FRay& WorldRay, FHitResult& OutHit) const;
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/**
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* Set the visibility of the Component associated with this Source (ie to hide during Tool usage)
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* @param bVisible desired visibility
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*/
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void SetOwnerVisibility(bool bVisible) const;
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/**
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* Checks if the underlying asset that would be edited by CommitMesh() is the same for two ComponentTargets
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* @param OtherTarget Another component target to compare against
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* @return true if both component targets are known to share the same source asset
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*/
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virtual bool HasSameSourceData(const FPrimitiveComponentTarget& OtherTarget) const = 0;
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/**
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* Commit an update to the material set. This may generate a transaction.
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* @param MaterialSet new list of materials
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* @param bApplyToAsset if true, materials of Asset are updated (if Asset exists), rather than Component
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*/
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virtual void CommitMaterialSetUpdate(const FComponentMaterialSet& MaterialSet, bool bApplyToAsset);
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struct FCommitParams
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{
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FMeshDescription* MeshDescription{ nullptr };
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};
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using FCommitter = TFunction< void( const FCommitParams& ) >;
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virtual FMeshDescription* GetMesh() = 0;
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virtual void CommitMesh( const FCommitter& ) = 0;
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UPrimitiveComponent* Component{};
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};
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class INTERACTIVETOOLSFRAMEWORK_API FComponentTargetFactory
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{
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public:
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virtual ~FComponentTargetFactory(){}
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virtual bool CanBuild( UActorComponent* Candidate ) = 0;
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virtual TUniquePtr<FPrimitiveComponentTarget> Build( UPrimitiveComponent* PrimitiveComponent ) = 0;
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};
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/**
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* Add a factory method to make ComponentTarget from UPrimitiveComponent*
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* @param Factory The ComponentTargetFactory
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* @return void
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*/
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INTERACTIVETOOLSFRAMEWORK_API void AddComponentTargetFactory( TUniquePtr<FComponentTargetFactory> Factory );
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/**
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* Create a TargetComponent for the given Component
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* @param Component A UObject that we would like to use as tool target. This must presently descend from
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* UPrimitiveComponent
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* @return An FComponentTarget instance. Must not return null, though the MeshSource and MeshSink in it's MeshBridge may
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* be
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*/
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INTERACTIVETOOLSFRAMEWORK_API TUniquePtr<FPrimitiveComponentTarget> MakeComponentTarget(UPrimitiveComponent* Component);
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/**
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* Determine whether a TargetComponent can be created for the given Component
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* @param Component A UObject that we would like to use as tool target.
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* @return bool signifying whether or not a ComponentTarget can be built
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*/
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INTERACTIVETOOLSFRAMEWORK_API bool CanMakeComponentTarget(UActorComponent* Component);
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