Files
UnrealEngine/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/MeshSelect.h
2025-05-18 13:04:45 +08:00

116 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BaseTools/SingleClickTool.h"
#include "MeshPaintInteractions.h"
#include "MeshSelect.generated.h"
class IMeshPaintComponentAdapter;
class AActor;
class UMeshComponent;
class UMeshPaintSelectionMechanic;
/**
* Builder for UVertexAdapterClickTool
*/
UCLASS()
class MESHPAINTINGTOOLSET_API UVertexAdapterClickToolBuilder : public USingleClickToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
};
/**
* Builder for UTextureColorAdapterClickTool
*/
UCLASS()
class MESHPAINTINGTOOLSET_API UTextureColorAdapterClickToolBuilder : public USingleClickToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
};
/**
* Builder for UTextureAssetAdapterClickTool
*/
UCLASS()
class MESHPAINTINGTOOLSET_API UTextureAssetAdapterClickToolBuilder : public USingleClickToolBuilder
{
GENERATED_BODY()
public:
virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
};
/**
* USingleClickTool is perhaps the simplest possible interactive tool. It simply
* reacts to default primary button clicks for the active device (eg left-mouse clicks).
*
* The function ::IsHitByClick() determines what is clickable by this Tool. The default is
* to return true, which means the click will activate anywhere (the Tool itself has no
* notion of Actors, Components, etc). You can override this function to, for example,
* filter out clicks that don't hit a target object, etc.
*
* The function ::OnClicked() implements the action that will occur when a click happens.
* You must override this to implement any kind of useful behavior.
*/
UCLASS(Abstract)
class MESHPAINTINGTOOLSET_API UMeshClickTool : public USingleClickTool, public IMeshPaintSelectionInterface
{
GENERATED_BODY()
public:
UMeshClickTool();
// USingleClickTool overrides
virtual void Setup() override;
virtual void OnUpdateModifierState(int ModifierID, bool bIsOn) override;
virtual FInputRayHit IsHitByClick(const FInputDeviceRay& ClickPos) override;
virtual void OnClicked(const FInputDeviceRay& ClickPos) override;
virtual bool IsMeshAdapterSupported(TSharedPtr<IMeshPaintComponentAdapter> MeshAdapter) const override;
virtual bool AllowsMultiselect() const override { return false; }
protected:
// flags used to identify modifier keys/buttons
static const int AdditiveSelectionModifier = 1;
UPROPERTY(Transient)
TObjectPtr<UMeshPaintSelectionMechanic> SelectionMechanic;
};
UCLASS()
class MESHPAINTINGTOOLSET_API UVertexAdapterClickTool : public UMeshClickTool
{
GENERATED_BODY()
public:
virtual bool AllowsMultiselect() const override { return true; }
};
UCLASS()
class MESHPAINTINGTOOLSET_API UTextureColorAdapterClickTool : public UMeshClickTool
{
GENERATED_BODY()
public:
virtual bool AllowsMultiselect() const override { return true; }
};
UCLASS()
class MESHPAINTINGTOOLSET_API UTextureAssetAdapterClickTool : public UMeshClickTool
{
GENERATED_BODY()
};