// Copyright Epic Games, Inc. All Rights Reserved. #include "Selection/MeshTopologySelectionMechanic.h" #include "BaseBehaviors/SingleClickOrDragBehavior.h" #include "BaseBehaviors/MouseHoverBehavior.h" #include "Engine/World.h" #include "InteractiveToolManager.h" #include "Util/ColorConstants.h" #include "Selection/PersistentMeshSelection.h" #include "ToolSceneQueriesUtil.h" #include "ToolSetupUtil.h" using namespace UE::Geometry; #define LOCTEXT_NAMESPACE "UMeshTopologySelectionMechanic" void UMeshTopologySelectionMechanicProperties::InvertSelection() { if (Mechanic.IsValid()) { Mechanic->InvertSelection(); } } void UMeshTopologySelectionMechanicProperties::SelectAll() { if (Mechanic.IsValid()) { Mechanic->SelectAll(); } } UMeshTopologySelectionMechanic::~UMeshTopologySelectionMechanic() { checkf(PreviewGeometryActor == nullptr, TEXT("Shutdown() should be called before UMeshTopologySelectionMechanic is destroyed.")); } void UMeshTopologySelectionMechanic::Setup(UInteractiveTool* ParentToolIn) { UInteractionMechanic::Setup(ParentToolIn); HoverBehavior = NewObject(); // We use modifiers on hover to change the highlighting according to what can be selected HoverBehavior->Modifiers.RegisterModifier(ShiftModifierID, FInputDeviceState::IsShiftKeyDown); HoverBehavior->Modifiers.RegisterModifier(CtrlModifierID, FInputDeviceState::IsCtrlKeyDown); HoverBehavior->Initialize(this); HoverBehavior->SetDefaultPriority(BasePriority); ParentToolIn->AddInputBehavior(HoverBehavior, this); MarqueeMechanic = NewObject(); MarqueeMechanic->bUseExternalClickDragBehavior = true; MarqueeMechanic->Setup(ParentToolIn); MarqueeMechanic->OnDragRectangleStarted.AddUObject(this, &UMeshTopologySelectionMechanic::OnDragRectangleStarted); MarqueeMechanic->OnDragRectangleChanged.AddUObject(this, &UMeshTopologySelectionMechanic::OnDragRectangleChanged); MarqueeMechanic->OnDragRectangleFinished.AddUObject(this, &UMeshTopologySelectionMechanic::OnDragRectangleFinished); MarqueeMechanic->SetBasePriority(BasePriority.MakeLower()); ClickOrDragBehavior = NewObject(); ClickOrDragBehavior->Initialize(this, MarqueeMechanic); ClickOrDragBehavior->Modifiers.RegisterModifier(ShiftModifierID, FInputDeviceState::IsShiftKeyDown); ClickOrDragBehavior->Modifiers.RegisterModifier(CtrlModifierID, FInputDeviceState::IsCtrlKeyDown); ClickOrDragBehavior->SetDefaultPriority(BasePriority); ParentTool->AddInputBehavior(ClickOrDragBehavior, this); Properties = NewObject(this); Properties->Initialize(this); if (bAddSelectionFilterPropertiesToParentTool) { AddToolPropertySource(Properties); } Properties->WatchProperty(Properties->bSelectVertices, [this](bool bSelectVertices) { UpdateMarqueeEnabled(); }); Properties->WatchProperty(Properties->bSelectEdges, [this](bool bSelectVertices) { UpdateMarqueeEnabled(); }); Properties->WatchProperty(Properties->bSelectFaces, [this](bool bSelectFaces) { UpdateMarqueeEnabled(); }); Properties->WatchProperty(Properties->bSelectEdgeLoops, [this](bool bSelectEdgeLoops) { UpdateMarqueeEnabled(); }); Properties->WatchProperty(Properties->bSelectEdgeRings, [this](bool bSelectEdgeRings) { UpdateMarqueeEnabled(); }); Properties->WatchProperty(Properties->bEnableMarquee, [this](bool bEnableMarquee) { UpdateMarqueeEnabled(); }); // set up visualizers PolyEdgesRenderer.LineColor = FLinearColor::Red; PolyEdgesRenderer.LineThickness = 2.0; PolyEdgesRenderer.PointColor = FLinearColor::Red; PolyEdgesRenderer.PointSize = 8.0f; HilightRenderer.LineColor = FLinearColor::Green; HilightRenderer.LineThickness = 4.0f; HilightRenderer.PointColor = FLinearColor::Green; HilightRenderer.PointSize = 10.0f; SelectionRenderer.LineColor = LinearColors::Gold3f(); SelectionRenderer.LineThickness = 4.0f; SelectionRenderer.PointColor = LinearColors::Gold3f(); SelectionRenderer.PointSize = 10.0f; float HighlightedFacePercentDepthOffset = 0.5f; HighlightedFaceMaterial = ToolSetupUtil::GetSelectionMaterial(FLinearColor::Green, ParentToolIn->GetToolManager(), HighlightedFacePercentDepthOffset); // The rest of the highlighting setup has to be done in Initialize(), since we need the world to set up our drawing component. } void UMeshTopologySelectionMechanic::Shutdown() { if (PreviewGeometryActor) { PreviewGeometryActor->Destroy(); PreviewGeometryActor = nullptr; DrawnTriangleSetComponent = nullptr; } } void UMeshTopologySelectionMechanic::DisableBehaviors(UInteractiveTool* ParentToolIn) { ParentToolIn->RemoveInputBehaviorsBySource(this); ParentToolIn->RemoveInputBehaviorsBySource(MarqueeMechanic); // TODO: Is it worth adding a way to remove the property watchers for marquee? } void UMeshTopologySelectionMechanic::SetIsEnabled(bool bBehaviorEnabledIn, bool bRenderTopologyIn) { bIsEnabled = bBehaviorEnabledIn; bRenderTopology = bRenderTopologyIn; UpdateMarqueeEnabled(); } void UMeshTopologySelectionMechanic::SetTransform(const FTransform3d& InTargetTransform) { TargetTransform = InTargetTransform; } void UMeshTopologySelectionMechanic::SetMarqueeSelectionUpdateType(EMarqueeSelectionUpdateType InType) { MarqueeSelectionUpdateType = InType; } void UMeshTopologySelectionMechanic::SetBasePriority(const FInputCapturePriority &Priority) { BasePriority = Priority; if (ClickOrDragBehavior) { ClickOrDragBehavior->SetDefaultPriority(Priority); } if (HoverBehavior) { HoverBehavior->SetDefaultPriority(Priority); } if (MarqueeMechanic) { MarqueeMechanic->SetBasePriority(Priority.MakeLower()); } } TPair UMeshTopologySelectionMechanic::GetPriorityRange() const { TPair Result; Result.Key = BasePriority; Result.Value = MarqueeMechanic->GetPriorityRange().Value; return Result; } void UMeshTopologySelectionMechanic::Render(IToolsContextRenderAPI* RenderAPI) { // Cache the view camera state so we can use for snapping/etc. GetParentTool()->GetToolManager()->GetContextQueriesAPI()->GetCurrentViewState(CameraState); if (bIsEnabled) { MarqueeMechanic->Render(RenderAPI); } if (!bRenderTopology) { return; } FViewCameraState RenderCameraState = RenderAPI->GetCameraState(); const FDynamicMesh3* TargetMesh = this->Mesh; const FTransform Transform = static_cast(TargetTransform); const FTopologyProvider* TopologyProvider = TopoSelector->GetTopologyProvider(); PolyEdgesRenderer.BeginFrame(RenderAPI, RenderCameraState); PolyEdgesRenderer.SetTransform(Transform); if (bShowEdges) { for (int EdgeID = 0; EdgeID < TopologyProvider->GetNumEdges(); ++EdgeID) { FVector3d A, B; for (int eid : TopologyProvider->GetGroupEdgeEdges(EdgeID)) { TargetMesh->GetEdgeV(eid, A, B); PolyEdgesRenderer.DrawLine(A, B); } } } if (bShowSelectableCorners) { for (int CornerID = 0; CornerID < TopologyProvider->GetNumCorners(); ++CornerID) { FVector3d A = TargetMesh->GetVertex(TopologyProvider->GetCornerVertexID(CornerID)); PolyEdgesRenderer.DrawPoint(A); } } PolyEdgesRenderer.EndFrame(); if (PersistentSelection.IsEmpty() == false) { SelectionRenderer.BeginFrame(RenderAPI, RenderCameraState); SelectionRenderer.SetTransform(Transform); TopoSelector->DrawSelection(PersistentSelection, &SelectionRenderer, &RenderCameraState); SelectionRenderer.EndFrame(); } HilightRenderer.BeginFrame(RenderAPI, RenderCameraState); HilightRenderer.SetTransform(Transform); TopoSelector->DrawSelection(HilightSelection, &HilightRenderer, &RenderCameraState, FGroupTopologySelector::ECornerDrawStyle::Circle); HilightRenderer.EndFrame(); } void