131 lines
3.6 KiB
C++
131 lines
3.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Drawing/LineSetComponent.h"
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#include "BaseTools/BaseCreateFromSelectedTool.h"
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#include "CutMeshWithMeshTool.generated.h"
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#define UE_API MESHMODELINGTOOLS_API
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// Forward declarations
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class UPreviewMesh;
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PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
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/**
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* Standard properties of the CutMeshWithMesh operation
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*/
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UCLASS(MinimalAPI)
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class UCutMeshWithMeshToolProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** Try to fill holes created by the Boolean operation, e.g. due to numerical errors */
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UPROPERTY(EditAnywhere, Category = Boolean)
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bool bTryFixHoles = false;
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/** Try to collapse extra edges created by the Boolean operation */
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UPROPERTY(EditAnywhere, Category = Boolean)
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bool bTryCollapseEdges = true;
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/** Threshold to determine whether a triangle in one mesh is inside or outside of the other */
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UPROPERTY(EditAnywhere, Category = Boolean, AdvancedDisplay, meta = (UIMin = "0", UIMax = "1"))
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float WindingThreshold = 0.5;
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/** Show boundary edges created by the Boolean operation, which might happen due to numerical errors */
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UPROPERTY(EditAnywhere, Category = Display)
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bool bShowNewBoundaries = true;
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/** If true, only the first mesh will keep its material assignments, and all other faces will have the first material assigned */
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UPROPERTY(EditAnywhere, Category = Materials)
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bool bUseFirstMeshMaterials = false;
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};
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/**
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* UCutMeshWithMeshTool cuts an input mesh into two pieces based on a second input mesh.
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* Essentially this just both a Boolean Subtract and a Boolean Intersection. However
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* doing those as two separate operations involves quite a few steps, so this Tool
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* does it in a single step and with some improved efficiency.
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*/
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UCLASS(MinimalAPI)
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class UCutMeshWithMeshTool : public UBaseCreateFromSelectedTool
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{
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GENERATED_BODY()
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public:
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UCutMeshWithMeshTool() {}
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protected:
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UE_API virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
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UE_API virtual void ConvertInputsAndSetPreviewMaterials(bool bSetPreviewMesh = true) override;
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UE_API virtual void SetupProperties() override;
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UE_API virtual void SaveProperties() override;
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UE_API virtual void SetPreviewCallbacks() override;
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UE_API virtual FString GetCreatedAssetName() const override;
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UE_API virtual FText GetActionName() const override;
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// IDynamicMeshOperatorFactory API
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UE_API virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
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UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override;
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UE_API void UpdateVisualization();
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UPROPERTY()
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TObjectPtr<UCutMeshWithMeshToolProperties> CutProperties;
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UPROPERTY()
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TObjectPtr<UPreviewMesh> IntersectPreviewMesh;
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TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe> OriginalTargetMesh;
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TSharedPtr<FDynamicMesh3, ESPMode::ThreadSafe> OriginalCuttingMesh;
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UPROPERTY()
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TObjectPtr<ULineSetComponent> DrawnLineSet;
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// for visualization of any errors in the currently-previewed CSG operation
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TArray<int> CreatedSubtractBoundaryEdges;
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TArray<int> CreatedIntersectBoundaryEdges;
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FDynamicMesh3 IntersectionMesh;
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};
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UCLASS(MinimalAPI)
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class UCutMeshWithMeshToolBuilder : public UBaseCreateFromSelectedToolBuilder
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{
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GENERATED_BODY()
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public:
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virtual TOptional<int32> MaxComponentsSupported() const override
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{
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return TOptional<int32>(2);
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}
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virtual int32 MinComponentsSupported() const override
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{
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return 2;
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}
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virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override
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{
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return NewObject<UCutMeshWithMeshTool>(SceneState.ToolManager);
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}
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};
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#undef UE_API
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