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UnrealEngine/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/MeshModelingToolsEditorOnlyExp/Public/MeshToVolumeTool.h
2025-05-18 13:04:45 +08:00

136 lines
4.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseTools/SingleSelectionMeshEditingTool.h"
#include "ConversionUtils/DynamicMeshToVolume.h"
#include "Drawing/LineSetComponent.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "Engine/BlockingVolume.h"
#include "GameFramework/Volume.h"
#include "InteractiveToolBuilder.h"
#include "PreviewMesh.h"
#include "PropertySets/OnAcceptProperties.h"
#include "SingleSelectionTool.h"
#include "ModelingOperators.h"
#include "MeshOpPreviewHelpers.h"
#include "MeshToVolumeTool.generated.h"
/**
*
*/
UCLASS()
class MESHMODELINGTOOLSEDITORONLYEXP_API UMeshToVolumeToolBuilder : public USingleSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState & SceneState) const override;
virtual USingleSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState & SceneState) const override;
};
UENUM()
enum class EMeshToVolumeMode
{
/** Create a separate Volume Face for each Triangle */
TriangulatePolygons,
/** Create Volume Faces based on Planar Polygons */
MinimalPolygons
};
UCLASS()
class MESHMODELINGTOOLSEDITORONLYEXP_API UMeshToVolumeToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Method for converting the input mesh to a set of Planar Polygonal Faces in the output Volume. */
UPROPERTY(EditAnywhere, Category = ConversionOptions)
EMeshToVolumeMode ConversionMode = EMeshToVolumeMode::MinimalPolygons;
/**
* When true, adjacent coplanar groups will not be merged together into single faces. Not relevant if
* conversion mode is set to emit all triangles separately.
*/
UPROPERTY(EditAnywhere, Category = ConversionOptions, meta = (EditCondition = "ConversionMode != EMeshToVolumeMode::TriangulatePolygons"))
bool bPreserveGroupBoundaries = false;
/**
* Determines whether mesh gets auto simplified when its triangle count is too high.
*/
UPROPERTY(EditAnywhere, Category = ConversionOptions, AdvancedDisplay)
bool bAutoSimplify = true;
/**
* Target triangle count for auto simplification when Auto Simplify is true.
*/
UPROPERTY(EditAnywhere, Category = ConversionOptions, AdvancedDisplay, meta = (EditCondition = "bAutoSimplify"))
int32 SimplifyMaxTriangles = 250;
/** Type of new Volume to create on Accept */
UPROPERTY(EditAnywhere, Category = NewVolume, meta = (EditCondition = "TargetVolume == nullptr") )
TSubclassOf<class AVolume> NewVolumeType = ABlockingVolume::StaticClass();
/** If set, the target Volume will be updated, rather than creating a new Volume. */
UPROPERTY(EditAnywhere, Category = UpdateExisting)
TLazyObjectPtr<AVolume> TargetVolume;
};
using FDynamicMeshFaceArray = TArray<UE::Conversion::FDynamicMeshFace>;
/**
* Converts a mesh to a volume.
*
* Note: If ConversionUtils/DynamicMeshToVolume is rewritten to be safe for runtime, this
* tool can be moved out of the editor-only section and put with VolumeToMeshTool.
*/
UCLASS()
class MESHMODELINGTOOLSEDITORONLYEXP_API UMeshToVolumeTool : public USingleSelectionMeshEditingTool, public UE::Geometry::IGenericDataOperatorFactory<FDynamicMeshFaceArray>
{
GENERATED_BODY()
public:
UMeshToVolumeTool();
virtual void Setup() override;
virtual void OnShutdown(EToolShutdownType ShutdownType) override;
virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
virtual void OnTick(float DeltaTime) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
virtual bool CanAccept() const override;
// IGenericDataOperatorFactory API
virtual TUniquePtr<UE::Geometry::TGenericDataOperator<FDynamicMeshFaceArray>> MakeNewOperator() override;
protected:
UPROPERTY()
TObjectPtr<UMeshToVolumeToolProperties> Settings;
UPROPERTY()
TObjectPtr<UOnAcceptHandleSourcesPropertiesSingle> HandleSourcesProperties;
UPROPERTY()
TObjectPtr<UPreviewMesh> PreviewMesh;
UPROPERTY()
TObjectPtr<ULineSetComponent> VolumeEdgesSet;
protected:
TSharedPtr<UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe> InputMesh;
TUniquePtr<TGenericDataBackgroundCompute<FDynamicMeshFaceArray>> Compute = nullptr;
void UpdateLineSet(FDynamicMeshFaceArray& Faces);
};