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

118 lines
3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseTools/SingleSelectionMeshEditingTool.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "Physics/CollisionPropertySets.h"
#include "PropertySets/CreateMeshObjectTypeProperties.h"
#include "ExtractCollisionGeometryTool.generated.h"
#define UE_API MESHMODELINGTOOLSEXP_API
class UPreviewGeometry;
class UPreviewMesh;
UCLASS(MinimalAPI)
class UExtractCollisionGeometryToolBuilder : public USingleSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
UE_API virtual USingleSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
protected:
UE_API virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
};
UENUM()
enum class EExtractCollisionOutputType : uint8
{
/** Simple Collision shapes (Box, Sphere, Capsule, Convex) */
Simple = 0,
/** Complex Collision Mesh */
Complex = 1
};
UCLASS(MinimalAPI)
class UExtractCollisionToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Type of collision geometry to convert to Mesh */
UPROPERTY(EditAnywhere, Category = Options)
EExtractCollisionOutputType CollisionType = EExtractCollisionOutputType::Simple;
/** Whether or not to generate a seperate Mesh Object for each Simple Collision Shape */
UPROPERTY(EditAnywhere, Category = Options, Meta = (EditCondition = "CollisionType == EExtractCollisionOutputType::Simple"))
bool bOutputSeparateMeshes = true;
/** Show/Hide a preview of the generated mesh (overlaps source mesh) */
UPROPERTY(EditAnywhere, Category = Options)
bool bShowPreview = false;
/** Show/Hide input mesh */
UPROPERTY(EditAnywhere, Category = Options, meta = (EditCondition = "CollisionType != EExtractCollisionOutputType::Complex || !bShowPreview"))
bool bShowInputMesh = true;
/** Whether or not to weld coincident border edges of the Complex Collision Mesh (if possible) */
UPROPERTY(EditAnywhere, AdvancedDisplay, Category = Options, Meta = (EditCondition = "CollisionType == EExtractCollisionOutputType::Complex"))
bool bWeldEdges = true;
};
/**
* Mesh Inspector Tool for visualizing mesh information
*/
UCLASS(MinimalAPI)
class UExtractCollisionGeometryTool : public USingleSelectionMeshEditingTool
{
GENERATED_BODY()
public:
UE_API virtual void Setup() override;
UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override;
UE_API virtual void OnTick(float DeltaTime) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
UE_API virtual bool CanAccept() const override;
protected:
/** Property set for type of output object (StaticMesh, Volume, etc) */
UPROPERTY()
TObjectPtr<UCreateMeshObjectTypeProperties> OutputTypeProperties;
UPROPERTY()
TObjectPtr<UExtractCollisionToolProperties> Settings;
UPROPERTY()
TObjectPtr<UCollisionGeometryVisualizationProperties> VizSettings = nullptr;
UPROPERTY()
TObjectPtr<UPhysicsObjectToolPropertySet> ObjectProps;
protected:
UPROPERTY()
TObjectPtr<UPreviewGeometry> PreviewElements;
UPROPERTY()
TObjectPtr<UPreviewMesh> PreviewMesh;
// these are TSharedPtr because TPimplPtr cannot currently be added to a TArray?
TSharedPtr<FPhysicsDataCollection> PhysicsInfo;
TArray<TSharedPtr<UE::Geometry::FDynamicMesh3>> CurrentMeshParts;
UE::Geometry::FDynamicMesh3 CurrentMesh;
bool bResultValid = false;
UE_API void RecalculateMesh_Simple();
UE_API void RecalculateMesh_Complex();
};
#undef UE_API