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

211 lines
7.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseBehaviors/BehaviorTargetInterfaces.h"
#include "ModelingOperators.h" //IDynamicMeshOperatorFactory
#include "InteractiveTool.h" //UInteractiveToolPropertySet
#include "InteractiveToolActivity.h"
#include "InteractiveToolBuilder.h" //UInteractiveToolBuilder
#include "InteractiveToolChange.h" //FToolCommandChange
#include "MeshOpPreviewHelpers.h" //FDynamicMeshOpResult
#include "Operations/GroupEdgeInserter.h"
#include "Selection/MeshTopologySelector.h"
#include "SingleSelectionTool.h"
#include "ToolDataVisualizer.h"
#include "GroupTopology.h"
#include "PolyEditInsertEdgeActivity.generated.h"
#define UE_API MESHMODELINGTOOLS_API
PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMeshChange);
class UPolyEditActivityContext;
UENUM()
enum class EGroupEdgeInsertionMode
{
/** Existing groups will be deleted and new triangles will be created for the new groups.
Keeps topology simple but breaks non-planar groups. */
Retriangulate,
/** Keeps existing triangles and cuts them to create a new path. May result in fragmented triangles over time.*/
PlaneCut
};
UCLASS(MinimalAPI)
class UGroupEdgeInsertionProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Determines how group edges are added to the geometry */
UPROPERTY(EditAnywhere, Category = InsertEdge)
EGroupEdgeInsertionMode InsertionMode = EGroupEdgeInsertionMode::PlaneCut;
/** If true, edge insertions are chained together so that each end point becomes the new start point */
UPROPERTY(EditAnywhere, Category = InsertEdge)
bool bContinuousInsertion = true;
/** How close a new loop edge needs to pass next to an existing vertex to use that vertex rather than creating a new one (used for plane cut). */
UPROPERTY(EditAnywhere, Category = InsertEdge, AdvancedDisplay, meta = (UIMin = "0", UIMax = "0.01", ClampMin = "0", ClampMax = "10"))
double VertexTolerance = 0.001;
};
/** Interactive activity for inserting a group edge into a mesh. */
UCLASS(MinimalAPI)
class UPolyEditInsertEdgeActivity : public UInteractiveToolActivity,
public UE::Geometry::IDynamicMeshOperatorFactory,
public IHoverBehaviorTarget, public IClickBehaviorTarget
{
GENERATED_BODY()
using FGroupEdgeInserter = UE::Geometry::FGroupEdgeInserter;
using FDynamicMesh3 = UE::Geometry::FDynamicMesh3;
enum class EState
{
GettingStart,
GettingEnd,
WaitingForInsertComplete
};
public:
friend class FGroupEdgeInsertionFirstPointChange;
UPolyEditInsertEdgeActivity() {};
UE_API virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property);
// IInteractiveToolActivity
UE_API virtual void Setup(UInteractiveTool* ParentTool) override;
UE_API virtual void Shutdown(EToolShutdownType ShutdownType) override;
UE_API virtual bool CanStart() const override;
UE_API virtual EToolActivityStartResult Start() override;
virtual bool IsRunning() const override { return bIsRunning; }
UE_API virtual bool CanAccept() const override;
UE_API virtual EToolActivityEndResult End(EToolShutdownType) override;
UE_API virtual void Render(IToolsContextRenderAPI* RenderAPI) override;
UE_API virtual void Tick(float DeltaTime) override;
// IDynamicMeshOperatorFactory
UE_API virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override;
// IClickBehaviorTarget
UE_API virtual FInputRayHit IsHitByClick(const FInputDeviceRay& ClickPos) override;
UE_API virtual void OnClicked(const FInputDeviceRay& ClickPos) override;
// IHoverBehaviorTarget
UE_API virtual FInputRayHit BeginHoverSequenceHitTest(const FInputDeviceRay& PressPos) override;
