Files
UnrealEngineUWP/Engine/Source/Runtime/InteractiveToolsFramework/Public/SelectionSet.h
michael balzer 5a20a5e3d0 Move InteractiveToolsFramework and GeometryFramework out of Experimental
#jira UETOOL-3823
#rb brooke.hubert
#preflight 6109d1e9b4288d0001acb7ef

#ROBOMERGE-SOURCE: CL 17055606 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)

[CL 17055619 by michael balzer in ue5-release-engine-test branch]
2021-08-04 13:59:17 -04:00

112 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "SelectionSet.generated.h"
class USelectionSet;
/** This delegate is used by UInteractiveToolPropertySet */
DECLARE_MULTICAST_DELEGATE_OneParam(FSelectionSetModifiedSignature, USelectionSet*);
/**
* USelectionSet is a base class for Selection objects.
* For example the UMeshSelectionSet implementation stores information on selected
* triangles, vertices, etc.
*/
UCLASS(Transient)
class INTERACTIVETOOLSFRAMEWORK_API USelectionSet : public UObject
{
GENERATED_BODY()
protected:
FSelectionSetModifiedSignature OnModified;
public:
/** @return the multicast delegate that is called when properties are modified */
FSelectionSetModifiedSignature& GetOnModified()
{
return OnModified;
}
/** posts a message to the OnModified delegate with the modified FProperty */
void NotifySelectionSetModified()
{
OnModified.Broadcast(this);
}
};
enum class EMeshSelectionElementType
{
Vertex = 0,
Face = 1,
Edge = 2,
Group = 3
};
/**
* UMeshSelectionSet is an implementation of USelectionSet that represents selections on indexed meshes.
* Vertices, Edges, Faces, and Groups can be selected.
*/
UCLASS(Transient)
class INTERACTIVETOOLSFRAMEWORK_API UMeshSelectionSet : public USelectionSet
{
GENERATED_BODY()
public:
UMeshSelectionSet();
UPROPERTY()
TArray<int32> Vertices;
UPROPERTY()
TArray<int32> Edges;
UPROPERTY()
TArray<int32> Faces;
UPROPERTY()
TArray<int32> Groups;
public:
/** @return current selected elements of the given ElementType */
TArray<int>& GetElements(EMeshSelectionElementType ElementType);
/** @return current selected elements of the given ElementType */
const TArray<int>& GetElements(EMeshSelectionElementType ElementType) const;
/**
* Add list of Indices to the current selection for the given ElementType
* @warning no duplicate detection is currently done
*/
void AddIndices(EMeshSelectionElementType ElementType, const TArray<int32>& Indices);
/**
* Add list of Indices to the current selection for the given ElementType
* @warning no duplicate detection is currently done
*/
void AddIndices(EMeshSelectionElementType ElementType, const TSet<int32>& Indices);
/**
* Remove list of Indices from the current selection for the given ElementType
*/
void RemoveIndices(EMeshSelectionElementType ElementType, const TArray<int32>& Indices);
/**
* Remove list of Indices from the current selection for the given ElementType
*/
void RemoveIndices(EMeshSelectionElementType ElementType, const TSet<int32>& Indices);
};