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

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2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "BaseTools/BaseVoxelTool.h"
#include "CompositionOps/VoxelMorphologyMeshesOp.h"
#include "VoxelMorphologyMeshesTool.generated.h"
#define UE_API MESHMODELINGTOOLSEXP_API
/**
* Properties of the morphology tool
*/
UCLASS(MinimalAPI)
class UVoxelMorphologyMeshesToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Which offset (or morphology) operation to apply */
UPROPERTY(EditAnywhere, Category = Offset)
EMorphologyOperation Operation = EMorphologyOperation::Dilate;
/** Distance to offset the mesh */
UPROPERTY(EditAnywhere, Category = Offset, meta = (UIMin = ".1", UIMax = "100", ClampMin = ".001", ClampMax = "1000"))
double Distance = 5;
/** Apply a "VoxWrap" operation to input mesh(es) before computing the morphology. Fixes results for inputs with holes and/or self-intersections. */
UPROPERTY(EditAnywhere, Category = VoxWrapPreprocess)
bool bVoxWrap = false;
/** Remove internal surfaces from the VoxWrap output, before computing the morphology. */
UPROPERTY(EditAnywhere, Category = VoxWrapPreprocess, meta = (EditCondition = "bVoxWrap == true"))
bool bRemoveInternalsAfterVoxWrap = false;
/** Thicken open-boundary surfaces (extrude them inwards) before VoxWrapping them. Units are in world space. If 0, no extrusion is applied. */
UPROPERTY(EditAnywhere, Category = VoxWrapPreprocess, meta = (EditCondition = "bVoxWrap == true", UIMin = "0", UIMax = "100", ClampMin = "0", ClampMax = "1000"))
double ThickenShells = 0.0;
};
/**
* Morphology tool -- dilate, contract, close, open operations on the input shape
*/
UCLASS(MinimalAPI)
class UVoxelMorphologyMeshesTool : public UBaseVoxelTool
{
GENERATED_BODY()
public:
UVoxelMorphologyMeshesTool() {}
protected:
UE_API virtual void SetupProperties() override;
UE_API virtual void SaveProperties() override;
UE_API virtual FString GetCreatedAssetName() const override;
UE_API virtual FText GetActionName() const override;
UE_API virtual void ConvertInputsAndSetPreviewMaterials(bool bSetPreviewMesh) override;
// IDynamicMeshOperatorFactory API
UE_API virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
UPROPERTY()
TObjectPtr<UVoxelMorphologyMeshesToolProperties> MorphologyProperties;
};
UCLASS(MinimalAPI)
class UVoxelMorphologyMeshesToolBuilder : public UBaseCreateFromSelectedToolBuilder
{
GENERATED_BODY()
public:
virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override
{
return NewObject<UVoxelMorphologyMeshesTool>(SceneState.ToolManager);
}
};
#undef UE_API