virtual void OnBeginHover(const FInputDeviceRay& DevicePos) override {}
UE_API virtual bool OnUpdateHover(const FInputDeviceRay& DevicePos) override;
UE_API virtual void OnEndHover() override;
protected:
UPROPERTY()
TObjectPtr<UGroupEdgeInsertionProperties> Settings = nullptr;
UPROPERTY()
TObjectPtr<UPolyEditActivityContext> ActivityContext;
bool bIsRunning = false;
FTransform TargetTransform;
TSharedPtr<FMeshTopologySelector, ESPMode::ThreadSafe> TopologySelector;
TArray<TPair<FVector3d, FVector3d>> PreviewEdges;
TArray<FVector3d> PreviewPoints;
FViewCameraState CameraState;
FToolDataVisualizer ExistingEdgesRenderer;
FToolDataVisualizer PreviewEdgeRenderer;
FMeshTopologySelector::FSelectionSettings TopologySelectorSettings;
// Inputs from user interaction:
FGroupEdgeInserter::FGroupEdgeSplitPoint StartPoint;
int32 StartTopologyID = FDynamicMesh3::InvalidID;
bool bStartIsCorner = false;
FGroupEdgeInserter::FGroupEdgeSplitPoint EndPoint;
int32 EndTopologyID = FDynamicMesh3::InvalidID;
bool bEndIsCorner = false;
int32 CommonGroupID = FDynamicMesh3::InvalidID;
int32 CommonBoundaryIndex = FDynamicMesh3::InvalidID;
FRay LastEndPointWorldRay;
// State control:
EState ToolState = EState::GettingStart;
bool bShowingBaseMesh = false;
bool bLastComputeSucceeded = false;
TSharedPtr<UE::Geometry::FGroupTopology, ESPMode::ThreadSafe> LatestOpTopologyResult;
TSharedPtr<TSet<int32>, ESPMode::ThreadSafe> LatestOpChangedTids;
int32 CurrentChangeStamp = 0;
// Safe inputs for the background compute to use, untouched by undo/redo/other CurrentMesh updates.
TSharedPtr<const UE::Geometry::FDynamicMesh3, ESPMode::ThreadSafe> ComputeStartMesh;
TSharedPtr<const UE::Geometry::FGroupTopology, ESPMode::ThreadSafe> ComputeStartTopology;
UE_API void UpdateComputeInputs();
UE_API void SetupPreview();
UE_API bool TopologyHitTest(const FRay& WorldRay, FVector3d& RayPositionOut, FRay3d* LocalRayOut = nullptr);
UE_API bool GetHoveredItem(const FRay& WorldRay, FGroupEdgeInserter::FGroupEdgeSplitPoint& PointOut,
int32& TopologyElementIDOut, bool& bIsCornerOut, FVector3d& PositionOut, FRay3d* LocalRayOut = nullptr);
UE_API void ConditionallyUpdatePreview(const FGroupEdgeInserter::FGroupEdgeSplitPoint& NewEndPoint,
int32 NewEndTopologyID, bool bNewEndIsCorner, int32 NewCommonGroupID, int32 NewBoundaryIndex);
UE_API void ClearPreview(bool bClearDrawnElements);
UE_API void GetCornerTangent(int32 CornerID, int32 GroupID, int32 BoundaryIndex, FVector3d& TangentOut);
/**
* Expires the tool-associated changes in the undo/redo stack. The ComponentTarget
* changes will stay (we want this).
*/
inline void ExpireChanges()
{
++CurrentChangeStamp;
}
};
/**
* This should get emitted when selecting the first point in an edge insertion so that we can undo it.
*/
class FGroupEdgeInsertionFirstPointChange : public FToolCommandChange
{
public:
FGroupEdgeInsertionFirstPointChange(int32 CurrentChangeStamp)
: ChangeStamp(CurrentChangeStamp)
{};
virtual void Apply(UObject* Object) override {};
UE_API virtual void Revert(UObject* Object) override;
virtual bool HasExpired(UObject* Object) const override
{
UPolyEditInsertEdgeActivity* Activity = Cast<UPolyEditInsertEdgeActivity>(Object);
return bHaveDoneUndo || Activity->CurrentChangeStamp != ChangeStamp
// We only allow undo if we're looking for the next point or waiting for completion, i.e. when
// we have a start point to undo.
|| Activity->ToolState == UPolyEditInsertEdgeActivity::EState::GettingStart;
}
virtual FString ToString() const override
{
return TEXT("FGroupEdgeInsertionFirstPointChange");
}
protected:
int32 ChangeStamp;
bool bHaveDoneUndo = false;
};
#undef UE_API