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

69 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MultiSelectionTool.h"
#include "InteractiveToolBuilder.h"
#include "MultiSelectionMeshEditingTool.generated.h"
#define UE_API MODELINGCOMPONENTS_API
class UMultiSelectionMeshEditingTool;
/**
* UMultiSelectionMeshEditingToolBuilder is a base tool builder for multi
* selection tools that define a common set of ToolTarget interfaces required
* for editing meshes.
*/
UCLASS(MinimalAPI, Transient, Abstract)
class UMultiSelectionMeshEditingToolBuilder : public UInteractiveToolWithToolTargetsBuilder
{
GENERATED_BODY()
public:
/** @return true if mesh sources can be found in the active selection */
UE_API virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
/** @return new Tool instance initialized with selected mesh source(s) */
UE_API virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
/** @return new Tool instance. Override this in subclasses to build a different Tool class type */
UE_API virtual UMultiSelectionMeshEditingTool* CreateNewTool(const FToolBuilderState& SceneState) const PURE_VIRTUAL(UMultiSelectionMeshEditingToolBuilder::CreateNewTool, return nullptr; );
/** Called by BuildTool to configure the Tool with the input mesh source(s) based on the SceneState */
UE_API virtual void InitializeNewTool(UMultiSelectionMeshEditingTool* Tool, const FToolBuilderState& SceneState) const;
protected:
UE_API virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
};
/**
* Multi Selection Mesh Editing tool base class.
*/
UCLASS(MinimalAPI)
class UMultiSelectionMeshEditingTool : public UMultiSelectionTool
{
GENERATED_BODY()
public:
UE_API virtual void Shutdown(EToolShutdownType ShutdownType) override;
UE_API virtual void OnShutdown(EToolShutdownType ShutdownType);
UE_API virtual void SetWorld(UWorld* World);
UE_API virtual UWorld* GetTargetWorld();
/**
* Helper to find which targets share source data.
* Requires UAssetBackedTarget as a tool target requirement.
*
* @return Array of indices, 1:1 with Targets, indicating the first index where a component target sharing the same source data appeared.
*/
UE_API bool GetMapToSharedSourceData(TArray<int32>& MapToFirstOccurrences);
protected:
UPROPERTY()
TWeakObjectPtr<UWorld> TargetWorld = nullptr;
};
#undef UE_API