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