Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Public/ToolActivities/PolyEditInsertEdgeActivity.h
jimmy andrews fd07763a78 remove UE::Geometry::TRay3 and replace usages with UE::Math::TRay
#rb tyson.brochu
#rnx
#preflight 6195872476668b37001d1141

#ushell-cherrypick of 18231220 by Jimmy.Andrews

#ROBOMERGE-AUTHOR: jimmy.andrews
#ROBOMERGE-SOURCE: CL 18232491 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v895-18170469)

[CL 18232527 by jimmy andrews in ue5-release-engine-test branch]
2021-11-17 21:06:46 -05:00

203 lines
6.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseBehaviors/BehaviorTargetInterfaces.h"
#include "ModelingOperators.h" //IDynamicMeshOperatorFactory
#include "InteractiveTool.h" //UInteractiveToolPropertySet
#include "InteractiveToolActivity.h"
#include "InteractiveToolBuilder.h" //UInteractiveToolBuilder
#include "InteractiveToolChange.h" //FToolCommandChange
#include "MeshOpPreviewHelpers.h" //FDynamicMeshOpResult
#include "Operations/GroupEdgeInserter.h"
#include "Selection/GroupTopologySelector.h"
#include "SingleSelectionTool.h"
#include "ToolDataVisualizer.h"
#include "PolyEditInsertEdgeActivity.generated.h"
PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMeshChange);
class UPolyEditActivityContext;
UENUM()
enum class EGroupEdgeInsertionMode
{
/** Existing groups will be deleted and new triangles will be created for the new groups.
Keeps topology simple but breaks non-planar groups. */
Retriangulate,
/** Keeps existing triangles and cuts them to create a new path. May result in fragmented triangles over time.*/
PlaneCut
};
UCLASS()
class MESHMODELINGTOOLS_API UGroupEdgeInsertionProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Determines how group edges are added to the geometry */
UPROPERTY(EditAnywhere, Category = InsertEdge)
EGroupEdgeInsertionMode InsertionMode = EGroupEdgeInsertionMode::PlaneCut;
/** How close a new loop edge needs to pass next to an existing vertex to use that vertex rather than creating a new one (used for plane cut). */
UPROPERTY(EditAnywhere, Category = InsertEdge, AdvancedDisplay, meta = (UIMin = "0", UIMax = "0.01", ClampMin = "0", ClampMax = "10"))
double VertexTolerance = 0.001;
};
/** Interactive activity for inserting a group edge into a mesh. */
UCLASS()
class MESHMODELINGTOOLS_API UPolyEditInsertEdgeActivity : public UInteractiveToolActivity,
public UE::Geometry::IDynamicMeshOperatorFactory,
public IHoverBehaviorTarget, public IClickBehaviorTarget
{
GENERATED_BODY()
using FGroupEdgeInserter = UE::Geometry::FGroupEdgeInserter;
using FDynamicMesh3 = UE::Geometry::FDynamicMesh3;
enum class EState
{
GettingStart,
GettingEnd,
WaitingForInsertComplete
};
public:
friend class FGroupEdgeInsertionFirstPointChange;
UPolyEditInsertEdgeActivity() {};
virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property);
// IInteractiveToolActivity
virtual void Setup(UInteractiveTool* ParentTool) override;
virtual void Shutdown(EToolShutdownType ShutdownType) override;
virtual bool CanStart() const override;
virtual EToolActivityStartResult Start() override;
virtual bool IsRunning() const override { return bIsRunning; }
virtual bool CanAccept() const override;
virtual EToolActivityEndResult End(EToolShutdownType) override;
virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
virtual void Tick(float DeltaTime) override;
// IDynamicMeshOperatorFactory
virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
// IClickBehaviorTarget
virtual FInputRayHit IsHitByClick(const FInputDeviceRay& ClickPos) override;
virtual void OnClicked(const FInputDeviceRay& ClickPos) override;
// IHoverBehaviorTarget
virtual FInputRayHit BeginHoverSequenceHitTest(const FInputDeviceRay& PressPos) override;
