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

97 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "IndexTypes.h"
#include "SegmentTypes.h"
class UPrimitiveComponent;
class UInteractiveTool;
PREDECLARE_USE_GEOMETRY_STRUCT(FGroupTopologySelection);
PREDECLARE_USE_GEOMETRY_CLASS(FGroupTopology);
PREDECLARE_USE_GEOMETRY_CLASS(FCompactMaps);
/**
* FGenericMeshSelection represents various types of selection on a Mesh.
* This includes various types of indices that could be interpreted in different ways.
*
* In addition, "Render" geometry is stored, which can be used by higher-level
* code to draw the selection in some way (eg a selection highlight)
*
* @warning this class will be removed in the future
*/
struct UE_DEPRECATED(5.4, "Use FGeometrySelection instead") FGenericMeshSelection
{
// selection type
enum class ETopologyType
{
FGroupTopology,
FTriangleGroupTopology,
FUVGroupTopology,
};
//
// Selection representation (may be interpreted differently depending on TopologyType)
//
// selection type
ETopologyType TopologyType = ETopologyType::FGroupTopology;
// selected vertices or "corners" (eg of polygroup topology)
TArray<int32> VertexIDs;
// selected edges, represented as index pairs because for many selections,
// using a pair of vertices defining/on the edge is more reliable (due to unstable edge IDs)
TArray<UE::Geometry::FIndex2i> EdgeIDs;
// selected triangles/faces/regions
TArray<int32> FaceIDs;
//
// Selection Target Information
//
// Component this selection applies to (eg that owns mesh, etc)
UPrimitiveComponent* SourceComponent = nullptr;
//
// Renderable Selection Representation
//
// set of 3D points representing selection (in world space)
TArray<FVector3d> RenderVertices;
// set of 3D lines representing selection (in world space)
TArray<UE::Geometry::FSegment3d> RenderEdges;
/** @return selected GroupIDs */
const TArray<int32>& GetGroupIDs() const { return FaceIDs; }
/** @return true if selection is empty */
bool IsEmpty() const
{
return VertexIDs.IsEmpty() && EdgeIDs.IsEmpty() && FaceIDs.IsEmpty();
}
/** @return true if selection has 3D lines that can be rendered */
bool HasRenderableLines() const { return RenderEdges.Num() > 0; }
bool operator==(const FGenericMeshSelection& Other) const
{
return SourceComponent == Other.SourceComponent
&& TopologyType == Other.TopologyType
&& VertexIDs == Other.VertexIDs
&& EdgeIDs == Other.EdgeIDs
&& FaceIDs == Other.FaceIDs;
}
};