Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsExp/Public/SeamSculptTool.h

118 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "DynamicMeshBrushTool.h"
#include "BaseTools/MeshSurfacePointMeshEditingTool.h"
#include "SeamSculptTool.generated.h"
class UExistingMeshMaterialProperties;
class UPreviewGeometry;
PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
/**
*
*/
UCLASS()
class MESHMODELINGTOOLSEXP_API USeamSculptToolBuilder : public UMeshSurfacePointMeshEditingToolBuilder
{
GENERATED_BODY()
public:
virtual UMeshSurfacePointTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
};
UCLASS()
class MESHMODELINGTOOLSEXP_API USeamSculptToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = Options)
bool bShowWireframe = false;
UPROPERTY(EditAnywhere, Category = Options)
bool bHitBackFaces = false;
};
UCLASS(Transient)
class MESHMODELINGTOOLSEXP_API USeamSculptTool : public UDynamicMeshBrushTool
{
GENERATED_BODY()
public:
USeamSculptTool();
virtual void SetWorld(UWorld* World);
virtual void Setup() 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; }
// UBaseBrushTool overrides
virtual void OnBeginDrag(const FRay& Ray) override;
virtual void OnUpdateDrag(const FRay& Ray) override;
virtual void OnEndDrag(const FRay& Ray) override;
virtual bool OnUpdateHover(const FInputDeviceRay& DevicePos) override;
protected:
virtual void ApplyStamp(const FBrushStampData& Stamp);
virtual void OnShutdown(EToolShutdownType ShutdownType) override;
public:
UPROPERTY()
TObjectPtr<USeamSculptToolProperties> Settings;
protected:
UPROPERTY()
TObjectPtr<UPreviewGeometry> PreviewGeom;
TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe> InputMesh;
FTransform3d MeshTransform;
double NormalOffset = 0;
void InitPreviewGeometry();
void UpdatePreviewGeometry();
bool bPreviewGeometryNeedsUpdate = false;
FVector3d CurrentSnapPositionLocal = FVector3d::Zero();
int32 CurrentSnapVertex = -1;
FVector3d DrawPathStartPositionLocal = FVector3d::Zero();
int32 DrawPathStartVertex = -1;
TArray<int32> CurDrawPath;
void UpdateCurrentDrawPath();
void CreateSeamAlongPath();
enum class EActiveCaptureState
{
NoState,
DrawNewPath
};
EActiveCaptureState CaptureState = EActiveCaptureState::NoState;
UWorld* TargetWorld;
};