virtual void OnBeginHover(const FInputDeviceRay& DevicePos) override {}
virtual bool OnUpdateHover(const FInputDeviceRay& DevicePos) override;
virtual void OnEndHover() override;
protected:
UPROPERTY()
TObjectPtr<UGroupEdgeInsertionProperties> Settings = nullptr;
UPROPERTY()
TObjectPtr<UPolyEditActivityContext> ActivityContext;
bool bIsRunning = false;
FTransform TargetTransform;
TSharedPtr<FGroupTopologySelector, ESPMode::ThreadSafe> TopologySelector;
TArray<TPair<FVector3d, FVector3d>> PreviewEdges;
TArray<FVector3d> PreviewPoints;
FViewCameraState CameraState;
FToolDataVisualizer ExistingEdgesRenderer;
FToolDataVisualizer PreviewEdgeRenderer;
FGroupTopologySelector::FSelectionSettings TopologySelectorSettings;
// Inputs from user interaction:
FGroupEdgeInserter::FGroupEdgeSplitPoint StartPoint;
int32 StartTopologyID = FDynamicMesh3::InvalidID;
bool bStartIsCorner = false;
FGroupEdgeInserter::FGroupEdgeSplitPoint EndPoint;
int32 EndTopologyID = FDynamicMesh3::InvalidID;
bool bEndIsCorner = false;
int32 CommonGroupID = FDynamicMesh3::InvalidID;
int32 CommonBoundaryIndex = FDynamicMesh3::InvalidID;
// State control:
EState ToolState = EState::GettingStart;
bool bShowingBaseMesh = false;
bool bLastComputeSucceeded = false;
TSharedPtr<FGroupTopology, ESPMode::ThreadSafe> LatestOpTopologyResult;
TSharedPtr<TSet<int32>, ESPMode::ThreadSafe> LatestOpChangedTids;
int32 CurrentChangeStamp = 0;
// Safe inputs for the background compute to use, untouched by undo/redo/other CurrentMesh updates.
TSharedPtr<const UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe> ComputeStartMesh;
TSharedPtr<const UE::Geometry::FGroupTopology, ESPMode::ThreadSafe> ComputeStartTopology;
void UpdateComputeInputs();
void SetupPreview();
bool TopologyHitTest(const FRay& WorldRay, FVector3d& RayPositionOut, FRay3d* LocalRayOut = nullptr);
bool GetHoveredItem(const FRay& WorldRay, FGroupEdgeInserter::FGroupEdgeSplitPoint& PointOut,
int32& TopologyElementIDOut, bool& bIsCornerOut, FVector3d& PositionOut, FRay3d* LocalRayOut = nullptr);
void ConditionallyUpdatePreview(const FGroupEdgeInserter::FGroupEdgeSplitPoint& NewEndPoint,
int32 NewEndTopologyID, bool bNewEndIsCorner, int32 NewCommonGroupID, int32 NewBoundaryIndex);
void ClearPreview(bool bClearDrawnElements = true);
void GetCornerTangent(int32 CornerID, int32 GroupID, int32 BoundaryIndex, FVector3d& TangentOut);
/**
* Expires the tool-associated changes in the undo/redo stack. The ComponentTarget
* changes will stay (we want this).
*/
inline void ExpireChanges()
{
++CurrentChangeStamp;
}
};
/**
* This should get emitted when selecting the first point in an edge insertion so that we can undo it.
*/
class MESHMODELINGTOOLS_API FGroupEdgeInsertionFirstPointChange : public FToolCommandChange
{
public:
FGroupEdgeInsertionFirstPointChange(int32 CurrentChangeStamp)
: ChangeStamp(CurrentChangeStamp)
{};
virtual void Apply(UObject* Object) override {};
virtual void Revert(UObject* Object) override;
virtual bool HasExpired(UObject* Object) const override
{
UPolyEditInsertEdgeActivity* Activity = Cast<UPolyEditInsertEdgeActivity>(Object);
return bHaveDoneUndo || Activity->CurrentChangeStamp != ChangeStamp
|| Activity->ToolState != UPolyEditInsertEdgeActivity::EState::GettingEnd;
// TODO: this is a bit of a hack in that we should probably have a separate stamp
// for expiring these instead of letting the tool state help (they expire after
// each new insertion unlike the other changes, which expire on tool close).
}
virtual FString ToString() const override
{
return TEXT("FGroupEdgeInsertionFirstPointChange");
}
protected:
int32 ChangeStamp;
bool bHaveDoneUndo = false;
};