Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/PropertySets/WeightMapSetProperties.h
nathan mitchell 559622e6cf ClothEditor: Add new tool derived from the Modeling Mode Group Paint tool for weight painting with dynamic meshes and the brush tool infrastructure
#rb tyson.brochu
#rnx
#preflight 62462ecbb33098a72dd3eb09

[CL 19611005 by nathan mitchell in ue5-main branch]
2022-04-04 12:41:00 -04:00

49 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InteractiveTool.h"
#include "WeightMapSetProperties.generated.h"
struct FMeshDescription;
/**
* Basic Tool Property Set that allows for selecting from a list of FNames (that we assume are Weight Maps)
*/
UCLASS()
class MODELINGCOMPONENTS_API UWeightMapSetProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Select vertex weight map. If configured, the weight map value will be sampled to modulate displacement intensity. */
UPROPERTY(EditAnywhere, Category = WeightMap, meta = (GetOptions = GetWeightMapsFunc))
FName WeightMap;
// this function is called provide set of available weight maps
UFUNCTION()
TArray<FString> GetWeightMapsFunc();
// internal list used to implement above
UPROPERTY(meta = (TransientToolProperty))
TArray<FString> WeightMapsList;
UPROPERTY(EditAnywhere, Category = WeightMap)
bool bInvertWeightMap = false;
// set list of weightmap FNames explicitly. Adds "None" as first option.
void InitializeWeightMaps(const TArray<FName>& WeightMapNames);
// set list of weightmap FNames based on per-vertex float attributes in MeshDescription. Adds "None" as first option.
void InitializeFromMesh(const FMeshDescription* Mesh);
// return true if any option other than "None" is selected
bool HasSelectedWeightMap() const;
// set selected weightmap from its position in the WeightMapsList
void SetSelectedFromWeightMapIndex(int32 Index);
};