Files
UnrealEngine/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/BaseTools/BaseCreateFromSelectedTool.h
2025-05-18 13:04:45 +08:00

227 lines
7.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseTools/MultiSelectionMeshEditingTool.h"
#include "InteractiveToolBuilder.h"
#include "InteractiveToolManager.h"
#include "MeshOpPreviewHelpers.h"
#include "PropertySets/OnAcceptProperties.h"
#include "PropertySets/CreateMeshObjectTypeProperties.h"
#include "BaseCreateFromSelectedTool.generated.h"
#define UE_API MODELINGCOMPONENTS_API
class UCombinedTransformGizmo;
class UTransformProxy;
class UBaseCreateFromSelectedTool;
/**
* ToolBuilder for UBaseCreateFromSelectedTool
*/
UCLASS(MinimalAPI)
class UBaseCreateFromSelectedToolBuilder : public UMultiSelectionMeshEditingToolBuilder
{
GENERATED_BODY()
public:
UE_API virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
UE_API virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const override;
public:
virtual TOptional<int32> MaxComponentsSupported() const { return TOptional<int32>(); }
virtual int32 MinComponentsSupported() const { return 1; }
};
UENUM()
enum class EBaseCreateFromSelectedTargetType
{
/** Create and write to a new object with a given name. */
NewObject,
/** Write to the first object in the input selection. */
FirstInputObject,
/** Write to the last object in the input selection. */
LastInputObject
};
UCLASS(MinimalAPI)
class UBaseCreateFromSelectedHandleSourceProperties : public UOnAcceptHandleSourcesProperties
{
GENERATED_BODY()
public:
/** Defines the object the tool output is written to. */
UPROPERTY(EditAnywhere, Category = OutputObject, meta = (DisplayName = "Write To", NoResetToDefault))
EBaseCreateFromSelectedTargetType OutputWriteTo = EBaseCreateFromSelectedTargetType::NewObject;
/** Base name of the newly generated object to which the output is written to. */
UPROPERTY(EditAnywhere, Category = OutputObject, meta = (TransientToolProperty, DisplayName = "Name",
EditCondition = "OutputWriteTo == EBaseCreateFromSelectedTargetType::NewObject", EditConditionHides, NoResetToDefault))
FString OutputNewName;
/** Name of the existing object to which the output is written to. */
UPROPERTY(VisibleAnywhere, Category = OutputObject, meta = (TransientToolProperty, DisplayName = "Name",
EditCondition = "OutputWriteTo != EBaseCreateFromSelectedTargetType::NewObject", EditConditionHides, NoResetToDefault))
FString OutputExistingName;
};
UCLASS(MinimalAPI)
class UBaseCreateFromSelectedCollisionProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Whether to transfer collision settings and any simple collision shapes from the source object(s) to the new object. */
UPROPERTY(EditAnywhere, Category = OutputObject)
bool bTransferCollision = true;
};
/**
* Properties of UI to adjust input meshes
*/
UCLASS(MinimalAPI)
class UTransformInputsToolProperties : public UInteractiveToolPropertySet
{
GENERATED_BODY()
public:
/** Show transform gizmo in the viewport to allow changing translation, rotation and scale of input meshes. */
UPROPERTY(EditAnywhere, Category = Transform, meta = (DisplayName = "Show Gizmo"))
bool bShowTransformGizmo = true;
};
/**
* UBaseCreateFromSelectedTool is a base Tool (must be subclassed)
* that provides support for common functionality in tools that create a new mesh from a selection of one or more existing meshes
*/
UCLASS(MinimalAPI)
class UBaseCreateFromSelectedTool : public UMultiSelectionMeshEditingTool, public UE::Geometry::IDynamicMeshOperatorFactory
{
GENERATED_BODY()
protected:
using FFrame3d = UE::Geometry::FFrame3d;
public:
UBaseCreateFromSelectedTool() = default;
//
// InteractiveTool API - generally does not need to be modified by subclasses
//
UE_API virtual void Setup() override;
UE_API virtual void OnShutdown(EToolShutdownType ShutdownType) override;
UE_API virtual void OnTick(float DeltaTime) override;
virtual bool HasCancel() const override { return true; }
virtual bool HasAccept() const override { return true; }
UE_API virtual bool CanAccept() const override;
UE_API virtual void OnPropertyModified(UObject* PropertySet, FProperty* Property) override;
protected:
//
// UBaseCreateFromSelectedTool API - subclasses typically implement these functions
//
/**
* After preview is created, this is called to convert inputs and set preview materials
* (grouped together because materials may come from inputs)
* Subclasses should always implement this.
