Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Public/EditNormalsTool.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

170 lines
4.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "BaseTools/MultiSelectionMeshEditingTool.h"
#include "InteractiveToolBuilder.h"
#include "MeshOpPreviewHelpers.h"
#include "CleaningOps/EditNormalsOp.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "BaseTools/SingleClickTool.h"
#include "EditNormalsTool.generated.h"
// predeclarations
struct FMeshDescription;
class UDynamicMeshComponent;
class UEditNormalsTool;
/**
*
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UEditNormalsToolBuilder : public UMultiSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
};
/**
* Standard properties
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UEditNormalsToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
UEditNormalsToolProperties();
bool WillTopologyChange()
{
return bFixInconsistentNormals || bInvertNormals || SplitNormalMethod != ESplitNormalMethod::UseExistingTopology;
}
/** Recompute all mesh normals */
UPROPERTY(EditAnywhere, Category = NormalsCalculation, meta = (EditCondition = "SplitNormalMethod == ESplitNormalMethod::UseExistingTopology"))
bool bRecomputeNormals;
/** Choose the method for computing vertex normals */
UPROPERTY(EditAnywhere, Category = NormalsCalculation)
ENormalCalculationMethod NormalCalculationMethod;
/** For meshes with inconsistent triangle orientations/normals, flip as needed to make the normals consistent */
UPROPERTY(EditAnywhere, Category = NormalsCalculation)
bool bFixInconsistentNormals;
/** Invert (flip) all mesh normals and associated triangle orientations */
UPROPERTY(EditAnywhere, Category = NormalsCalculation)
bool bInvertNormals;
/** Control whether and how the topology of the normals is recomputed, e.g. to create sharp edges where face normals change by a large amount or where face group IDs change. Normals will always be recomputed unless SplitNormal Method is UseExistingTopology. */
UPROPERTY(EditAnywhere, Category = NormalsTopology)
ESplitNormalMethod SplitNormalMethod;
/** Threshold on angle of change in face normals across an edge, above which we create a sharp edge if bSplitNormals is true */
UPROPERTY(EditAnywhere, Category = NormalsTopology, meta = (UIMin = "0.0", UIMax = "180.0", ClampMin = "0.0", ClampMax = "180.0", EditCondition = "SplitNormalMethod == ESplitNormalMethod::FaceNormalThreshold"))
float SharpEdgeAngleThreshold;
/** Assign separate normals at 'sharp' vertices, for example, at the tip of a cone */
UPROPERTY(EditAnywhere, Category = NormalsTopology, meta = (EditCondition = "SplitNormalMethod == ESplitNormalMethod::FaceNormalThreshold"))
bool bAllowSharpVertices;
};
/**
* Advanced properties
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UEditNormalsAdvancedProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
UEditNormalsAdvancedProperties();
};
/**
* Factory with enough info to spawn the background-thread Operator to do a chunk of work for the tool
* stores a pointer to the tool and enough info to know which specific operator it should spawn
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UEditNormalsOperatorFactory : public UObject, public UE::Geometry::IDynamicMeshOperatorFactory
{
GENERATED_BODY()
public:
// IDynamicMeshOperatorFactory API
virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
UPROPERTY()
TObjectPtr<UEditNormalsTool> Tool;
int ComponentIndex;
};
/**
* Simple Mesh Normal Updating Tool
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API UEditNormalsTool : public UMultiSelectionMeshEditingTool
{
GENERATED_BODY()
public:
friend UEditNormalsOperatorFactory;
UEditNormalsTool();
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;
virtual bool CanAccept() const override;
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent &PropertyChangedEvent) override;
#endif
virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
protected:
UPROPERTY()
TObjectPtr<UEditNormalsToolProperties> BasicProperties;
UPROPERTY()
TObjectPtr<UEditNormalsAdvancedProperties> AdvancedProperties;
UPROPERTY()
TArray<TObjectPtr<UMeshOpPreviewWithBackgroundCompute>> Previews;
protected:
TArray<TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe>> OriginalDynamicMeshes;
FViewCameraState CameraState;
void UpdateNumPreviews();
void GenerateAsset(const TArray<FDynamicMeshOpResult>& Results);
};