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