227 lines
11 KiB
C++
227 lines
11 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "FrameTypes.h"
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class UCurveFloat;
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class UTexture;
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class UInteractiveToolManager;
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class UToolTarget;
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class UBaseDynamicMeshComponent;
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class UPreviewMesh;
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/**
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* Utility functions for Tool implementations to use when doing configuration/setup
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*/
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namespace ToolSetupUtil
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{
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/**
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* Get the default material for surfaces
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultMaterial();
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/**
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* Get the default material to use for objects in an InteractiveTool. Optionally use SourceMaterial if it is valid.
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* @param SourceMaterial optional material to use if available
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* @return default material to use for objects in a tool.
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultMaterial(UInteractiveToolManager* ToolManager, UMaterialInterface* SourceMaterial = nullptr);
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/**
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* @return configurable vertex color material
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetVertexColorMaterial(UInteractiveToolManager* ToolManager, bool bTwoSided = false);
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/**
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* @return default material to use for "Working"/In-Progress animations
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultWorkingMaterial(UInteractiveToolManager* ToolManager);
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/**
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* @return default material instance to use for "Working"/In-Progress animations
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetDefaultWorkingMaterialInstance(UInteractiveToolManager* ToolManager);
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/**
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* @return default material instance to use for "Error" animations
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetDefaultErrorMaterial(UInteractiveToolManager* ToolManager);
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/**
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* Get a black-and-white NxN checkerboard material
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* @param CheckerDensity Number of checks along row/column
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* @return default material to use for uv checkerboard visualizations
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetUVCheckerboardMaterial(double CheckerDensity = 20.0);
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/**
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* @return default material to use for brush volume indicators (for instance, a spherical sculpt brush).
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetDefaultBrushVolumeMaterial(UInteractiveToolManager* ToolManager);
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/**
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* Get a Material to use with a square brush plane/ROI indicator that has an analytic falloff function combined w/ an alpha mask texture.
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* Falloff value will be used for both color and opacity, rendered as Additive with depth-testing disabled
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* Material Parameters:
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* "BrushAlpha" - Texture2D Parameter for brush alpha texture map
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* "AlphaPower" - configure whether BrushAlpha texture is multiplied w/ analytic falloff (0 -> disabled, 1 -> enabled)
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* "FalloffRatio" - float in range [0,1] that corresponds to width of brush falloff region
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* "FalloffMode" - float in range [0,1] used to interpolate between Smooth (0) -> Linear (0.3333) -> Inverse (0.6666) -> Round (1.0)
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* "FalloffShape" - float in range [0,1] used to interpolate between Circular (0.0) and Square (1.0)
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* "IntensityScale" - float in range [0,1], multiplier on brightness of falloff highlight (default 0.2)
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetDefaultBrushAlphaMaterial(UInteractiveToolManager* ToolManager);
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/**
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* @return Sculpt Material 1
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultSculptMaterial(UInteractiveToolManager* ToolManager);
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/**
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* @param bTwoSided A two sided material has some rendering artifacts in a transparent material because of indeterminate
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* ordering of triangles within the mesh. Still, it is sometimes useful despite these flaws.
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* @return Transparent two-sided material suitable for sculpting (has some shine and a Fresnel effect)
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetTransparentSculptMaterial(UInteractiveToolManager* ToolManager,
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const FLinearColor& Color, double Opacity, bool bTwoSided);
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/** Types of image-based material that we can create */
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enum class ImageMaterialType
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{
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DefaultBasic,
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DefaultSoft,
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TangentNormalFromView
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};
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/**
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* @return Image-based sculpt material instance, based ImageMaterialType
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetImageBasedSculptMaterial(UInteractiveToolManager* ToolManager, ImageMaterialType Type);
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/**
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* @return Image-based sculpt material that supports changing the image
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetCustomImageBasedSculptMaterial(UInteractiveToolManager* ToolManager, UTexture* SetImage);
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/**
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* @return Selection Material 1
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetSelectionMaterial(UInteractiveToolManager* ToolManager);
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/**
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* @return Selection Material 1 with custom color and optional depth bias (depth bias moves vertices towards the camera)
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetSelectionMaterial(const FLinearColor& UseColor, UInteractiveToolManager* ToolManager, float DepthBias = 0.0f);
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/**
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* @return Simple material with configurable color and opacity. Note that the material
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* will have translucent blend mode, which can interact poorly with overlapping translucent
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* objects, so use the other overload if you do not need opacity control.
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetSimpleCustomMaterial(UInteractiveToolManager* ToolManager, const FLinearColor& Color, float Opacity);
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/**
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* @return Simple material with configurable color. The material will have opaque blend mode.
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetSimpleCustomMaterial(UInteractiveToolManager* ToolManager, const FLinearColor& Color);
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/**
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* @return Simple material with configurable depth bias, color, and opacity. Note that the material
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* will have translucent blend mode, which can interact poorly with overlapping translucent
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* objects, so use the other overload if you do not need opacity control.
