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- add ModelingToolTargetUtil, contains helper static functions for interacting with ToolTargets without having to manually cast things/etc - add StoredMeshSelectionUtil, contains helper functions for interacting with stored selections - USingleSelectionMeshEditingTool now can automatically grab an available stored selection, if it exists - Add GroupTopologyStorableSelection::GetGroupIDs() #rb none #rnx #jira none #preflight 60b0282063fc6e000133ed3d #fyi semion.piskarev, lonnie.li [CL 16499566 by Ryan Schmidt in ue5-main branch]
57 lines
1.8 KiB
C++
57 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BaseTools/SingleSelectionMeshEditingTool.h"
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#include "TargetInterfaces/MaterialProvider.h"
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#include "TargetInterfaces/MeshDescriptionCommitter.h"
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#include "TargetInterfaces/MeshDescriptionProvider.h"
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#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
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#include "ToolTargetManager.h"
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/*
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* ToolBuilder
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*/
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const FToolTargetTypeRequirements& USingleSelectionMeshEditingToolBuilder::GetTargetRequirements() const
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{
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static FToolTargetTypeRequirements TypeRequirements({
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UMaterialProvider::StaticClass(),
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UMeshDescriptionCommitter::StaticClass(),
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UMeshDescriptionProvider::StaticClass(),
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UPrimitiveComponentBackedTarget::StaticClass()
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});
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return TypeRequirements;
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}
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bool USingleSelectionMeshEditingToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
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{
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bool bValidAssetAPI = (RequiresAssetAPI() ? AssetAPI != nullptr : true);
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return bValidAssetAPI && SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) == 1;
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}
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UInteractiveTool* USingleSelectionMeshEditingToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
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{
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USingleSelectionMeshEditingTool* NewTool = CreateNewTool(SceneState);
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InitializeNewTool(NewTool, SceneState);
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return NewTool;
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}
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void USingleSelectionMeshEditingToolBuilder::InitializeNewTool(USingleSelectionMeshEditingTool* NewTool, const FToolBuilderState& SceneState) const
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{
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UToolTarget* Target = SceneState.TargetManager->BuildFirstSelectedTargetable(SceneState, GetTargetRequirements());
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check(Target);
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NewTool->SetTarget(Target);
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NewTool->SetWorld(SceneState.World);
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if (RequiresAssetAPI())
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{
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NewTool->SetAssetAPI(AssetAPI);
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}
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if (WantsInputSelectionIfAvailable() && SceneState.StoredToolSelection != nullptr)
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{
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NewTool->SetInputSelection(SceneState.StoredToolSelection);
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}
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}
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