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

142 lines
3.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "DynamicMeshBrushTool.h"
#include "BaseTools/MeshSurfacePointMeshEditingTool.h"
#include "SeamSculptTool.generated.h"
#define UE_API MESHMODELINGTOOLSEXP_API
class UExistingMeshMaterialProperties;
class UPreviewGeometry;
PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
/**
*
*/
UCLASS(MinimalAPI)
class USeamSculptToolBuilder : public UMeshSurfacePointMeshEditingToolBuilder
{
GENERATED_BODY()
public:
UE_API virtual UMeshSurfacePointTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
UE_API virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
};
UCLASS(MinimalAPI)
class USeamSculptToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = Options)
bool bShowWireframe = false;
UPROPERTY(EditAnywhere, Category = Options)
bool bHitBackFaces = false;
/**
* Setting this above 0 will include a measure of path similarity to seam transfer, so that among
* similarly short paths, we pick one that lies closer to the edge. Useful in cases where the path
* is on the wrong diagonal to the triangulation, because it prefers a closely zigzagging path over
* a wider "up and over" path that has similar length. If set to 0, only path length is used.
*/
UPROPERTY(EditAnywhere, Category = Options, AdvancedDisplay, meta = (
ClampMin = 0, UIMax = 1000))
double PathSimilarityWeight = 200;
};
UCLASS(MinimalAPI, Transient)
class USeamSculptTool : public UDynamicMeshBrushTool, public IInteractiveToolManageGeometrySelectionAPI
{
GENERATED_BODY()
public:
UE_API USeamSculptTool();
UE_API virtual void SetWorld(UWorld* World);
UE_API virtual void Setup() override;
UE_API virtual void OnTick(float DeltaTime) override;
UE_API virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
// UBaseBrushTool overrides
UE_API virtual void OnBeginDrag(const FRay& Ray) override;
UE_API virtual void OnUpdateDrag(const FRay& Ray) override;
UE_API virtual void OnEndDrag(const FRay& Ray) override;
UE_API virtual bool OnUpdateHover(const FInputDeviceRay& DevicePos) override;
virtual bool SupportsBrushAdjustmentInput() override { return false; }
// IInteractiveToolManageGeometrySelectionAPI -- this tool won't update external geometry selection or change selection-relevant mesh IDs
virtual bool IsInputSelectionValidOnOutput() override
{
return true;
}
protected:
UE_API virtual void ApplyStamp(const FBrushStampData& Stamp);
UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override;
public:
UPROPERTY()
TObjectPtr<USeamSculptToolProperties> Settings;
protected:
UPROPERTY()
TObjectPtr<UPreviewGeometry> PreviewGeom;
TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe> InputMesh;
FTransform3d MeshTransform;
double NormalOffset = 0;
UE_API void InitPreviewGeometry();
UE_API void UpdatePreviewGeometry();
bool bPreviewGeometryNeedsUpdate = false;
FVector3d CurrentSnapPositionLocal = FVector3d::Zero();
int32 CurrentSnapVertex = -1;
FVector3d DrawPathStartPositionLocal = FVector3d::Zero();
int32 DrawPathStartVertex = -1;
TArray<int32> CurDrawPath;
UE_API void UpdateCurrentDrawPath();
UE_API void CreateSeamAlongPath();
enum class EActiveCaptureState
{
NoState,
DrawNewPath
};
EActiveCaptureState CaptureState = EActiveCaptureState::NoState;
UWorld* TargetWorld;
private:
double MeshMaxDim = 0;
};
#undef UE_API