98 lines
2.6 KiB
C++
98 lines
2.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "VoxelSolidifyMeshesTool.h"
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#include "CompositionOps/VoxelSolidifyMeshesOp.h"
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#include "InteractiveToolManager.h"
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#include "ToolBuilderUtil.h"
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#include "ToolSetupUtil.h"
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#include "Selection/ToolSelectionUtil.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "DynamicMesh/MeshTransforms.h"
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#include "MeshDescriptionToDynamicMesh.h"
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#include "DynamicMeshToMeshDescription.h"
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#include "InteractiveGizmoManager.h"
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#include "BaseGizmos/GizmoComponents.h"
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#include "BaseGizmos/CombinedTransformGizmo.h"
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#include "CompositionOps/VoxelSolidifyMeshesOp.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(VoxelSolidifyMeshesTool)
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using namespace UE::Geometry;
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#define LOCTEXT_NAMESPACE "UVoxelSolidifyMeshesTool"
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void UVoxelSolidifyMeshesTool::SetupProperties()
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{
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Super::SetupProperties();
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SolidifyProperties = NewObject<UVoxelSolidifyMeshesToolProperties>(this);
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SolidifyProperties->RestoreProperties(this);
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AddToolPropertySource(SolidifyProperties);
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SetToolDisplayName(LOCTEXT("VoxelSolidifyMeshesToolName", "Voxel Wrap"));
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GetToolManager()->DisplayMessage(
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LOCTEXT("VoxelSolidifyMeshesToolDescription", "Create a new closed/solid shell mesh that wraps the input meshes. Holes will automatically be filled, controlled by the Winding Threshold. UVs, sharp edges, and small/thin features will be lost. Increase Voxel Count to enhance accuracy."),
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EToolMessageLevel::UserNotification);
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}
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void UVoxelSolidifyMeshesTool::SaveProperties()
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{
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Super::SaveProperties();
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SolidifyProperties->SaveProperties(this);
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}
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TUniquePtr<FDynamicMeshOperator> UVoxelSolidifyMeshesTool::MakeNewOperator()
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{
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TUniquePtr<FVoxelSolidifyMeshesOp> Op = MakeUnique<FVoxelSolidifyMeshesOp>();
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Op->Transforms.SetNum(Targets.Num());
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Op->Meshes.SetNum(Targets.Num());
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for (int Idx = 0; Idx < Targets.Num(); Idx++)
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{
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Op->Meshes[Idx] = OriginalDynamicMeshes[Idx];
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Op->Transforms[Idx] = TransformProxies[Idx]->GetTransform();
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}
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Op->bSolidAtBoundaries = SolidifyProperties->bSolidAtBoundaries;
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Op->WindingThreshold = SolidifyProperties->WindingThreshold;
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Op->bApplyThickenShells = SolidifyProperties->bApplyThickenShells;
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Op->ThickenShells = SolidifyProperties->ThickenShells;
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Op->SurfaceSearchSteps = SolidifyProperties->SurfaceSearchSteps;
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Op->ExtendBounds = SolidifyProperties->ExtendBounds;
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VoxProperties->SetPropertiesOnOp(*Op);
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return Op;
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}
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FString UVoxelSolidifyMeshesTool::GetCreatedAssetName() const
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{
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return TEXT("Solid");
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}
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FText UVoxelSolidifyMeshesTool::GetActionName() const
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{
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return LOCTEXT("VoxelSolidifyMeshes", "Voxel Shell");
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}
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#undef LOCTEXT_NAMESPACE
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