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

84 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "SingleSelectionTool.h"
#include "InteractiveToolBuilder.h"
#include "Selections/GeometrySelection.h"
#include "SingleTargetWithSelectionTool.generated.h"
#define UE_API MODELINGCOMPONENTS_API
class UPreviewGeometry;
class UGeometrySelectionVisualizationProperties;
PREDECLARE_GEOMETRY(class FDynamicMesh3)
PREDECLARE_GEOMETRY(class FGroupTopology)
UCLASS(MinimalAPI, Transient, Abstract)
class USingleTargetWithSelectionToolBuilder : public UInteractiveToolWithToolTargetsBuilder
{
GENERATED_BODY()
public:
/** @return true if a single mesh source 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 */
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 USingleTargetWithSelectionTool* CreateNewTool(const FToolBuilderState& SceneState) const PURE_VIRTUAL(USingleTargetWithSelectionToolBuilder::CreateNewTool, return nullptr; );
/** Called by BuildTool to configure the Tool with the input MeshSource based on the SceneState */
UE_API virtual void InitializeNewTool(USingleTargetWithSelectionTool* Tool, const FToolBuilderState& SceneState) const;
/** @return true if this Tool requires an input selection */
virtual bool RequiresInputSelection() const { return false; }
protected:
UE_API virtual const FToolTargetTypeRequirements& GetTargetRequirements() const override;
};
UCLASS(MinimalAPI)
class USingleTargetWithSelectionTool : public USingleSelectionTool
{
GENERATED_BODY()
public:
UE_API virtual void Shutdown(EToolShutdownType ShutdownType) override;
UE_API virtual void OnShutdown(EToolShutdownType ShutdownType);
UE_API virtual void OnTick(float DeltaTime) override;
UE_API virtual void SetTargetWorld(UWorld* World);
UE_API virtual UWorld* GetTargetWorld();
protected:
UPROPERTY()
TWeakObjectPtr<UWorld> TargetWorld = nullptr;
public:
UE_API virtual void SetGeometrySelection(const UE::Geometry::FGeometrySelection& SelectionIn);
UE_API virtual void SetGeometrySelection(UE::Geometry::FGeometrySelection&& SelectionIn);
/** @return true if a Selection is available */
UE_API virtual bool HasGeometrySelection() const;
/** @return the input Selection */
UE_API virtual const UE::Geometry::FGeometrySelection& GetGeometrySelection() const;
protected:
UE::Geometry::FGeometrySelection GeometrySelection;
bool bGeometrySelectionInitialized = false;
UPROPERTY()
TObjectPtr<UGeometrySelectionVisualizationProperties> GeometrySelectionVizProperties = nullptr;
UPROPERTY()
TObjectPtr<UPreviewGeometry> GeometrySelectionViz = nullptr;
};
#undef UE_API