UMeshTopologySelectionMechanic::DrawHUD(FCanvas* Canvas, IToolsContextRenderAPI* RenderAPI) { if (!bIsEnabled) { return; } MarqueeMechanic->DrawHUD(Canvas, RenderAPI); } void UMeshTopologySelectionMechanic::Tick(float DeltaTime) { Super::Tick(DeltaTime); if (MarqueeSelectionUpdateType == EMarqueeSelectionUpdateType::OnTickAndRelease && PendingSelectionFunction) { PendingSelectionFunction(); PendingSelectionFunction.Reset(); } } void UMeshTopologySelectionMechanic::ClearHighlight() { checkf(DrawnTriangleSetComponent != nullptr, TEXT("Initialize() not called on UMeshTopologySelectionMechanic.")); HilightSelection.Clear(); DrawnTriangleSetComponent->Clear(); CurrentlyHighlightedGroups.Empty(); } void UMeshTopologySelectionMechanic::NotifyMeshChanged(bool bTopologyModified) { ClearHighlight(); TopoSelector->Invalidate(true, bTopologyModified); if (bTopologyModified) { PersistentSelection.Clear(); SelectionTimestamp++; OnSelectionChanged.Broadcast(); } } bool UMeshTopologySelectionMechanic::TopologyHitTest(const FRay& WorldRay, FHitResult& OutHit, bool bUseOrthoSettings) { FGroupTopologySelection Selection; return TopologyHitTest(WorldRay, OutHit, Selection, bUseOrthoSettings); } bool UMeshTopologySelectionMechanic::TopologyHitTest(const FRay& WorldRay, FHitResult& OutHit, FGroupTopologySelection& OutSelection, bool bUseOrthoSettings) { // Note: this function should remain callable even if the mechanic is disabled, though client // could reach in to use the TopoSelector directly. FRay3d LocalRay(TargetTransform.InverseTransformPosition((FVector3d)WorldRay.Origin), TargetTransform.InverseTransformVector((FVector3d)WorldRay.Direction)); UE::Geometry::Normalize(LocalRay.Direction); FVector3d LocalPosition, LocalNormal; int32 EdgeSegmentId; // Only used if hit is an edge FGroupTopologySelector::FSelectionSettings TopoSelectorSettings = GetTopoSelectorSettings(bUseOrthoSettings); if (TopoSelector->FindSelectedElement(TopoSelectorSettings, LocalRay, OutSelection, LocalPosition, LocalNormal, &EdgeSegmentId) == false) { return false; } if (OutSelection.SelectedCornerIDs.Num() > 0) { OutHit.FaceIndex = OutSelection.GetASelectedCornerID(); OutHit.Distance = LocalRay.GetParameter(LocalPosition); OutHit.ImpactPoint = (FVector)TargetTransform.TransformPosition(LocalRay.PointAt(OutHit.Distance)); } else if (OutSelection.SelectedEdgeIDs.Num() > 0) { OutHit.FaceIndex = OutSelection.GetASelectedEdgeID(); OutHit.Distance = LocalRay.GetParameter(LocalPosition); OutHit.ImpactPoint = (FVector)TargetTransform.TransformPosition(LocalRay.PointAt(OutHit.Distance)); OutHit.Item = EdgeSegmentId; } else { FDynamicMeshAABBTree3* Spatial = GetSpatialFunc(); int HitTID = Spatial->FindNearestHitTriangle(LocalRay); if (HitTID != IndexConstants::InvalidID) { FTriangle3d Triangle; Spatial->GetMesh()->GetTriVertices(HitTID, Triangle.V[0], Triangle.V[1], Triangle.V[2]); FIntrRay3Triangle3d Query(LocalRay, Triangle); if (Query.Find()) { OutHit.FaceIndex = HitTID; OutHit.Distance = (float)Query.RayParameter; OutHit.Normal = (FVector)TargetTransform.TransformVectorNoScale(Spatial->GetMesh()->GetTriNormal(HitTID)); OutHit.ImpactPoint = (FVector)TargetTransform.TransformPosition(LocalRay.PointAt(Query.RayParameter)); } else { return false; } } } return true; } void UMeshTopologySelectionMechanic::HandleRectangleChanged(const FCameraRectangle& InRectangle) { if (!bIsEnabled) { return; } FGroupTopologySelection RectangleSelection; TopoSelector->FindSelectedElement(PreDragTopoSelectorSettings, InRectangle, TargetTransform, RectangleSelection, &TriIsOccludedCache); if (ShouldAddToSelectionFunc()) { PersistentSelection = PreDragPersistentSelection; if (ShouldRemoveFromSelectionFunc()) { PersistentSelection.Toggle(RectangleSelection); } else { PersistentSelection.Append(RectangleSelection); } } else if (ShouldRemoveFromSelectionFunc()) { PersistentSelection = PreDragPersistentSelection; PersistentSelection.Remove(RectangleSelection); } else { // Neither key pressed. PersistentSelection = RectangleSelection; } // If we modified the currently selected edges/vertices, they will be properly displayed in our // Render() call. However, the mechanic is not responsible for face highlighting, so if we modified // that, we need to notify the user so that they can update the highlighting (since OnSelectionChanged // only gets broadcast at rectangle end). if ((!PersistentSelection.SelectedGroupIDs.IsEmpty() || !LastUpdateRectangleSelection.SelectedGroupIDs.IsEmpty()) // if groups are involved && PersistentSelection != LastUpdateRectangleSelection) { LastUpdateRectangleSelection = PersistentSelection; OnFaceSelectionPreviewChanged.Broadcast(); } } FGroupTopologySelector::FSelectionSettings UMeshTopologySelectionMechanic::GetTopoSelectorSettings(bool bUseOrthoSettings) { FGroupTopologySelector::FSelectionSettings Settings; Settings.bEnableFaceHits = Properties->bSelectFaces; Settings.bEnableEdgeHits = Properties->bSelectEdges || Properties->bSelectEdgeLoops || Properties->bSelectEdgeRings; Settings.bEnableCornerHits = Properties->bSelectVertices; Settings.bHitBackFaces = Properties->bHitBackFaces; if (!PersistentSelection.IsEmpty() && (ShouldAddToSelectionFunc() || ShouldRemoveFromSelectionFunc())) { // If we have a selection and we're adding/removing/toggling elements make sure we only hit elements with compatible types Settings.bEnableFaceHits = Settings.bEnableFaceHits && PersistentSelection.SelectedGroupIDs.Num() > 0; Settings.bEnableEdgeHits = Settings.bEnableEdgeHits && PersistentSelection.SelectedEdgeIDs.Num() > 0; Settings.bEnableCornerHits = Settings.bEnableCornerHits && PersistentSelection.SelectedCornerIDs.Num() > 0; } if (bUseOrthoSettings) { Settings.bPreferProjectedElement = Properties->bPreferProjectedElement; Settings.bSelectDownRay = Properties->bSelectDownRay; Settings.bIgnoreOcclusion = Properties->bIgnoreOcclusion; } return Settings; } bool UMeshTopologySelectionMechanic::HasSelection() const { return PersistentSelection.IsEmpty() == false; } void UMeshTopologySelectionMechanic::SetSelection(const FGroupTopologySelection& Selection, bool bBroadcast) { PersistentSelection = Selection; SelectionTimestamp++; if (bBroadcast) { OnSelectionChanged.Broadcast(); } } void UMeshTopologySelectionMechanic::ClearSelection() { PersistentSelection.Clear(); SelectionTimestamp++; OnSelectionChanged.Broadcast(); } void UMeshTopologySelectionMechanic::InvertSelection() { if (PersistentSelection.IsEmpty()) { SelectAll(); return; } ParentTool->GetToolManager()->BeginUndoTransaction(LOCTEXT("SelectionChange", "Selection")); BeginChange(); const FGroupTopologySelection PreviousSelection = PersistentSelection; PersistentSelection.Clear(); const FTopologyProvider* TopologyProvider = TopoSelector->GetTopologyProvider(); if (!PreviousSelection.SelectedCornerIDs.IsEmpty()) { for (int32 CornerID = 0; CornerID < TopologyProvider->GetNumCorners(); ++CornerID) { if (!PreviousSelection.SelectedCornerIDs.Contains(CornerID)) { PersistentSelection.SelectedCornerIDs.Add(CornerID); } } } else if (!PreviousSelection.SelectedEdgeIDs.IsEmpty()) { for (int32 EdgeID = 0; EdgeID < TopologyProvider->GetNumEdges(); ++EdgeID) { if (!PreviousSelection.SelectedEdgeIDs.Contains(EdgeID)) { PersistentSelection.SelectedEdgeIDs.Add(EdgeID); } } } else