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#rb Ryan.Schmidt #preflight 639b914e2540a78d2702f8d8 #jira UE-169112 [CL 23533564 by nathan mitchell in ue5-main branch]
118 lines
2.5 KiB
C++
118 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "DynamicMeshBrushTool.h"
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#include "BaseTools/MeshSurfacePointMeshEditingTool.h"
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#include "SeamSculptTool.generated.h"
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class UExistingMeshMaterialProperties;
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class UPreviewGeometry;
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PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
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/**
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*
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*/
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UCLASS()
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class MESHMODELINGTOOLSEXP_API USeamSculptToolBuilder : public UMeshSurfacePointMeshEditingToolBuilder
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{
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GENERATED_BODY()
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public:
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virtual UMeshSurfacePointTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
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virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
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};
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UCLASS()
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class MESHMODELINGTOOLSEXP_API USeamSculptToolProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = Options)
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bool bShowWireframe = false;
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UPROPERTY(EditAnywhere, Category = Options)
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bool bHitBackFaces = false;
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};
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UCLASS(Transient)
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class MESHMODELINGTOOLSEXP_API USeamSculptTool : public UDynamicMeshBrushTool
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{
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GENERATED_BODY()
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public:
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USeamSculptTool();
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virtual void SetWorld(UWorld* World);
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virtual void Setup() override;
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virtual void OnTick(float DeltaTime) override;
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virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
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virtual bool HasCancel() const override { return true; }
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virtual bool HasAccept() const override { return true; }
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// UBaseBrushTool overrides
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virtual void OnBeginDrag(const FRay& Ray) override;
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virtual void OnUpdateDrag(const FRay& Ray) override;
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virtual void OnEndDrag(const FRay& Ray) override;
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virtual bool OnUpdateHover(const FInputDeviceRay& DevicePos) override;
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protected:
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virtual void ApplyStamp(const FBrushStampData& Stamp);
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virtual void OnShutdown(EToolShutdownType ShutdownType) override;
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public:
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UPROPERTY()
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TObjectPtr<USeamSculptToolProperties> Settings;
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protected:
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UPROPERTY()
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TObjectPtr<UPreviewGeometry> PreviewGeom;
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TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe> InputMesh;
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FTransform3d MeshTransform;
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double NormalOffset = 0;
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void InitPreviewGeometry();
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void UpdatePreviewGeometry();
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bool bPreviewGeometryNeedsUpdate = false;
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FVector3d CurrentSnapPositionLocal = FVector3d::Zero();
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int32 CurrentSnapVertex = -1;
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FVector3d DrawPathStartPositionLocal = FVector3d::Zero();
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int32 DrawPathStartVertex = -1;
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TArray<int32> CurDrawPath;
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void UpdateCurrentDrawPath();
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void CreateSeamAlongPath();
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enum class EActiveCaptureState
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{
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NoState,
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DrawNewPath
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};
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EActiveCaptureState CaptureState = EActiveCaptureState::NoState;
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UWorld* TargetWorld;
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}; |