51 lines
1.7 KiB
C++
51 lines
1.7 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 "InteractiveTool.h"
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#include "GeometryBase.h"
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#include "MeshUVChannelProperties.generated.h"
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#define UE_API MESHMODELINGTOOLS_API
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struct FMeshDescription;
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PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
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UCLASS(MinimalAPI)
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class UMeshUVChannelProperties : public UInteractiveToolPropertySet
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{
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GENERATED_BODY()
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public:
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/** Select UV channel in the mesh */
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UPROPERTY(EditAnywhere, Category = "UV Channel", meta = (DisplayName = "UV Channel", GetOptions = GetUVChannelNamesFunc, NoResetToDefault))
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FString UVChannel;
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UFUNCTION()
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UE_API const TArray<FString>& GetUVChannelNamesFunc() const;
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UPROPERTY(meta = (TransientToolProperty))
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TArray<FString> UVChannelNamesList;
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UE_API void Initialize(int32 NumUVChannels, bool bInitializeSelection = true);
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UE_API void Initialize(const FMeshDescription* MeshDescription, bool bInitializeSelection = true);
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UE_API void Initialize(const FDynamicMesh3* Mesh, bool bInitializeSelection = true);
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/**
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* Verify that the UV channel selection is valid
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* @param bUpdateIfInvalid if selection is not valid, reset UVChannel to UV0 or empty if no UV channels exist
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* @return true if selection in UVChannel is an entry in UVChannelNamesList.
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*/
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UE_API bool ValidateSelection(bool bUpdateIfInvalid);
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/**
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* @param bForceToZeroOnFailure if true, then instead of returning -1 we return 0 so calling code can fallback to default UV paths
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* @return selected UV channel index, or -1 if invalid selection, or 0 if invalid selection and bool bForceToZeroOnFailure = true
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*/
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UE_API int32 GetSelectedChannelIndex(bool bForceToZeroOnFailure = false);
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};
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#undef UE_API
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