193 lines
5.1 KiB
C++
193 lines
5.1 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 "InteractiveGizmo.h"
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#include "BaseTools/MultiSelectionMeshEditingTool.h"
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#include "InteractiveToolBuilder.h"
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#include "MeshOpPreviewHelpers.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "Changes/DynamicMeshChangeTarget.h"
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#include "BaseTools/SingleClickTool.h"
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#include "Mechanics/ConstructionPlaneMechanic.h"
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#include "PlaneCutTool.generated.h"
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#define UE_API MESHMODELINGTOOLSEXP_API
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class UPlaneCutTool;
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/**
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*
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*/
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UCLASS(MinimalAPI)
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class UPlaneCutToolBuilder : public UMultiSelectionMeshEditingToolBuilder
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{
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GENERATED_BODY()
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public:
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UE_API virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
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};
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/**
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* Standard properties of the plane cut operation
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*/
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UCLASS(MinimalAPI)
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class UPlaneCutToolProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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UPlaneCutToolProperties()
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{}
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/** If true, both halves of the cut are computed */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bKeepBothHalves = false;
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/** If keeping both halves, separate the two pieces by this amount */
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UPROPERTY(EditAnywhere, Category = Options, meta = (EditCondition = "bKeepBothHalves", UIMin = "0", ClampMin = "0", Delta = 0.5, LinearDeltaSensitivity = 1))
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float SpacingBetweenHalves = 0;
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/** If true, meshes cut into multiple pieces will be saved as separate assets on 'accept'. */
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UPROPERTY(EditAnywhere, Category = Options, meta = (EditCondition = "bKeepBothHalves"))
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bool bExportSeparatedPiecesAsNewMeshAssets = true;
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UPROPERTY(EditAnywhere, Category = Options)
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bool bShowPreview = true;
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/** If true, the cut surface is filled with simple planar hole fill surface(s) */
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UPROPERTY(EditAnywhere, Category = Options)
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bool bFillCutHole = true;
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/** If true, will attempt to fill cut holes even if they're ill-formed (e.g. because they connect to pre-existing holes in the geometry) */
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UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (EditCondition = "bFillCutHole"))
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bool bFillSpans = false;
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/** If true, will simplify triangulation along plane cut when doing so will not affect the shape, UVs or PolyGroups */
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UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay)
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bool bSimplifyAlongCut = true;
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};
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UENUM()
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enum class EPlaneCutToolActions
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{
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NoAction,
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Cut,
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FlipPlane
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};
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UCLASS(MinimalAPI)
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class UPlaneCutOperatorFactory : public UObject, public UE::Geometry::IDynamicMeshOperatorFactory
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{
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GENERATED_BODY()
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public:
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// IDynamicMeshOperatorFactory API
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UE_API virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
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UPROPERTY()
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TObjectPtr<UPlaneCutTool> CutTool;
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int ComponentIndex;
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};
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/**
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* Simple Mesh Plane Cutting Tool
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*/
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UCLASS(MinimalAPI)
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class UPlaneCutTool : public UMultiSelectionMeshEditingTool
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{
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GENERATED_BODY()
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public:
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friend UPlaneCutOperatorFactory;
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UE_API UPlaneCutTool();
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UE_API virtual void Setup() override;
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UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override;
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UE_API virtual void RegisterActions(FInteractiveToolActionSet& ActionSet) override;
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UE_API virtual void OnTick(float DeltaTime) override;
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UE_API virtual void Render(IToolsContextRenderAPI* RenderAPI) 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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#if WITH_EDITOR
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UE_API virtual void PostEditChangeProperty(FPropertyChangedEvent &PropertyChangedEvent) override;
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#endif
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UE_API virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
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protected:
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UPROPERTY()
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TObjectPtr<UPlaneCutToolProperties> BasicProperties;
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UPROPERTY()
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TArray<TObjectPtr<UMeshOpPreviewWithBackgroundCompute>> Previews;
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/// Action buttons.
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/// Note these set a flag to call the action later (in OnTick)
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/// Otherwise, the actions in undo history will end up being generically named by an outer UI handler transaction
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/** Cut with the current plane without exiting the tool (Hotkey: T)*/
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UFUNCTION(CallInEditor, Category = Actions, meta = (DisplayName = "Cut"))
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void Cut()
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{
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PendingAction = EPlaneCutToolActions::Cut;
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}
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/** Flip the cutting plane (Hotkey: R) */
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UFUNCTION(CallInEditor, Category = Actions, meta = (DisplayName = "Flip Plane"))
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void FlipPlane()
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{
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PendingAction = EPlaneCutToolActions::FlipPlane;
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}
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protected:
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UPROPERTY()
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TArray<TObjectPtr<UDynamicMeshReplacementChangeTarget>> MeshesToCut;
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UPROPERTY()
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TObjectPtr<UConstructionPlaneMechanic> PlaneMechanic = nullptr;
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// Cutting plane
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UE::Geometry::FFrame3d CutPlaneWorld;
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// UV Scale factor is cached based on the bounding box of the mesh before any cuts are performed, so you don't get inconsistent UVs if you multi-cut the object to smaller sizes
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TArray<float> MeshUVScaleFactor;
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FViewCameraState CameraState;
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EPlaneCutToolActions PendingAction = EPlaneCutToolActions::NoAction;
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UE_API void DoCut();
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UE_API void DoFlipPlane();
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UE_API void SetupPreviews();
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UE_API void InvalidatePreviews();
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UE_API void GenerateAsset(const TArray<FDynamicMeshOpResult>& Results);
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UE_API void UpdateVisibility();
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};
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#undef UE_API
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