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michael balzer 647682f21c MeshModelingToolset: Rename experimental module MeshModelingToolsEditorOnly to MeshModelingToolsEditorOnlyExp
#preflight 61f855ba41414fb013db45ac

#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 18799426 in //UE5/Release-5.0/... via CL 18801880 via CL 18802470
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18808168 by michael balzer in ue5-main branch]
2022-02-01 09:52:56 -05:00

111 lines
3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ConversionUtils/DynamicMeshToVolume.h"
#include "GameFramework/Volume.h"
#include "Engine/Classes/Engine/BlockingVolume.h"
#include "SingleSelectionTool.h"
#include "InteractiveToolBuilder.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "PreviewMesh.h"
#include "Drawing/LineSetComponent.h"
#include "PropertySets/OnAcceptProperties.h"
#include "BaseTools/SingleSelectionMeshEditingTool.h"
#include "MeshToVolumeTool.generated.h"
/**
*
*/
UCLASS()
class MESHMODELINGTOOLSEDITORONLYEXP_API UMeshToVolumeToolBuilder : public USingleSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState & SceneState) const override;
virtual USingleSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState & SceneState) const override;
};
UENUM()
enum class EMeshToVolumeMode
{
/** Create a separate Volume Face for each Triangle */
TriangulatePolygons,
/** Create Volume Faces based on Planar Polygons */
MinimalPolygons
};
UCLASS()
class MESHMODELINGTOOLSEDITORONLYEXP_API UMeshToVolumeToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Method for converting the input mesh to a set of Planar Polygonal Faces in the output Volume. */
UPROPERTY(EditAnywhere, Category = ConversionOptions)
EMeshToVolumeMode ConversionMode = EMeshToVolumeMode::MinimalPolygons;
/** Type of new Volume to create on Accept */
UPROPERTY(EditAnywhere, Category = NewVolume, meta = (EditCondition = "TargetVolume == nullptr") )
TSubclassOf<class AVolume> NewVolumeType = ABlockingVolume::StaticClass();
/** If set, the target Volume will be updated, rather than creating a new Volume. */
UPROPERTY(EditAnywhere, Category = UpdateExisting)
TLazyObjectPtr<AVolume> TargetVolume;
};
/**
* Converts a mesh to a volume.
*
* Note: If ConversionUtils/DynamicMeshToVolume is rewritten to be safe for runtime, this
* tool can be moved out of the editor-only section and put with VolumeToMeshTool.
*/
UCLASS()
class MESHMODELINGTOOLSEDITORONLYEXP_API UMeshToVolumeTool : public USingleSelectionMeshEditingTool
{
GENERATED_BODY()
public:
UMeshToVolumeTool();
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; }
protected:
UPROPERTY()
TObjectPtr<UMeshToVolumeToolProperties> Settings;
UPROPERTY()
TObjectPtr<UOnAcceptHandleSourcesProperties> HandleSourcesProperties;
UPROPERTY()
TObjectPtr<UPreviewMesh> PreviewMesh;
UPROPERTY()
TObjectPtr<ULineSetComponent> VolumeEdgesSet;
protected:
UE::Geometry::FDynamicMesh3 InputMesh;
void RecalculateVolume();
void UpdateLineSet();
bool bVolumeValid = false;
TArray<UE::Conversion::FDynamicMeshFace> Faces;
};