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Add UE::ToolTarget::SupportsIncrementalMeshChanges() and ::ApplyIncrementalMeshEditChange(), these allow a Tool to directly edit a DynamicMeshComponent in the level (and emit corresponding MeshChange) so that a Tool can emit multiple undoable edits on a DynamicMesh Add new USingleTargetWithSelectionTool base tool class, this is a USingleSelectionTool that can receive a FGeometrySelection. USingleTargetWithSelectionToolBuilder configures this type of Tool as necessary. Add new LinearExtrusionOp dynamic mesh operator, provides linear-extrusion API to FOffsetMeshRegion using new Operator design (mesh shared via FSharedConstDynamicMesh3, CalculateResultInPlace() function to simplify direct usage in geometry script/etc) Add new ExtrudeMeshSelectionTool, subclass of USingleTargetWithSelectionTool, exposes new LinearExtrusionOp, uses above ToolTarget functions to directly edit DynamicMeshComponent where possible Enable new Tool in Modeling Mode Add a few new functions to UMeshOpPreviewWithBackgroundCompute to simplify configuring InProgress and Secondary materials Small additions to USingleSelectionTool #preflight 639a3e250a671525500d8a7e #rb none [CL 23520421 by ryan schmidt in ue5-main branch]
66 lines
2.3 KiB
C++
66 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SingleSelectionTool.h"
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#include "InteractiveToolBuilder.h"
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#include "Selections/GeometrySelection.h"
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#include "SingleTargetWithSelectionTool.generated.h"
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UCLASS(Transient, Abstract)
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class MODELINGCOMPONENTS_API USingleTargetWithSelectionToolBuilder : public UInteractiveToolWithToolTargetsBuilder
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{
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GENERATED_BODY()
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public:
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/** @return true if a single mesh source can be found in the active selection */
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virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
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/** @return new Tool instance initialized with selected mesh source */
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virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
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/** @return new Tool instance. Override this in subclasses to build a different Tool class type */
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virtual USingleTargetWithSelectionTool* CreateNewTool(const FToolBuilderState& SceneState) const PURE_VIRTUAL(USingleTargetWithSelectionToolBuilder::CreateNewTool, return nullptr; );
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/** Called by BuildTool to configure the Tool with the input MeshSource based on the SceneState */
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virtual void InitializeNewTool(USingleTargetWithSelectionTool* Tool, const FToolBuilderState& SceneState) const;
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/** @return true if this Tool requires an input selection */
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virtual bool RequiresInputSelection() const { return false; }
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protected:
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virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
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};
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UCLASS()
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class MODELINGCOMPONENTS_API USingleTargetWithSelectionTool : public USingleSelectionTool
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{
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GENERATED_BODY()
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public:
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virtual void Shutdown(EToolShutdownType ShutdownType) override;
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virtual void OnShutdown(EToolShutdownType ShutdownType);
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virtual void SetTargetWorld(UWorld* World);
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virtual UWorld* GetTargetWorld();
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protected:
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UPROPERTY()
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TWeakObjectPtr<UWorld> TargetWorld = nullptr;
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public:
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virtual void SetGeometrySelection(const UE::Geometry::FGeometrySelection& SelectionIn);
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virtual void SetGeometrySelection(UE::Geometry::FGeometrySelection&& SelectionIn);
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/** @return true if a Selection is available */
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virtual bool HasGeometrySelection() const;
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/** @return the input Selection */
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virtual const UE::Geometry::FGeometrySelection& GetGeometrySelection() const;
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protected:
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UE::Geometry::FGeometrySelection GeometrySelection;
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bool bGeometrySelectionInitialized = false;
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}; |