95 lines
2.3 KiB
C++
95 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DynamicMeshBrushTool.h"
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#include "InteractiveToolManager.h"
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#include "ToolBuilderUtil.h"
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#include "ToolSetupUtil.h"
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#include "ModelingToolTargetUtil.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(DynamicMeshBrushTool)
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using namespace UE::Geometry;
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// localization namespace
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#define LOCTEXT_NAMESPACE "UDynamicMeshBrushTool"
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/*
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* Tool
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*/
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UDynamicMeshBrushTool::UDynamicMeshBrushTool()
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{
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}
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void UDynamicMeshBrushTool::Setup()
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{
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PreviewMesh = NewObject<UPreviewMesh>(this);
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PreviewMesh->bBuildSpatialDataStructure = true;
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PreviewMesh->CreateInWorld(GetTargetWorld(), FTransform::Identity);
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FTransformSRT3d LocalToWorldTransform = UE::ToolTarget::GetLocalToWorldTransform(Target);
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PreviewMesh->SetTransform((FTransform)LocalToWorldTransform);
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ToolSetupUtil::ApplyRenderingConfigurationToPreview(PreviewMesh, Target);
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FComponentMaterialSet MaterialSet = UE::ToolTarget::GetMaterialSet(Target);
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PreviewMesh->SetMaterials(MaterialSet.Materials);
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PreviewMesh->ReplaceMesh(UE::ToolTarget::GetDynamicMeshCopy(Target));
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OnBaseMeshComponentChangedHandle = PreviewMesh->GetOnMeshChanged().Add(
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FSimpleMulticastDelegate::FDelegate::CreateUObject(this, &UDynamicMeshBrushTool::OnBaseMeshComponentChanged));
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// call this here so that base tool can estimate target dimension
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InputMeshBoundsLocal = PreviewMesh->GetPreviewDynamicMesh()->GetBounds();
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double ScaledDim = LocalToWorldTransform.TransformVector(FVector::OneVector).Size();
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this->WorldToLocalScale = FMathd::Sqrt3 / FMathd::Max(FMathf::ZeroTolerance, ScaledDim);
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UBaseBrushTool::Setup();
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UE::ToolTarget::HideSourceObject(Target);
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}
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double UDynamicMeshBrushTool::EstimateMaximumTargetDimension()
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{
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return InputMeshBoundsLocal.MaxDim();
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}
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void UDynamicMeshBrushTool::Shutdown(EToolShutdownType ShutdownType)
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{
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UBaseBrushTool::Shutdown(ShutdownType);
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LongTransactions.CloseAll(GetToolManager());
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UE::ToolTarget::ShowSourceObject(Target);
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if (PreviewMesh != nullptr)
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{
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PreviewMesh->GetOnMeshChanged().Remove(OnBaseMeshComponentChangedHandle);
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OnShutdown(ShutdownType);
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PreviewMesh->SetVisible(false);
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PreviewMesh->Disconnect();
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PreviewMesh = nullptr;
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}
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}
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bool UDynamicMeshBrushTool::HitTest(const FRay& Ray, FHitResult& OutHit)
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{
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return PreviewMesh->FindRayIntersection(FRay3d(Ray), OutHit);
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}
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#undef LOCTEXT_NAMESPACE
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