Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/BaseTools/SingleSelectionMeshEditingTool.cpp
bryan sefcik 50d4fac9e0 Updated ../Engine/Plugins/... to inline gen.cpp files
Before:
3548 unity files
Total CPU Time: 47343.578125 s
Total time in Parallel executor: 494.60 seconds

After:
3445 unity files
Total CPU Time: 46044.671875 s
Total time in Parallel executor: 468.51 seconds

#jira
#preflight 63336159b20e73a098b7f24f

[CL 22218213 by bryan sefcik in ue5-main branch]
2022-09-28 01:06:15 -04:00

85 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseTools/SingleSelectionMeshEditingTool.h"
#include "Engine/World.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/MeshDescriptionCommitter.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
#include "Selection/StoredMeshSelectionUtil.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SingleSelectionMeshEditingTool)
/*
* ToolBuilder
*/
const FToolTargetTypeRequirements& USingleSelectionMeshEditingToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMaterialProvider::StaticClass(),
UMeshDescriptionCommitter::StaticClass(),
UMeshDescriptionProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass()
});
return TypeRequirements;
}
bool USingleSelectionMeshEditingToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) == 1;
}
UInteractiveTool* USingleSelectionMeshEditingToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
{
USingleSelectionMeshEditingTool* NewTool = CreateNewTool(SceneState);
InitializeNewTool(NewTool, SceneState);
return NewTool;
}
void USingleSelectionMeshEditingToolBuilder::InitializeNewTool(USingleSelectionMeshEditingTool* NewTool, const FToolBuilderState& SceneState) const
{
UToolTarget* Target = SceneState.TargetManager->BuildFirstSelectedTargetable(SceneState, GetTargetRequirements());
check(Target);
NewTool->SetTarget(Target);
NewTool->SetWorld(SceneState.World);
if (WantsInputSelectionIfAvailable())
{
const UPersistentMeshSelection* InputSelection = UE::Geometry::GetCurrentToolInputSelection(SceneState, Target);
if (InputSelection != nullptr)
{
NewTool->SetInputSelection(InputSelection);
}
}
}
void USingleSelectionMeshEditingTool::Shutdown(EToolShutdownType ShutdownType)
{
OnShutdown(ShutdownType);
TargetWorld = nullptr;
}
void USingleSelectionMeshEditingTool::OnShutdown(EToolShutdownType ShutdownType)
{
}
void USingleSelectionMeshEditingTool::SetWorld(UWorld* World)
{
TargetWorld = World;
}
UWorld* USingleSelectionMeshEditingTool::GetTargetWorld()
{
return TargetWorld.Get();
}