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

92 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "InteractiveCommand.h"
#include "Selection/GeometrySelector.h" // for FGeometrySelectionHandle
#include "SelectionEditInteractiveCommand.generated.h"
/**
* Arguments for a UGeometrySelectionEditCommand
*/
UCLASS(MinimalAPI)
class UGeometrySelectionEditCommandArguments : public UInteractiveCommandArguments
{
GENERATED_BODY()
public:
FGeometrySelectionHandle SelectionHandle;
UE::Geometry::EGeometryElementType ElementType;
UE::Geometry::EGeometryTopologyType TopologyMode;
bool IsSelectionEmpty() const
{
return SelectionHandle.Selection == nullptr || SelectionHandle.Selection->IsEmpty();
}
bool IsMatchingType(FGeometryIdentifier::ETargetType TargetType, FGeometryIdentifier::EObjectType EngineType) const
{
return SelectionHandle.Identifier.TargetType == TargetType
|| SelectionHandle.Identifier.ObjectType == EngineType;
}
};
UCLASS(MinimalAPI)
class UGeometrySelectionEditCommandResult : public UInteractiveCommandResult
{
GENERATED_BODY()
public:
FGeometrySelectionHandle SourceHandle;
UE::Geometry::FGeometrySelection OutputSelection;
};
/**
* UGeometrySelectionEditCommand is a command that edits geometry based on a selection.
* Requires a UGeometrySelectionEditCommandArguments
*/
UCLASS(MinimalAPI, Abstract)
class UGeometrySelectionEditCommand : public UInteractiveCommand
{
GENERATED_BODY()
public:
virtual bool AllowEmptySelection() const { return false; }
virtual bool IsModifySelectionCommand() const { return false; }
virtual bool CanExecuteCommandForSelection(UGeometrySelectionEditCommandArguments* SelectionArgs)
{
return false;
}
virtual void ExecuteCommandForSelection(UGeometrySelectionEditCommandArguments* Arguments, UInteractiveCommandResult** Result = nullptr)
{
}
public:
// UInteractiveCommand API
virtual bool CanExecuteCommand(UInteractiveCommandArguments* Arguments) override
{
UGeometrySelectionEditCommandArguments* SelectionArgs = Cast<UGeometrySelectionEditCommandArguments>(Arguments);
if (SelectionArgs && (SelectionArgs->IsSelectionEmpty() == false || AllowEmptySelection()) )
{
return CanExecuteCommandForSelection(SelectionArgs);
}
return false;
}
virtual void ExecuteCommand(UInteractiveCommandArguments* Arguments, UInteractiveCommandResult** Result = nullptr) override
{
UGeometrySelectionEditCommandArguments* SelectionArgs = Cast<UGeometrySelectionEditCommandArguments>(Arguments);
if ( SelectionArgs && (SelectionArgs->IsSelectionEmpty() == false || AllowEmptySelection()) )
{
ExecuteCommandForSelection(SelectionArgs, Result);
}
}
};