Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Private/BaseTools/SingleSelectionMeshEditingTool.cpp
Ryan Schmidt 9618dc4ff0 ModelingComponents:
- 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]
2021-05-28 02:09:37 -04:00

57 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseTools/SingleSelectionMeshEditingTool.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/MeshDescriptionCommitter.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.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
{
bool bValidAssetAPI = (RequiresAssetAPI() ? AssetAPI != nullptr : true);
return bValidAssetAPI && 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 (RequiresAssetAPI())
{
NewTool->SetAssetAPI(AssetAPI);
}
if (WantsInputSelectionIfAvailable() && SceneState.StoredToolSelection != nullptr)
{
NewTool->SetInputSelection(SceneState.StoredToolSelection);
}
}