Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/BaseTools/SingleSelectionMeshEditingTool.cpp
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

82 lines
2.2 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"
/*
* 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();
}