Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Public/UVLayoutTool.h
michael balzer 3fe830027c UVLayoutTool: Fix UV layout being recomputed when preview settings change
#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]
2021-12-10 01:51:34 -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 Shutdown(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;
};