You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
9efcc70606
- create a new MeshTopologySelector base class. The existing GroupTopologySelector class now inherits from it, as does a new BoundarySelector class - likewise, create a new MeshTopologySelectionMehchanic base class and have (existing) PolygonSelectionMechanic and (new) BoundarySelectionMechanic inherit from it - the new Boundary classes use FMeshBoundary loops to define selectable loops rather than FGroupTopology HoleFillTool: - change to using BoundarySelectionMechanic instead of GroupTopologySelector Misc: - allow FMeshBoundaryLoops to fail untangling a loop with bowties but still continue processing other loops #jira UE-144821 #rb jimmy.andrews #preflight 63222176e93a80888cb7d3df [CL 22013854 by tyson brochu in ue5-main branch]
30 lines
785 B
C++
30 lines
785 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "PolygonSelectionMechanic.h"
|
|
#include "BoundarySelectionMechanic.generated.h"
|
|
|
|
namespace UE::Geometry { class FMeshBoundaryLoops; }
|
|
class FBoundarySelector;
|
|
|
|
UCLASS()
|
|
class MODELINGCOMPONENTS_API UBoundarySelectionMechanic : public UMeshTopologySelectionMechanic
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
void Initialize(
|
|
const FDynamicMesh3* MeshIn,
|
|
FTransform3d TargetTransformIn,
|
|
UWorld* WorldIn,
|
|
const UE::Geometry::FMeshBoundaryLoops* BoundaryLoopsIn,
|
|
TFunction<FDynamicMeshAABBTree3* ()> GetSpatialSourceFuncIn);
|
|
|
|
virtual bool UpdateHighlight(const FRay& WorldRay) override;
|
|
|
|
virtual bool UpdateSelection(const FRay& WorldRay, FVector3d& LocalHitPositionOut, FVector3d& LocalHitNormalOut) override;
|
|
|
|
};
|