Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Public/AlignObjectsTool.h
ryan schmidt 6ad26b69f0 rename UE::Geometry::TTransform3 to TTransformSRT3, update references
#rb none
#rnx
#jira UE-139757
#preflight 61f572d9e52a8a4a910990f1

#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 18784197 in //UE5/Release-5.0/... via CL 18784203 via CL 18784222
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18784226 by ryan schmidt in ue5-main branch]
2022-01-29 14:37:53 -05:00

160 lines
4.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseTools/MultiSelectionMeshEditingTool.h"
#include "InteractiveToolBuilder.h"
#include "BaseBehaviors/BehaviorTargetInterfaces.h"
#include "Changes/TransformChange.h"
#include "FrameTypes.h"
#include "BoxTypes.h"
#include "AlignObjectsTool.generated.h"
class UPrimitiveComponent;
/**
*
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UAlignObjectsToolBuilder : public UMultiSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
protected:
virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
};
UENUM()
enum class EAlignObjectsAlignTypes
{
Pivots,
BoundingBoxes
};
UENUM()
enum class EAlignObjectsAlignToOptions
{
FirstSelected,
LastSelected,
Combined
};
UENUM()
enum class EAlignObjectsBoxPoint
{
Center,
Bottom,
Top,
Left,
Right,
Front,
Back,
Min,
Max
};
/**
* Standard properties of the Align Objects Operation
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UAlignObjectsToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = Options)
EAlignObjectsAlignTypes AlignType = EAlignObjectsAlignTypes::BoundingBoxes;
UPROPERTY(EditAnywhere, Category = Options)
EAlignObjectsAlignToOptions AlignTo = EAlignObjectsAlignToOptions::Combined;
UPROPERTY(EditAnywhere, Category = Options, meta = (EditCondition = "AlignType == EAlignObjectsAlignTypes::BoundingBoxes || AlignTo == EAlignObjectsAlignToOptions::Combined"))
EAlignObjectsBoxPoint BoxPosition = EAlignObjectsBoxPoint::Center;
UPROPERTY(EditAnywhere, Category = Axes)
bool bAlignX = false;
UPROPERTY(EditAnywhere, Category = Axes)
bool bAlignY = false;
UPROPERTY(EditAnywhere, Category = Axes)
bool bAlignZ = true;
};
/**
* UAlignObjectsTool transforms the input Components so that they are aligned in various ways, depending on the current settings.
* The object positions move after every change in the parameters. Currently those changes are not transacted.
* On cancel the original positions are restored, and on accept the positions are updated with a transaction.
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UAlignObjectsTool : public UMultiSelectionMeshEditingTool, public IClickDragBehaviorTarget
{
GENERATED_BODY()
using FAxisAlignedBox3d = UE::Geometry::FAxisAlignedBox3d;
public:
UAlignObjectsTool();
virtual void RegisterActions(FInteractiveToolActionSet& ActionSet) override;
virtual void Setup() override;
virtual void OnShutdown(EToolShutdownType ShutdownType) override;
virtual void OnTick(float DeltaTime) override;
virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
virtual bool CanAccept() const override { return true; }
virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
// ICLickDragBehaviorTarget interface
virtual FInputRayHit CanBeginClickDragSequence(const FInputDeviceRay& PressPos) override;
virtual void OnClickPress(const FInputDeviceRay& PressPos) override;
virtual void OnClickDrag(const FInputDeviceRay& DragPos) override;
virtual void OnClickRelease(const FInputDeviceRay& ReleasePos) override;
virtual void OnTerminateDragSequence() override;
public:
UPROPERTY()
TObjectPtr<UAlignObjectsToolProperties> AlignProps;
protected:
struct FAlignInfo
{
UPrimitiveComponent* Component;
FTransform SavedTransform;
FTransform3d WorldTransform;
FVector3d WorldPivot;
FAxisAlignedBox3d WorldBounds;
};
TArray<FAlignInfo> ComponentInfo;
FAxisAlignedBox3d CombinedBounds;
FAxisAlignedBox3d PivotBounds;
FVector3d AveragePivot;
void Precompute();
bool bAlignDirty = false;
void UpdateAlignment();
void UpdateAlignment_Pivots();
void UpdateAlignment_BoundingBoxes();
};