101 lines
3.7 KiB
C++
101 lines
3.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "InteractiveToolBuilder.h"
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#include "MultiSelectionMeshEditingTool.h"
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#include "Selections/GeometrySelection.h"
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#include "MultiTargetWithSelectionTool.generated.h"
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#define UE_API MODELINGCOMPONENTS_API
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class UMultiTargetWithSelectionTool;
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class UPreviewGeometry;
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class UGeometrySelectionVisualizationProperties;
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PREDECLARE_GEOMETRY(class FDynamicMesh3)
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PREDECLARE_GEOMETRY(class FGroupTopology)
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/**
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* UMultiTargetWithSelectionToolBuilder is a base tool builder for multi
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* selection tools with selections.
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* Currently, geometry selection across multiple meshes is not supported, restricting the effectiveness
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* of this class. If that support is built in the future, this will become more useful, and likely need to be expanded
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*/
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UCLASS(MinimalAPI, Transient, Abstract)
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class UMultiTargetWithSelectionToolBuilder : public UInteractiveToolWithToolTargetsBuilder
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{
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GENERATED_BODY()
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public:
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/** @return true if mesh sources can be found in the active selection */
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UE_API virtual bool CanBuildTool(const FToolBuilderState& SceneState) const override;
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/** @return new Tool instance initialized with selected mesh source(s) */
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UE_API virtual UInteractiveTool* BuildTool(const FToolBuilderState& SceneState) const override;
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/** @return new Tool instance. Override this in subclasses to build a different Tool class type */
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UE_API virtual UMultiTargetWithSelectionTool* CreateNewTool(const FToolBuilderState& SceneState) const PURE_VIRTUAL(UMultiTargetWithSelectionToolBuilder::CreateNewTool, return nullptr; );
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/** Called by BuildTool to configure the Tool with the input mesh source(s) based on the SceneState */
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UE_API virtual void InitializeNewTool(UMultiTargetWithSelectionTool* NewTool, const FToolBuilderState& SceneState) const;
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/** @return true if this Tool requires an input selection */
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virtual bool RequiresInputSelection() const { return false; }
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protected:
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UE_API virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
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};
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/**
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* Multi Target with Selection tool base class.
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*/
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UCLASS(MinimalAPI)
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class UMultiTargetWithSelectionTool : public UMultiSelectionTool
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{
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GENERATED_BODY()
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public:
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UE_API virtual void Shutdown(EToolShutdownType ShutdownType) override;
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UE_API virtual void OnShutdown(EToolShutdownType ShutdownType);
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UE_API virtual void OnTick(float DeltaTime) override;
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UE_API virtual void SetTargetWorld(UWorld* World);
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UE_API virtual UWorld* GetTargetWorld();
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protected:
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UPROPERTY()
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TWeakObjectPtr<UWorld> TargetWorld = nullptr;
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public:
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UE_API virtual void SetGeometrySelection(const UE::Geometry::FGeometrySelection& SelectionIn, const int TargetIndex);
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UE_API virtual void SetGeometrySelection(UE::Geometry::FGeometrySelection&& SelectionIn, const int TargetIndex);
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/** @return true if a Selection is available for the Target at the given index*/
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UE_API virtual bool HasGeometrySelection(const int TargetIndex) const;
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/** @return the input Selection for the Target at the given index*/
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UE_API virtual const UE::Geometry::FGeometrySelection& GetGeometrySelection(const int TargetIndex) const;
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/** @return if a Selection is available for ANY of the Targets */
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UE_API virtual bool HasAnyGeometrySelection() const;
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/** initialize the Geometry Selection array and the boolean arrays according to the number of targets */
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UE_API virtual void InitializeGeometrySelectionArrays(const int NumTargets);
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protected:
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TArray<UE::Geometry::FGeometrySelection> GeometrySelectionArray;
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TArray<bool> GeometrySelectionBoolArray;
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UPROPERTY()
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TObjectPtr<UGeometrySelectionVisualizationProperties> GeometrySelectionVizProperties = nullptr;
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UPROPERTY()
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TObjectPtr<UPreviewGeometry> GeometrySelectionViz = nullptr;
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};
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#undef UE_API
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