* @param bSetPreviewMesh If true, function may try to set an initial "early" preview mesh to have some initial surface on tool start. (Not all tools will actually create this.)
* This boolean is here in case a subclass needs to call this setup function again later (e.g. to change the materials used), when it won't need or want the preview surface to be created
*/
virtual void ConvertInputsAndSetPreviewMaterials(bool bSetPreviewMesh = true) { check(false); }
/** overload to initialize any added properties in subclasses; called during setup */
virtual void SetupProperties() {}
/** overload to save any added properties in the subclasses; called on shutdown */
virtual void SaveProperties() {}
/** optional overload to set callbacks on preview, e.g. to visualize results; called after preview is created. */
virtual void SetPreviewCallbacks() {}
/** Return the name to be used for generated assets. Note: Asset name will be prefixed by source actor name if only actor was selected. */
virtual FString GetCreatedAssetName() const { return TEXT("Generated"); }
/** Return the name of the action to be used in the Undo stack */
UE_API virtual FText GetActionName() const;
/** Return the materials to be used on the output mesh on tool accept; defaults to the materials set on the preview */
UE_API virtual TArray<UMaterialInterface*> GetOutputMaterials() const;
// Override this to control whether the Transfer Collision setting is available
virtual bool SupportsCollisionTransfer() const
{
return true;
}
// Override this to control which inputs should transfer collision to the output (if collision transfer is enabled)
virtual bool KeepCollisionFrom(int32 TargetIndex) const
{
return true;
}
/**
* IDynamicMeshOperatorFactory implementation that subclass must override and implement
*/
virtual TUniquePtr<UE::Geometry::FDynamicMeshOperator> MakeNewOperator() override
{
check(false);
return TUniquePtr<UE::Geometry::FDynamicMeshOperator>();
}
protected:
/** Helper to build asset names */
UE_API FString PrefixWithSourceNameIfSingleSelection(const FString& AssetName) const;
// Helpers for managing transform gizoms; typically do not need to be overloaded
UE_API virtual void UpdateGizmoVisibility();
UE_API virtual void SetTransformGizmos();
UE_API virtual void TransformChanged(UTransformProxy* Proxy, FTransform Transform);
// Helper to generate assets when a result is accepted; typically does not need to be overloaded
UE_API virtual void GenerateAsset(const FDynamicMeshOpResult& Result);
// Helper to generate assets when a result is accepted; typically does not need to be overloaded
UE_API virtual void UpdateAsset(const FDynamicMeshOpResult& Result, UToolTarget* Target);
// Which of the transform gizmos to hide, or -1 if all gizmos can be shown
UE_API virtual int32 GetHiddenGizmoIndex() const;
protected:
UPROPERTY()
TObjectPtr<UTransformInputsToolProperties> TransformProperties;
UPROPERTY()
TObjectPtr<UCreateMeshObjectTypeProperties> OutputTypeProperties;
UPROPERTY()
TObjectPtr<UBaseCreateFromSelectedHandleSourceProperties> HandleSourcesProperties;
UPROPERTY()
TObjectPtr<UBaseCreateFromSelectedCollisionProperties> CollisionProperties;
UPROPERTY()
TObjectPtr<UMeshOpPreviewWithBackgroundCompute> Preview;
UPROPERTY()
TArray<TObjectPtr<UTransformProxy>> TransformProxies;
UPROPERTY()
TArray<TObjectPtr<UCombinedTransformGizmo>> TransformGizmos;
};
#undef UE_API