You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb none #rnx #jira none #preflight 60bf147e0c76f90001db699e [CL 16583974 by Ryan Schmidt in ue5-main branch]
122 lines
4.8 KiB
C++
122 lines
4.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "DynamicMesh/DynamicMesh3.h"
|
|
#include "TargetInterfaces/MaterialProvider.h" // FComponentMaterialSet
|
|
|
|
class UToolTarget;
|
|
class UPrimitiveComponent;
|
|
class AActor;
|
|
struct FMeshDescription;
|
|
struct FCreateMeshObjectParams;
|
|
|
|
//
|
|
// UE::ToolTarget:: namespace contains utility/helper functions for interacting with UToolTargets.
|
|
// Generally these are meant to be used by UInteractiveTools to handle standard tasks that would
|
|
// otherwise require each Tool to figure out things like which ToolTargetInterface to cast to, etc.
|
|
// Using these functions ideally avoids all the boilerplate inherent in the ToolTarget system.
|
|
//
|
|
// However, the cost is that it is not necessarily the most efficient, as each one of these functions
|
|
// may potentially do many repeated Cast<>'s internally. So, use sparingly, or cache the outputs.
|
|
//
|
|
namespace UE
|
|
{
|
|
namespace ToolTarget
|
|
{
|
|
|
|
/**
|
|
* @return the AActor backing a ToolTarget, or nullptr if there is no such Actor
|
|
*/
|
|
MODELINGCOMPONENTS_API AActor* GetTargetActor(UToolTarget* Target);
|
|
|
|
/**
|
|
* @return the UPrimitiveComponent backing a ToolTarget, or nullptr if there is no such Component
|
|
*/
|
|
MODELINGCOMPONENTS_API UPrimitiveComponent* GetTargetComponent(UToolTarget* Target);
|
|
|
|
/**
|
|
* Hide the "Source Object" (eg PrimitiveComponent, Actor, etc) backing a ToolTarget
|
|
* @return true on success
|
|
*/
|
|
MODELINGCOMPONENTS_API bool HideSourceObject(UToolTarget* Target);
|
|
|
|
/**
|
|
* Show the "Source Object" (eg PrimitiveComponent, Actor, etc) backing a ToolTarget
|
|
* @return true on success
|
|
*/
|
|
MODELINGCOMPONENTS_API bool ShowSourceObject(UToolTarget* Target);
|
|
|
|
/**
|
|
* @return the local-to-world Transform underlying a ToolTarget, eg the Component or Actor transform
|
|
*/
|
|
MODELINGCOMPONENTS_API UE::Geometry::FTransform3d GetLocalToWorldTransform(UToolTarget* Target);
|
|
|
|
/**
|
|
* Fetch the Material Set on the object underlying a ToolTarget. In cases where there are (eg)
|
|
* separate Component and Asset material sets, prefers the Component material set
|
|
* @param bPreferAssetMaterials if true, prefer an Asset material set, if available
|
|
* @return a valid MaterialSet
|
|
*/
|
|
MODELINGCOMPONENTS_API FComponentMaterialSet GetMaterialSet(UToolTarget* Target, bool bPreferAssetMaterials = false);
|
|
|
|
|
|
/**
|
|
* @return the MeshDescription underlying a ToolTarget, if it has such a mesh. May be generated internally by the ToolTarget. May be nullptr if the Target does not have a mesh.
|
|
*/
|
|
MODELINGCOMPONENTS_API const FMeshDescription* GetMeshDescription(UToolTarget* Target);
|
|
|
|
/**
|
|
* Fetch a DynamicMesh3 representing the given ToolTarget. This may be a conersion of the output of GetMeshDescription().
|
|
* This function returns a copy, so the caller can take ownership of this Mesh.
|
|
* @return a created DynamicMesh3, which may be empty if the Target doesn't have a mesh
|
|
*/
|
|
MODELINGCOMPONENTS_API UE::Geometry::FDynamicMesh3 GetDynamicMeshCopy(UToolTarget* Target);
|
|
|
|
|
|
/**
|
|
* EDynamicMeshUpdateResult is returned by functions below that update a ToolTarget with a new Mesh
|
|
*/
|
|
enum class EDynamicMeshUpdateResult
|
|
{
|
|
/** Update was successful */
|
|
Ok = 0,
|
|
/** Update failed */
|
|
Failed = 1,
|
|
/** Update was successful, but required that the entire target mesh be replaced, instead of a (requested) partial update */
|
|
Ok_ForcedFullUpdate = 2
|
|
};
|
|
|
|
|
|
/**
|
|
* Update the Mesh in a ToolTarget based on the provided MeshDescription, and optional material set
|
|
* @return EDynamicMeshUpdateResult::Ok on success
|
|
*/
|
|
MODELINGCOMPONENTS_API EDynamicMeshUpdateResult CommitMeshDescriptionUpdate(
|
|
UToolTarget* Target,
|
|
const FMeshDescription* UpdatedMesh,
|
|
const FComponentMaterialSet* UpdatedMaterials = nullptr);
|
|
|
|
|
|
/**
|
|
* Update the UV sets of the ToolTarget's mesh (assuming it has one) based on the provided UpdatedMesh.
|
|
* @todo: support updating a specific UV set/index, rather than all sets
|
|
* @return EDynamicMeshUpdateResult::Ok on success, or Ok_ForcedFullUpdate if any dependent mesh topology was modified
|
|
*/
|
|
MODELINGCOMPONENTS_API EDynamicMeshUpdateResult CommitDynamicMeshUVUpdate(UToolTarget* Target, const UE::Geometry::FDynamicMesh3* UpdatedMesh);
|
|
|
|
|
|
/**
|
|
* FCreateMeshObjectParams::TypeHint is used by the ModelingObjectsCreationAPI to suggest what type of mesh object to create
|
|
* inside various Tools. This should often be derived from the input mesh object type (eg if you plane-cut a Volume, the output
|
|
* should be Volumes). This function interrogates the ToolTarget to try to determine this information
|
|
* @return true if a known type was detected and configured in FCreateMeshObjectParams::TypeHint (and possibly FCreateMeshObjectParams::TypeHintClass)
|
|
*/
|
|
MODELINGCOMPONENTS_API bool ConfigureCreateMeshObjectParams(UToolTarget* SourceTarget, FCreateMeshObjectParams& DerivedParamsOut);
|
|
|
|
|
|
|
|
|
|
} // end namespace ToolTarget
|
|
} // end namespace UE
|