Files
UnrealEngineUWP/Engine/Source/Runtime/InteractiveToolsFramework/Public/SingleSelectionTool.h
ryan schmidt 0e4ddc8e1a ModelingTools: add new modeling-mode Tool/Operator for extruding Mesh Selections
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]
2022-12-14 17:43:16 -05:00

62 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "InteractiveTool.h"
#include "ComponentSourceInterfaces.h"
#include "ToolTargets/ToolTarget.h"
#include "InteractiveToolQueryInterfaces.h"
#include "SingleSelectionTool.generated.h"
UCLASS(Transient)
class INTERACTIVETOOLSFRAMEWORK_API USingleSelectionTool : public UInteractiveTool, public IInteractiveToolCameraFocusAPI
{
GENERATED_BODY()
public:
/**
* Set the ToolTarget for the Tool
*/
virtual void SetTarget(UToolTarget* TargetIn)
{
Target = TargetIn;
}
/**
* @return the ToolTarget for the Tool
*/
virtual UToolTarget* GetTarget()
{
return Target;
}
/**
* @return true if all ToolTargets of this tool are still valid
*/
virtual bool AreAllTargetsValid() const
{
return Target ? Target->IsValid() : false;
}
public:
virtual bool CanAccept() const override
{
return AreAllTargetsValid();
}
protected:
UPROPERTY()
TObjectPtr<UToolTarget> Target;
public:
// IInteractiveToolCameraFocusAPI implementation
virtual bool SupportsWorldSpaceFocusBox() override;
virtual FBox GetWorldSpaceFocusBox() override;
virtual bool SupportsWorldSpaceFocusPoint() override;
virtual bool GetWorldSpaceFocusPoint(const FRay& WorldRay, FVector& PointOut) override;
};