88 lines
2.2 KiB
C++
88 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "BaseTools/MultiSelectionMeshEditingTool.h"
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#include "InteractiveToolBuilder.h"
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#include "InteractiveToolQueryInterfaces.h" // IInteractiveToolExclusiveToolAPI
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#include "PropertySets/CreateMeshObjectTypeProperties.h"
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#include "TargetInterfaces/MeshTargetInterfaceTypes.h"
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#include "ConvertMeshesTool.generated.h"
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#define UE_API MESHMODELINGTOOLSEXP_API
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/**
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*
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*/
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UCLASS(MinimalAPI)
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class UConvertMeshesToolBuilder : public UInteractiveToolBuilder
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{
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GENERATED_BODY()
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UE_API virtual bool CanBuildTool(const FToolBuilderState& SceneState) const;
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UE_API virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const;
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};
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/**
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* Standard properties of the Transfer operation
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*/
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UCLASS(MinimalAPI)
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class UConvertMeshesToolProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = Options, meta = (EditCondition = "bShowTransferMaterials == true", EditConditionHides, HideEditConditionToggle))
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bool bTransferMaterials = true;
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// control whether the transfer materials option is displayed
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UPROPERTY(meta = (TransientToolProperty))
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bool bShowTransferMaterials = true;
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UPROPERTY(EditAnywhere, Category = Options)
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bool bTransferCollision = true;
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};
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UCLASS(MinimalAPI)
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class UConvertMeshesTool : public UInteractiveTool,
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// Disallow auto-accept switch-away for the tool
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public IInteractiveToolExclusiveToolAPI
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{
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GENERATED_BODY()
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public:
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UE_API virtual void Setup() override;
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UE_API virtual void Shutdown(EToolShutdownType ShutdownType) override;
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virtual bool HasCancel() const override { return true; }
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virtual bool HasAccept() const override { return true; }
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UE_API virtual bool CanAccept() const override;
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UPROPERTY()
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TObjectPtr<UConvertMeshesToolProperties> BasicProperties;
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UPROPERTY()
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TObjectPtr<UCreateMeshObjectTypeProperties> OutputTypeProperties;
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void InitializeInputs(TArray<TWeakObjectPtr<UPrimitiveComponent>>&& InInputs)
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{
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Inputs = MoveTemp(InInputs);
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}
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void SetTargetLOD(EMeshLODIdentifier LOD)
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{
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TargetLOD = LOD;
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}
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private:
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UPROPERTY()
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TArray<TWeakObjectPtr<UPrimitiveComponent>> Inputs;
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EMeshLODIdentifier TargetLOD = EMeshLODIdentifier::Default;
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};
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#undef UE_API
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