165 lines
5.3 KiB
C++
165 lines
5.3 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 "ModelingOperators.h" //IDynamicMeshOperatorFactory
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#include "InteractiveTool.h" //UInteractiveToolPropertySet
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#include "InteractiveToolBuilder.h" //UInteractiveToolBuilder
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#include "MeshOpPreviewHelpers.h" //FDynamicMeshOpResult
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#include "Properties/MeshMaterialProperties.h"
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#include "PropertySets/CreateMeshObjectTypeProperties.h"
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#include "Properties/RevolveProperties.h"
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#include "DrawAndRevolveTool.generated.h"
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#define UE_API MESHMODELINGTOOLS_API
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class UCollectSurfacePathMechanic;
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class UConstructionPlaneMechanic;
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class UCurveControlPointsMechanic;
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UCLASS(MinimalAPI)
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class UDrawAndRevolveToolBuilder : public UInteractiveToolBuilder
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{
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GENERATED_BODY()
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public:
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UE_API virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
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UE_API virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
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};
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UCLASS(MinimalAPI)
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class URevolveToolProperties : public URevolveProperties
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{
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GENERATED_BODY()
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public:
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/** Determines how end caps are created. This is not relevant if the end caps are not visible or if the path is not closed. */
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UPROPERTY(EditAnywhere, Category = Revolve, AdvancedDisplay, meta = (DisplayAfter = "QuadSplitMode",
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EditCondition = "HeightOffsetPerDegree != 0 || RevolveDegrees != 360", ValidEnumValues = "None, CenterFan, Delaunay"))
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ERevolvePropertiesCapFillMode CapFillMode = ERevolvePropertiesCapFillMode::Delaunay;
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/** Connect the ends of an open path to the axis to add caps to the top and bottom of the revolved result.
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* This is not relevant for paths that are already closed. */
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UPROPERTY(EditAnywhere, Category = Revolve, AdvancedDisplay)
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bool bClosePathToAxis = true;
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/** Sets the draw plane origin. The revolution axis is the X axis in the plane. */
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UPROPERTY(EditAnywhere, Category = DrawPlane, meta = (DisplayName = "Origin", EditCondition = "bAllowedToEditDrawPlane", HideEditConditionToggle,
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Delta = 5, LinearDeltaSensitivity = 1))
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FVector DrawPlaneOrigin = FVector(0, 0, 0);
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/** Sets the draw plane orientation. The revolution axis is the X axis in the plane. */
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UPROPERTY(EditAnywhere, Category = DrawPlane, meta = (DisplayName = "Orientation", EditCondition = "bAllowedToEditDrawPlane", HideEditConditionToggle,
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UIMin = -180, UIMax = 180, ClampMin = -180000, ClampMax = 180000))
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FRotator DrawPlaneOrientation = FRotator(90, 0, 0);
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/** Enables snapping while editing the path. */
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UPROPERTY(EditAnywhere, Category = Snapping)
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bool bEnableSnapping = true;
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// Not user visible- used to disallow draw plane modification.
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UPROPERTY(meta = (TransientToolProperty))
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bool bAllowedToEditDrawPlane = true;
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protected:
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virtual ERevolvePropertiesCapFillMode GetCapFillMode() const override
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{
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return CapFillMode;
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}
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};
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UCLASS(MinimalAPI)
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class URevolveOperatorFactory : public UObject, public UE::Geometry::IDynamicMeshOperatorFactory
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{
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GENERATED_BODY()
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public:
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// IDynamicMeshOperatorFactory API
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UE_API virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
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UPROPERTY()
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TObjectPtr<UDrawAndRevolveTool> RevolveTool;
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};
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/** Draws a profile curve and revolves it around an axis. */
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UCLASS(MinimalAPI)
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class UDrawAndRevolveTool : public UInteractiveTool
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{
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GENERATED_BODY()
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public:
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virtual void SetWorld(UWorld* World) { TargetWorld = World; }
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UE_API virtual void RegisterActions(FInteractiveToolActionSet& ActionSet) override;
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UE_API virtual void OnPointDeletionKeyPress();
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virtual bool HasCancel() const override { return true; }
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virtual bool HasAccept() const override { return true; }
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UE_API virtual bool CanAccept() const override;
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UE_API virtual void Setup() override;
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UE_API virtual void Shutdown(EToolShutdownType ShutdownType) override;
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UE_API virtual void OnTick(float DeltaTime) override;
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UE_API virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
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UE_API virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
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void SetInitialDrawFrame(UE::Geometry::FFrame3d InFrame)
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{
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InitialDrawFrame = InFrame;
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}
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UE_API bool CanGenerateAsset() const;
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protected:
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UWorld* TargetWorld;
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FViewCameraState CameraState;
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// This information is replicated in the user-editable transform in the settings and in the PlaneMechanic
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// plane, but the tool turned out to be much easier to write and edit with this decoupling.
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FVector3d RevolutionAxisOrigin;
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FVector3d RevolutionAxisDirection;
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// The initial frame, used in tool setup to place the axis
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UE::Geometry::FFrame3d InitialDrawFrame;
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bool bProfileCurveComplete = false;
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UE_API void UpdateRevolutionAxis();
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UPROPERTY()
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TObjectPtr<UCurveControlPointsMechanic> ControlPointsMechanic = nullptr;
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UPROPERTY()
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TObjectPtr<UConstructionPlaneMechanic> PlaneMechanic = nullptr;
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/** Property set for type of output object (StaticMesh, Volume, etc) */
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UPROPERTY()
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TObjectPtr<UCreateMeshObjectTypeProperties> OutputTypeProperties;
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UPROPERTY()
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TObjectPtr<URevolveToolProperties> Settings = nullptr;
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UPROPERTY()
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TObjectPtr<UNewMeshMaterialProperties> MaterialProperties;
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UPROPERTY()
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TObjectPtr<UMeshOpPreviewWithBackgroundCompute> Preview = nullptr;
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UE_API void StartPreview();
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UE_API void GenerateAsset(const FDynamicMeshOpResult& Result);
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friend class URevolveOperatorFactory;
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};
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#undef UE_API
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