91 lines
3.7 KiB
C++
91 lines
3.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "PreviewMesh.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "DynamicMesh/DynamicMeshAABBTree3.h"
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#include "DynamicSubmesh3.h"
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#include "PolyEditPreviewMesh.generated.h"
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#define UE_API MODELINGCOMPONENTS_API
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/**
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* UPolyEditPreviewMesh is a variant of UPreviewMesh intended for use as a 'live preview' of
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* a mesh creation/editing operation. The class supports initializing the preview mesh in various
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* ways, generally as a submesh of a base mesh.
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*/
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UCLASS(MinimalAPI, Transient)
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class UPolyEditPreviewMesh : public UPreviewMesh
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{
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GENERATED_BODY()
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public:
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//
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// "Static Type" is just a static mesh
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//
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UE_API void InitializeStaticType(const FDynamicMesh3* SourceMesh, const TArray<int32>& Triangles,
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const FTransform3d* MeshTransform = nullptr);
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UE_API void UpdateStaticType(TFunctionRef<void(FDynamicMesh3&)> UpdateMeshFunc, bool bFullRecalculate);
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UE_API void MakeStaticTypeTargetMesh(FDynamicMesh3& TargetMesh);
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//
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// "Extrude Type" duplicates the input faces, offsets them using FExtrudeMesh, and stitches them together
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//
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UE_API void InitializeExtrudeType(const FDynamicMesh3* SourceMesh, const TArray<int32>& Triangles,
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const FVector3d& TransformedOffsetDirection,
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const FTransform3d* MeshTransform = nullptr,
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bool bDeleteExtrudeBaseFaces = true);
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UE_API void InitializeExtrudeType(FDynamicMesh3&& BaseMesh,
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const FVector3d& TransformedOffsetDirection,
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const FTransform3d* MeshTransform = nullptr,
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bool bDeleteExtrudeBaseFaces = true);
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/** Update extrude-type preview mesh by moving existing offset vertices */
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UE_API void UpdateExtrudeType(double NewOffset, bool bUseNormalDirection = false);
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/** Update extrude-type preview mesh by moving existing offset vertices along their connected triangle normals and then averaging positions */
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UE_API void UpdateExtrudeType_FaceNormalAvg(double NewOffset);
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/** Update extrude-type preview mesh using external function. if bFullRecalculate, mesh is re-initialized w/ initial extrusion patch SourceMesh before calling function */
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UE_API void UpdateExtrudeType(TFunctionRef<void(FDynamicMesh3&)> UpdateMeshFunc, bool bFullRecalculate);
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/** Make a hit-target mesh that is an infinite extrusion along extrude direction. If bUseNormalDirection, use per-vertex normals instead */
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UE_API void MakeExtrudeTypeHitTargetMesh(FDynamicMesh3& TargetMesh, bool bUseNormalDirection = false);
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//
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// "Inset Type" duplicates the input faces and insets them using FInsetMeshRegion
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//
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UE_API void InitializeInsetType(const FDynamicMesh3* SourceMesh, const TArray<int32>& Triangles,
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const FTransform3d* MeshTransform = nullptr);
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UE_API void UpdateInsetType(double NewOffset, bool bReproject = false, double Softness = 0.0, double AreaScaleT = 1.0, bool bBoundaryOnly = false);
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/// @param TargetMeshOut Will be populated with the initial edit patch mesh transformed to world space via the preview mesh transform
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UE_API void MakeInsetTypeTargetMesh(FDynamicMesh3& TargetMeshOut);
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void ApplyTranslationToPreview(const FTransform& TransformIn, FTransform& TranslationOut, FTransform& RotateScaleOut)
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{
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TranslationOut = FTransform(TransformIn.GetTranslation());
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SetTransform(TranslationOut);
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RotateScaleOut = TransformIn;
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RotateScaleOut.SetTranslation(FVector::ZeroVector);
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}
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protected:
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TUniquePtr<UE::Geometry::FDynamicSubmesh3> ActiveSubmesh;
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FDynamicMesh3 InitialEditPatch;
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TArray<int32> EditVertices;
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TArray<FVector3d> InitialPositions;
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TArray<FVector3d> InitialNormals;
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TArray<FVector3d> InitialTriNormals;
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TMap<int32,int32> ExtrudeToInitialVerts;
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FVector3d InputDirection;
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FTransform3d MeshTransform; // Transform that has been baked into the FDynamicMesh3
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bool bHaveMeshTransform;
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};
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#undef UE_API
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