if (!PreviousSelection.SelectedGroupIDs.IsEmpty()) { for (int GroupIndex = 0; GroupIndex < TopologyProvider->GetNumGroups(); ++GroupIndex) { const int GroupID = TopologyProvider->GetGroupIDAt(GroupIndex); if (!PreviousSelection.SelectedGroupIDs.Contains(GroupID)) { PersistentSelection.SelectedGroupIDs.Add(GroupID); } } } SelectionTimestamp++; OnSelectionChanged.Broadcast(); EndChangeAndEmitIfModified(); ParentTool->GetToolManager()->EndUndoTransaction(); } void UMeshTopologySelectionMechanic::SelectAll() { const FGroupTopologySelection PreviousSelection = PersistentSelection; ParentTool->GetToolManager()->BeginUndoTransaction(LOCTEXT("SelectionChange", "Selection")); BeginChange(); auto SelectAllIndices = [](int32 MaxExclusiveIndex, TSet& ContainerOut) { for (int32 i = 0; i < MaxExclusiveIndex; ++i) { ContainerOut.Add(i); } }; PersistentSelection.Clear(); const FTopologyProvider* TopologyProvider = TopoSelector->GetTopologyProvider(); // Select based on settings, prefering corners to edges to groups (since this is the preference we have // elsewhere, eg in marquee). if (Properties->bSelectVertices) { SelectAllIndices(TopologyProvider->GetNumCorners(), PersistentSelection.SelectedCornerIDs); } else if (Properties->bSelectEdges || Properties->bSelectEdgeLoops || Properties->bSelectEdgeRings) { SelectAllIndices(TopologyProvider->GetNumEdges(), PersistentSelection.SelectedEdgeIDs); } else if (Properties->bSelectFaces) { for (int GroupIndex = 0; GroupIndex < TopologyProvider->GetNumGroups(); ++GroupIndex) { const int GroupID = TopologyProvider->GetGroupIDAt(GroupIndex); PersistentSelection.SelectedGroupIDs.Add(GroupID); } } SelectionTimestamp++; OnSelectionChanged.Broadcast(); if (PreviousSelection != PersistentSelection) { SelectionTimestamp++; OnSelectionChanged.Broadcast(); } EndChangeAndEmitIfModified(); ParentTool->GetToolManager()->EndUndoTransaction(); } FInputRayHit UMeshTopologySelectionMechanic::IsHitByClick(const FInputDeviceRay& ClickPos) { if (!bIsEnabled) { return FInputRayHit(); // bHit is false } FHitResult OutHit; FGroupTopologySelection Selection; if (TopologyHitTest(ClickPos.WorldRay, OutHit, Selection, CameraState.bIsOrthographic)) { return FInputRayHit(OutHit.Distance); } // Return a hit so we always capture and can clear the selection return FInputRayHit(TNumericLimits::Max()); } void UMeshTopologySelectionMechanic::OnClicked(const FInputDeviceRay& ClickPos) { if (!ensure(bIsEnabled)) { return; } // update selection ParentTool->GetToolManager()->BeginUndoTransaction(LOCTEXT("SelectionChange", "Selection")); BeginChange(); // This will fire off a OnSelectionChanged delegate. UpdateSelection(ClickPos.WorldRay, LastClickedHitPosition, LastClickedHitNormal); EndChangeAndEmitIfModified(); ParentTool->GetToolManager()->EndUndoTransaction(); } FInputRayHit UMeshTopologySelectionMechanic::BeginHoverSequenceHitTest(const FInputDeviceRay& PressPos) { FHitResult OutHit; if (bIsEnabled && TopologyHitTest(PressPos.WorldRay, OutHit)) { return FInputRayHit(OutHit.Distance); } return FInputRayHit(); // bHit is false } void UMeshTopologySelectionMechanic::OnBeginHover(const FInputDeviceRay& DevicePos) { } bool UMeshTopologySelectionMechanic::OnUpdateHover(const FInputDeviceRay& DevicePos) { if (!bIsEnabled) { return false; } UpdateHighlight(DevicePos.WorldRay); return true; } void UMeshTopologySelectionMechanic::OnEndHover() { ClearHighlight(); } void UMeshTopologySelectionMechanic::OnUpdateModifierState(int ModifierID, bool bIsOn) { switch (ModifierID) { case ShiftModifierID: bShiftToggle = bIsOn; break; case CtrlModifierID: bCtrlToggle = bIsOn; break; default: