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#rb ryan.schmidt jimmy.andrews semion.piskarev #jira none #rnx [CL 15677067 by lonnie li in ue5-main branch]
73 lines
1.9 KiB
C++
73 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RemeshMeshTool.h"
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#include "ToolBuilderUtil.h"
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#include "ProjectToTargetTool.generated.h"
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/**
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* Determine if/how we can build UProjectToTargetTool. It requires two selected mesh components.
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API UProjectToTargetToolBuilder : public UInteractiveToolBuilder
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{
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GENERATED_BODY()
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public:
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IToolsContextAssetAPI* AssetAPI = nullptr;
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virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
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virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
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protected:
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virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
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};
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/**
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* Subclass URemeshMeshToolProperties just so we can set default values for some properties. Setting these values in the
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* Setup function of UProjectToTargetTool turns out to be tricky to achieve with the property cache.
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API UProjectToTargetToolProperties : public URemeshMeshToolProperties
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{
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GENERATED_BODY()
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public:
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UProjectToTargetToolProperties() :
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URemeshMeshToolProperties()
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{
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bPreserveSharpEdges = false;
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RemeshType = ERemeshType::NormalFlow;
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}
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};
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/**
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* Project one mesh surface onto another, while undergoing remeshing. Subclass of URemeshMeshTool to avoid duplication.
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API UProjectToTargetTool : public URemeshMeshTool
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{
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GENERATED_BODY()
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public:
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UProjectToTargetTool(const FObjectInitializer& ObjectInitializer) :
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Super(ObjectInitializer.SetDefaultSubobjectClass<UProjectToTargetToolProperties>(TEXT("RemeshProperties")))
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{}
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virtual void Setup() override;
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virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
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private:
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TUniquePtr<UE::Geometry::FDynamicMesh3> ProjectionTarget;
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TUniquePtr<UE::Geometry::FDynamicMeshAABBTree3> ProjectionTargetSpatial;
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};
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