Files
UnrealEngine/Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Public/CombineMeshesTool.h
2025-05-18 13:04:45 +08:00

110 lines
3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseTools/MultiSelectionMeshEditingTool.h"
#include "InteractiveToolBuilder.h"
#include "InteractiveToolQueryInterfaces.h" // IInteractiveToolExclusiveToolAPI
#include "MeshOpPreviewHelpers.h"
#include "DynamicMesh/DynamicMesh3.h"
#include "BaseTools/BaseCreateFromSelectedTool.h"
#include "PropertySets/OnAcceptProperties.h"
#include "PropertySets/CreateMeshObjectTypeProperties.h"
#include "CombineMeshesTool.generated.h"
#define UE_API MESHMODELINGTOOLS_API
// Forward declarations
struct FMeshDescription;
/**
*
*/
UCLASS(MinimalAPI)
class UCombineMeshesToolBuilder : public UMultiSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
bool bIsDuplicateTool = false;
UE_API virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
UE_API virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
protected:
UE_API virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
};
/**
* Common properties
*/
UCLASS(MinimalAPI)
class UCombineMeshesToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
UPROPERTY(meta = (TransientToolProperty))
bool bIsDuplicateMode = false;
/** Defines the object the tool output is written to. */
UPROPERTY(EditAnywhere, Category = OutputObject, meta = (DisplayName = "Write To",
EditCondition = "bIsDuplicateMode == false", EditConditionHides, HideEditConditionToggle))
EBaseCreateFromSelectedTargetType OutputWriteTo = EBaseCreateFromSelectedTargetType::NewObject;
/** Base name of the newly generated object to which the output is written to. */
UPROPERTY(EditAnywhere, Category = OutputObject, meta = (TransientToolProperty, DisplayName = "Name",
EditCondition = "bIsDuplicateMode || OutputWriteTo == EBaseCreateFromSelectedTargetType::NewObject", EditConditionHides, NoResetToDefault))
FString OutputNewName;
/** Name of the existing object to which the output is written to. */
UPROPERTY(VisibleAnywhere, Category = OutputObject, meta = (TransientToolProperty, DisplayName = "Name",
EditCondition = "bIsDuplicateMode == false && OutputWriteTo != EBaseCreateFromSelectedTargetType::NewObject", EditConditionHides, NoResetToDefault))
FString OutputExistingName;
};
/**
* Simple tool to combine multiple meshes into a single mesh asset
*/
UCLASS(MinimalAPI)
class UCombineMeshesTool : public UMultiSelectionMeshEditingTool,
// Disallow auto-accept switch-away because it's easy to accidentally make an extra asset in duplicate mode,
// and it's not great in combine mode either.
public IInteractiveToolExclusiveToolAPI
{
GENERATED_BODY()
public:
UE_API virtual void SetDuplicateMode(bool bDuplicateMode);
UE_API virtual void Setup() override;
UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
protected:
UPROPERTY()
TObjectPtr<UCombineMeshesToolProperties> BasicProperties;
UPROPERTY()
TObjectPtr<UCreateMeshObjectTypeProperties> OutputTypeProperties;
UPROPERTY()
TObjectPtr<UOnAcceptHandleSourcesPropertiesBase> HandleSourceProperties;
bool bDuplicateMode;
UE_API void CreateNewAsset();
UE_API void UpdateExistingAsset();
UE_API void BuildCombinedMaterialSet(TArray<UMaterialInterface*>& NewMaterialsOut, TArray<TArray<int32>>& MaterialIDRemapsOut);
};
#undef UE_API