break; } } void UMeshTopologySelectionMechanic::OnDragRectangleStarted() { bCurrentlyMarqueeDragging = true; PendingSelectionFunction.Reset(); ParentTool->GetToolManager()->BeginUndoTransaction(LOCTEXT("SelectionChange", "Selection")); BeginChange(); PreDragPersistentSelection = PersistentSelection; LastUpdateRectangleSelection = PersistentSelection; PreDragTopoSelectorSettings = GetTopoSelectorSettings(false); PreDragTopoSelectorSettings.bIgnoreOcclusion = Properties->bMarqueeIgnoreOcclusion; // uses a separate setting for marquee } void UMeshTopologySelectionMechanic::OnDragRectangleChanged(const FCameraRectangle& CurrentRectangle) { if (MarqueeSelectionUpdateType == EMarqueeSelectionUpdateType::OnDrag) { HandleRectangleChanged(CurrentRectangle); } else { // defer the selection on tick or release PendingSelectionFunction = [this, CurrentRectangle]() { HandleRectangleChanged(CurrentRectangle); }; } } void UMeshTopologySelectionMechanic::OnDragRectangleFinished(const FCameraRectangle& Rectangle, bool bCancelled) { if (PendingSelectionFunction) { PendingSelectionFunction(); PendingSelectionFunction.Reset(); } bCurrentlyMarqueeDragging = false; TriIsOccludedCache.Reset(); if (PersistentSelection != PreDragPersistentSelection) { SelectionTimestamp++; OnSelectionChanged.Broadcast(); } EndChangeAndEmitIfModified(); ParentTool->GetToolManager()->EndUndoTransaction(); } void UMeshTopologySelectionMechanic::UpdateMarqueeEnabled() { MarqueeMechanic->SetIsEnabled( bIsEnabled && Properties->bEnableMarquee && (Properties->bSelectVertices || Properties->bSelectEdges || Properties->bSelectFaces || Properties->bSelectEdgeLoops || Properties->bSelectEdgeRings)); } void UMeshTopologySelectionMechanic::RenderMarquee(IToolsContextRenderAPI* RenderAPI) { if (MarqueeMechanic) { MarqueeMechanic->Render(RenderAPI); } } void UMeshTopologySelectionMechanic::BeginChange() { // If you hit this ensure, either you didn't match a BeginChange with an EndChange(), or you // interleaved two actions that both needed a BeginChange(). For instance, are you sure you // are not performing actions while a marquee rectangle is active? ensure(ActiveChange.IsValid() == false); ActiveChange = MakeUnique(); ActiveChange->Before = PersistentSelection; ActiveChange->Timestamp = SelectionTimestamp; } TUniquePtr UMeshTopologySelectionMechanic::EndChange() { if (ensure(ActiveChange.IsValid()) && SelectionTimestamp != ActiveChange->Timestamp) { ActiveChange->After = PersistentSelection; return MoveTemp(ActiveChange); } ActiveChange = TUniquePtr(); return TUniquePtr(); } bool UMeshTopologySelectionMechanic::EndChangeAndEmitIfModified() { if (ensure(ActiveChange.IsValid()) && SelectionTimestamp != ActiveChange->Timestamp) { ActiveChange->After = PersistentSelection; GetParentTool()->GetToolManager()->EmitObjectChange(this, MoveTemp(ActiveChange), LOCTEXT("SelectionChangeMessage", "Selection Change")); return true; } ActiveChange = TUniquePtr(); return false; } void UMeshTopologySelectionMechanic::GetClickedHitPosition(FVector3d& PositionOut, FVector3d& NormalOut) const { PositionOut = LastClickedHitPosition; NormalOut = LastClickedHitNormal; } FFrame3d UMeshTopologySelectionMechanic::GetSelectionFrame(bool bWorld, FFrame3d* InitialLocalFrame) const { FFrame3d UseFrame; if (PersistentSelection.IsEmpty() == false) { UseFrame = TopoSelector->GetTopologyProvider()->GetSelectionFrame(PersistentSelection, InitialLocalFrame); } if (bWorld) { UseFrame.Transform(TargetTransform); } return UseFrame; } FAxisAlignedBox3d UMeshTopologySelectionMechanic::GetSelectionBounds(bool bWorld) const { if ( ! PersistentSelection.IsEmpty() ) { const