Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/BaseTools/SingleSelectionMeshEditingTool.cpp
michael balzer a49c74b915 MeshModelingToolset: Move ModelingOperators and ModelingOperatorsEditorOnly modules out of experimental plugin
#jira UETOOL-3823
#rb lonnie.li
#preflight 617b1aea5794a500014f544a

#ROBOMERGE-AUTHOR: michael.balzer
#ROBOMERGE-SOURCE: CL 17972239 in //UE5/Release-5.0/... via CL 17972248
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 17972256 by michael balzer in ue5-release-engine-test branch]
2021-10-28 19:47:45 -04:00

56 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseTools/SingleSelectionMeshEditingTool.h"
#include "TargetInterfaces/MaterialProvider.h"
#include "TargetInterfaces/MeshDescriptionCommitter.h"
#include "TargetInterfaces/MeshDescriptionProvider.h"
#include "TargetInterfaces/PrimitiveComponentBackedTarget.h"
#include "ToolTargetManager.h"
#include "Selection/StoredMeshSelectionUtil.h"
/*
* ToolBuilder
*/
const FToolTargetTypeRequirements& USingleSelectionMeshEditingToolBuilder::GetTargetRequirements() const
{
static FToolTargetTypeRequirements TypeRequirements({
UMaterialProvider::StaticClass(),
UMeshDescriptionCommitter::StaticClass(),
UMeshDescriptionProvider::StaticClass(),
UPrimitiveComponentBackedTarget::StaticClass()
});
return TypeRequirements;
}
bool USingleSelectionMeshEditingToolBuilder::CanBuildTool(const FToolBuilderState& SceneState) const
{
return SceneState.TargetManager->CountSelectedAndTargetable(SceneState, GetTargetRequirements()) == 1;
}
UInteractiveTool* USingleSelectionMeshEditingToolBuilder::BuildTool(const FToolBuilderState& SceneState) const
{
USingleSelectionMeshEditingTool* NewTool = CreateNewTool(SceneState);
InitializeNewTool(NewTool, SceneState);
return NewTool;
}
void USingleSelectionMeshEditingToolBuilder::InitializeNewTool(USingleSelectionMeshEditingTool* NewTool, const FToolBuilderState& SceneState) const
{
UToolTarget* Target = SceneState.TargetManager->BuildFirstSelectedTargetable(SceneState, GetTargetRequirements());
check(Target);
NewTool->SetTarget(Target);
NewTool->SetWorld(SceneState.World);
if (WantsInputSelectionIfAvailable())
{
const UPersistentMeshSelection* InputSelection = UE::Geometry::GetCurrentToolInputSelection(SceneState, Target);
if (InputSelection != nullptr)
{
NewTool->SetInputSelection(InputSelection);
}
}
}