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#jira UE-135207 #preflight 61b2b3364111d8820205b7d3 #rb #ROBOMERGE-AUTHOR: michael.balzer #ROBOMERGE-SOURCE: CL 18429035 in //UE5/Release-5.0/... via CL 18429036 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271) [CL 18429041 by michael balzer in ue5-release-engine-test branch]
100 lines
2.4 KiB
C++
100 lines
2.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "BaseTools/MultiSelectionMeshEditingTool.h"
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#include "GeometryBase.h"
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#include "InteractiveToolBuilder.h"
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#include "MeshOpPreviewHelpers.h"
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#include "ToolDataVisualizer.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "Properties/MeshMaterialProperties.h"
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#include "Properties/MeshUVChannelProperties.h"
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#include "Drawing/UVLayoutPreview.h"
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#include "UVLayoutTool.generated.h"
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// Forward declarations
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struct FMeshDescription;
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class UDynamicMeshComponent;
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class UUVLayoutProperties;
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class UUVLayoutOperatorFactory;
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PREDECLARE_GEOMETRY(class FDynamicMesh3);
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/**
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*
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API UUVLayoutToolBuilder : public UMultiSelectionMeshEditingToolBuilder
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{
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GENERATED_BODY()
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public:
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virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
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};
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/**
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* The level editor version of the UV layout tool.
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*/
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UCLASS()
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class MESHMODELINGTOOLS_API UUVLayoutTool : public UMultiSelectionMeshEditingTool
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{
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GENERATED_BODY()
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public:
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UUVLayoutTool();
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virtual void Setup() override;
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virtual void Shutdown(EToolShutdownType ShutdownType) override;
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virtual void OnTick(float DeltaTime) override;
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virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
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virtual bool HasCancel() const override { return true; }
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virtual bool HasAccept() const override { return true; }
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virtual bool CanAccept() const override;
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virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
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int32 GetSelectedUVChannel() const;
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protected:
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UPROPERTY()
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TObjectPtr<UMeshUVChannelProperties> UVChannelProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UUVLayoutProperties> BasicProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UExistingMeshMaterialProperties> MaterialSettings = nullptr;
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UPROPERTY()
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TArray<TObjectPtr<UMeshOpPreviewWithBackgroundCompute>> Previews;
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UPROPERTY()
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TArray<TObjectPtr<UUVLayoutOperatorFactory>> Factories;
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TArray<TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe>> OriginalDynamicMeshes;
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FViewCameraState CameraState;
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void UpdateNumPreviews();
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void UpdateVisualization();
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void UpdatePreviewMaterial();
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void OnPreviewMeshUpdated(UMeshOpPreviewWithBackgroundCompute* Compute);
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void GenerateAsset(const TArray<FDynamicMeshOpResult>& Results);
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UPROPERTY()
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TObjectPtr<UUVLayoutPreview> UVLayoutView = nullptr;
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};
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