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetCustomDepthOffsetMaterial(UInteractiveToolManager* ToolManager, const FLinearColor& Color, float DepthBias, float Opacity);
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/**
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* @return Simple material with configurable depth bias and color. The material will have opaque blend mode.
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetCustomDepthOffsetMaterial(UInteractiveToolManager* ToolManager, const FLinearColor& Color, float DepthBias);
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/**
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* @return Simple two-sided material with configurable depth bias, color, and opacity. Note that
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* the material will have translucent blend mode, which can interact poorly with overlapping translucent
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* objects, so use the other overload if you do not need opacity control.
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetCustomTwoSidedDepthOffsetMaterial(UInteractiveToolManager* ToolManager, const FLinearColor& Color, float DepthBias, float Opacity);
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/**
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* @return Simple two-sided material with configurable depth bias and color. The material will have opaque blend mode.
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*/
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MODELINGCOMPONENTS_API UMaterialInstanceDynamic* GetCustomTwoSidedDepthOffsetMaterial(UInteractiveToolManager* ToolManager, const FLinearColor& Color, float DepthBias);
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/**
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* @return Material used when editing AVolume objects using our tools.
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultEditVolumeMaterial();
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/**
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* Gets a custom material suitable for use with UPointSetComponent for square points.
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*
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* @param bDepthTested If true, the material will be depth tested as normal. If false, occluded points will still be
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* displayed but dimmed.
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* Note that the current implementations of the depth-tested and non-depth-tested modes use opaque and translucent
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* blend modes, respectively, and so inherit their limitations. Specifically, opaque does not support opacity,
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* and translucent does not always follow correct draw order relative to other translucent objects, which means
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* that depth bias cannot reliably order lines within a non-depth-tested line set component.
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultPointComponentMaterial(UInteractiveToolManager* ToolManager, bool bDepthTested = true);
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/**
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* Gets a custom material suitable for use with UPointSetComponent for round points.
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* Note that this material uses translucent blend mode, and therefore can't always follow the correct draw order
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* relative to other translucent objects (and within the point set). If this is not acceptible, you will need to use
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* the depth tested square point material (GetDefaultPointComponentMaterial with bDepthTested = true).
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*
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* @param bDepthTested If true, the material will be depth tested as normal. If false, occluded portions of lines
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* will still be displayed, but dashed and dimmed.
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetRoundPointComponentMaterial(UInteractiveToolManager* ToolManager, bool bDepthTested = true);
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/**
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* Gets a custom material suitable for use with ULineSetComponent.
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*
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* @param bDepthTested If true, the material will be depth tested as normal. If false, occluded portions of lines
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* will still be displayed, but dashed and dimmed.
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* Note that the current implementations of the depth-tested and non-depth-tested modes use opaque and translucent
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* blend modes, respectively, and so inherit their limitations. Specifically, opaque does not support opacity,
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* and translucent does not always follow correct draw order relative to other translucent objects, which means
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* that depth bias cannot reliably order lines within a non-depth-tested line set component.
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*/
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MODELINGCOMPONENTS_API UMaterialInterface* GetDefaultLineComponentMaterial(UInteractiveToolManager* ToolManager, bool bDepthTested = true);
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/**
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* @return a curve asset used for contrast adjustments when using a texture map for displacements.
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*/
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MODELINGCOMPONENTS_API UCurveFloat* GetContrastAdjustmentCurve(UInteractiveToolManager* ToolManager);
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/**
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* Use the current selection, if any, or otherwise the camera position to find a relevant reference frame for creating new objects.
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* Note: Should be called in tool setup to access the active geometry element selection (if any) before it is cleared by the tool.
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* @param DefaultOrientation Orientation to use if there is no geometry element selection providing a natural orientation
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* @param DefaultPlacementDistance Distance from camera to place the frame if there is no selection and a raycast doesn't hit anything
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*/
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MODELINGCOMPONENTS_API UE::Geometry::FFrame3d GetDefaultWorldReferenceFrame(UInteractiveToolManager* ToolManager, UE::Geometry::FQuaterniond DefaultOrientation = UE::Geometry::FQuaterniond(), double NoSelectionPlacementDistance = 500);
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//
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// Rendering Configuration/Setup Functions
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// These utility functions are used to configure rendering settings on Preview Meshes created internally by Modeling Tools.
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//
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//
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MODELINGCOMPONENTS_API void ApplyRenderingConfigurationToPreview(UBaseDynamicMeshComponent* Component, UToolTarget* SourceTarget = nullptr);
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MODELINGCOMPONENTS_API void ApplyRenderingConfigurationToPreview(UPreviewMesh* PreviewMesh, UToolTarget* SourceTarget = nullptr);
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} |