Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Public/UVLayoutTool.h
lonnie li 4afd669dcb ModelingTools: Clear TargetWorld member during Shutdown of SingleSelectionMeshEditingTool and MultiSelectionMeshEditingTool
#rb ryan.schmidt michael.balzer
#rnx
#jira none
#preflight 61f435dd74510448a6865d14

#ROBOMERGE-AUTHOR: lonnie.li
#ROBOMERGE-SOURCE: CL 18777332 in //UE5/Release-5.0/... via CL 18780413 via CL 18780555
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18780558 by lonnie li in ue5-main branch]
2022-01-28 18:40:54 -05:00

100 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "BaseTools/MultiSelectionMeshEditingTool.h"
#include "GeometryBase.h"
#include "InteractiveToolBuilder.h"
#include "MeshOpPreviewHelpers.h"
#include "ToolDataVisualizer.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "Properties/MeshMaterialProperties.h"
#include "Properties/MeshUVChannelProperties.h"
#include "Drawing/UVLayoutPreview.h"
#include "UVLayoutTool.generated.h"
// Forward declarations
struct FMeshDescription;
class UDynamicMeshComponent;
class UUVLayoutProperties;
class UUVLayoutOperatorFactory;
PREDECLARE_GEOMETRY(class FDynamicMesh3);
/**
*
*/
UCLASS()
class MESHMODELINGTOOLS_API UUVLayoutToolBuilder : public UMultiSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
};
/**
* The level editor version of the UV layout tool.
*/
UCLASS()
class MESHMODELINGTOOLS_API UUVLayoutTool : public UMultiSelectionMeshEditingTool
{
GENERATED_BODY()
public:
UUVLayoutTool();
virtual void Setup() override;
virtual void OnShutdown(EToolShutdownType ShutdownType) 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; }
virtual bool CanAccept() const override;
virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
int32 GetSelectedUVChannel() const;
protected:
UPROPERTY()
TObjectPtr<UMeshUVChannelProperties> UVChannelProperties = nullptr;
UPROPERTY()
TObjectPtr<UUVLayoutProperties> BasicProperties = nullptr;
UPROPERTY()
TObjectPtr<UExistingMeshMaterialProperties> MaterialSettings = nullptr;
UPROPERTY()
TArray<TObjectPtr<UMeshOpPreviewWithBackgroundCompute>> Previews;
UPROPERTY()
TArray<TObjectPtr<UUVLayoutOperatorFactory>> Factories;
TArray<TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe>> OriginalDynamicMeshes;
FViewCameraState CameraState;
void UpdateNumPreviews();
void UpdateVisualization();
void UpdatePreviewMaterial();
void OnPreviewMeshUpdated(UMeshOpPreviewWithBackgroundCompute* Compute);
void GenerateAsset(const TArray<FDynamicMeshOpResult>& Results);
UPROPERTY()
TObjectPtr<UUVLayoutPreview> UVLayoutView = nullptr;
};