FTopologyProvider* TopologyProvider = TopoSelector->GetTopologyProvider(); if (bWorld) { return TopologyProvider->GetSelectionBounds(PersistentSelection, [this](const FVector3d& Pos) { return TargetTransform.TransformPosition(Pos); }); } else { return TopologyProvider->GetSelectionBounds(PersistentSelection, [this](const FVector3d& Pos) { return Pos; }); } } else { if (bWorld) { return FAxisAlignedBox3d(Mesh->GetBounds(), TargetTransform); } else { return Mesh->GetBounds(); } } } void UMeshTopologySelectionMechanic::SetShowSelectableCorners(bool bShowCorners) { bShowSelectableCorners = bShowCorners; } void FMeshTopologySelectionMechanicSelectionChange::Apply(UObject* Object) { UMeshTopologySelectionMechanic* Mechanic = Cast(Object); if (Mechanic) { Mechanic->PersistentSelection = After; Mechanic->OnSelectionChanged.Broadcast(); } } void FMeshTopologySelectionMechanicSelectionChange::Revert(UObject* Object) { UMeshTopologySelectionMechanic* Mechanic = Cast(Object); if (Mechanic) { Mechanic->PersistentSelection = Before; Mechanic->OnSelectionChanged.Broadcast(); } } FString FMeshTopologySelectionMechanicSelectionChange::ToString() const { return TEXT("FMeshTopologySelectionMechanicSelectionChange"); } void UMeshTopologySelectionMechanic::Initialize(const FDynamicMesh3* MeshIn, FTransform3d TargetTransformIn, UWorld* WorldIn, TFunction GetSpatialSourceFuncIn) { this->Mesh = MeshIn; this->TargetTransform = TargetTransformIn; this->GetSpatialFunc = GetSpatialSourceFuncIn; TopoSelector->SetSpatialSource(GetSpatialFunc); TopoSelector->PointsWithinToleranceTest = [this](const FVector3d& Position1, const FVector3d& Position2, double TolScale) { if (CameraState.bIsOrthographic) { // We could just always use ToolSceneQueriesUtil::PointSnapQuery. But in ortho viewports, we happen to know // that the only points that we will ever give this function will be the closest points between a ray and // some geometry, meaning that the vector between them will be orthogonal to the view ray. With this knowledge, // we can do the tolerance computation more efficiently than PointSnapQuery can, since we don't need to project // down to the view plane. // As in PointSnapQuery, we convert our angle-based tolerance to one we can use in an ortho viewport (instead of // dividing our field of view into 90 visual angle degrees, we divide the plane into 90 units). float OrthoTolerance = ToolSceneQueriesUtil::GetDefaultVisualAngleSnapThreshD() * CameraState.OrthoWorldCoordinateWidth / 90.0; OrthoTolerance *= TolScale; return DistanceSquared(TargetTransform.TransformPosition(Position1), TargetTransform.TransformPosition(Position2)) < OrthoTolerance * OrthoTolerance; } else { return ToolSceneQueriesUtil::PointSnapQuery(CameraState, TargetTransform.TransformPosition(Position1), TargetTransform.TransformPosition(Position2), ToolSceneQueriesUtil::GetDefaultVisualAngleSnapThreshD() * TolScale); } }; // Set up the component we use to draw highlighted triangles. Only needs to be done once, not when the mesh // changes (we are assuming that we won't swap worlds without creating a new mechanic). if (PreviewGeometryActor == nullptr) { FRotator Rotation(0.0f, 0.0f, 0.0f); FActorSpawnParameters SpawnInfo;; PreviewGeometryActor = WorldIn->SpawnActor(FVector::ZeroVector, Rotation, SpawnInfo); DrawnTriangleSetComponent = NewObject(PreviewGeometryActor); PreviewGeometryActor->SetRootComponent(DrawnTriangleSetComponent); DrawnTriangleSetComponent->RegisterComponent(); } PreviewGeometryActor->SetActorTransform((FTransform)TargetTransformIn); DrawnTriangleSetComponent->Clear(); CurrentlyHighlightedGroups.Empty(); } #undef LOCTEXT_NAMESPACE