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

107 lines
3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseBehaviors/BehaviorTargetInterfaces.h"
#include "InteractiveToolActivity.h"
#include "PolyEditInsetOutsetActivity.generated.h"
#define UE_API MESHMODELINGTOOLS_API
class UPolyEditActivityContext;
class UPolyEditPreviewMesh;
class USpatialCurveDistanceMechanic;
UCLASS(MinimalAPI)
class UPolyEditInsetOutsetProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Amount of smoothing applied to the boundary */
UPROPERTY(EditAnywhere, Category = "Region",
meta = (UIMin = "0.0", UIMax = "1.0", EditCondition = "bBoundaryOnly == false"))
float Softness = 0.5;
/** Controls whether operation will move interior vertices as well as border vertices */
UPROPERTY(EditAnywhere, Category = "Region", AdvancedDisplay)
bool bBoundaryOnly = false;
/** Tweak area scaling when solving for interior vertices */
UPROPERTY(EditAnywhere, Category = "Region", AdvancedDisplay,
meta = (UIMin = "0.0", UIMax = "1.0", EditCondition = "bBoundaryOnly == false"))
float AreaScale = true;
/** When insetting, determines whether vertices in inset region should be projected back onto input surface */
UPROPERTY(EditAnywhere, Category = "Region", Meta = (EditCondition = "!bOutset", HideEditConditionToggle, EditConditionHides))
bool bReproject = true;
//~ This is not user editable- it gets set by PolyEdit depending on whether the user clicks
//~ inset or outset. Currently, both operations share the same code, and one may argue that
//~ we should just determine which to do based on where the user clicks. However, our long
//~ term plan is that they will be more differentiated in operation, to the point that we
//~ may split them into separate activities.
UPROPERTY()
bool bOutset = false;
};
/**
*
*/
UCLASS(MinimalAPI)
class UPolyEditInsetOutsetActivity : public UInteractiveToolActivity,
public IClickBehaviorTarget, public IHoverBehaviorTarget
{
GENERATED_BODY()
public:
// 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;
// IClickBehaviorTarget API
UE_API virtual FInputRayHit IsHitByClick(const FInputDeviceRay& ClickPos) override;
UE_API virtual void OnClicked(const FInputDeviceRay& ClickPos) override;
// IHoverBehaviorTarget implementation
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;
virtual void OnEndHover() override {}
UPROPERTY()
TObjectPtr<UPolyEditInsetOutsetProperties> Settings;
protected:
UE_API void Clear();
UE_API bool BeginInset();
UE_API void ApplyInset();
bool bIsRunning = false;
bool bPreviewUpdatePending = false;
UPROPERTY()
TObjectPtr<UPolyEditPreviewMesh> EditPreview;
UPROPERTY()
TObjectPtr<USpatialCurveDistanceMechanic> CurveDistMechanic = nullptr;
UPROPERTY()
TObjectPtr<UPolyEditActivityContext> ActivityContext;
float UVScaleFactor = 1.0f;
};
#undef UE_API