58 lines
1.5 KiB
C++
58 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "InteractionMechanic.h"
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#include "UObject/Interface.h"
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#include "MeshPaintInteractions.generated.h"
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#define UE_API MESHPAINTINGTOOLSET_API
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struct FInputDeviceRay;
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struct FInputRayHit;
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class IMeshPaintComponentAdapter;
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class AActor;
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class UMeshComponent;
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class UMeshToolManager;
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UINTERFACE(MinimalAPI)
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class UMeshPaintSelectionInterface : public UInterface
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{
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GENERATED_BODY()
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};
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class IMeshPaintSelectionInterface
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{
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GENERATED_BODY()
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public:
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virtual bool IsMeshAdapterSupported(TSharedPtr<IMeshPaintComponentAdapter> MeshAdapter) const PURE_VIRTUAL(IMeshPaintSelectionInterface::IsMeshAdapterSupported, return false;);
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virtual bool AllowsMultiselect() const PURE_VIRTUAL(IMeshPaintSelectionInterface::AllowsMultiselect, return false;);
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};
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UCLASS(MinimalAPI)
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class UMeshPaintSelectionMechanic : public UInteractionMechanic
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{
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GENERATED_BODY()
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public:
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UE_API FInputRayHit IsHitByClick(const FInputDeviceRay& ClickPos, bool bIsFallbackClick = false);
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UE_API void OnClicked(const FInputDeviceRay& ClickPos);
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void SetAddToSelectionSet(const bool bInNewSelectionType)
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{
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bAddToSelectionSet = bInNewSelectionType;
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}
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protected:
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UE_API bool FindClickedComponentsAndCacheAdapters(const FInputDeviceRay& ClickPos);
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protected:
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UPROPERTY(Transient)
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TArray<TObjectPtr<UMeshComponent>> CachedClickedComponents;
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UPROPERTY(Transient)
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TArray<TObjectPtr<AActor>> CachedClickedActors;
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bool bAddToSelectionSet;
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};
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#undef UE_API
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