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

61 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseBehaviors/BehaviorTargetInterfaces.h"
#include "ToolSceneQueriesUtil.h"
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4
#include "Engine/HitResult.h"
#endif // UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4
struct FHitResult;
/**
* BehaviorTarget to do world raycast selection from a click
* Currently used to click-select reference planes in the world
*/
class FSelectClickedAction : public IClickBehaviorTarget
{
MODELINGCOMPONENTS_API FInputRayHit DoRayCast(const FInputDeviceRay& ClickPos, bool callbackOnHit);
public:
USceneSnappingManager* SnapManager = nullptr;
UWorld* World = nullptr;
TFunction<void(const FHitResult&)> OnClickedPositionFunc = nullptr;
TUniqueFunction<bool()> ExternalCanClickPredicate = nullptr;
// These lists can be used to modify which components are hit tested when doing a ray cast.
// By default, all visible components are hit tested.
TArray<const UPrimitiveComponent*> VisibleComponentsToIgnore;
TArray<const UPrimitiveComponent*> InvisibleComponentsToHitTest;
// can alternately track shift modifier, however client must register this modifier w/ behavior
static const int ShiftModifier = 1;
bool bShiftModifierToggle = false;
virtual FInputRayHit IsHitByClick(const FInputDeviceRay& ClickPos) override
{
if (ExternalCanClickPredicate && ExternalCanClickPredicate() == false)
{
return FInputRayHit();
}
return DoRayCast(ClickPos, false);
}
virtual void OnClicked(const FInputDeviceRay& ClickPos) override
{
DoRayCast(ClickPos, true);
}
virtual void OnUpdateModifierState(int ModifierID, bool bIsOn)
{
if (ModifierID == ShiftModifier)
{
bShiftModifierToggle = bIsOn;
}
}
};