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UnrealEngine/Engine/Plugins/Runtime/MeshModelingToolset/Source/MeshModelingTools/Public/Properties/MeshSculptLayerProperties.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

92 lines
3.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "UObject/Object.h"
#include "GeometryBase.h"
#include "MeshSculptLayerProperties.generated.h"
PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMeshSculptLayers);
class IModelingToolExternalDynamicMeshUpdateAPI;
UCLASS(MinimalAPI)
class UMeshSculptLayerProperties : public UObject
{
GENERATED_BODY()
public:
/** Set the active mesh layer */
UPROPERTY(EditAnywhere, Category = MeshLayers, meta = (ClampMin = 0, HideEditConditionToggle, EditCondition = bCanEditLayers, ModelingQuickSettings))
int32 ActiveLayer = 0;
/** Set the mesh layer weights */
UPROPERTY(EditAnywhere, EditFixedSize, NoClear, Category = MeshLayers, meta = (NoResetToDefault, HideEditConditionToggle, EditCondition = bCanEditLayers, ModelingQuickSettings))
TArray<double> LayerWeights;
UPROPERTY(meta = (TransientToolProperty))
bool bCanEditLayers = false;
/** Add a sculpt layer */
MESHMODELINGTOOLS_API void AddLayer();
/** Remove the active sculpt layer */
MESHMODELINGTOOLS_API bool RemoveLayer();
/** Remove the sculpt layer at the provided index */
UFUNCTION(Category = MeshLayers)
MESHMODELINGTOOLS_API bool RemoveLayerAtIndex(const int32 IndexOfLayerToRemove);
/** Return the name of the sculpt layer at the provided index */
UFUNCTION(Category = MeshLayers)
MESHMODELINGTOOLS_API FName GetLayerName(const int32 InIndex);
/** Set the name of the layer at the provided index to the provided name */
UFUNCTION(Category = MeshLayers)
MESHMODELINGTOOLS_API void SetLayerName(const int32 InIndex, const FName InLayerName);
/** Move the layer at the first provided index to the location provided by the second index */
UFUNCTION(Category = MeshLayers)
MESHMODELINGTOOLS_API void MoveLayer(const int32 InInitIndex, int32 InTargetIndex);
/** Sets the currently active sculpt layer to be the one at the provided index */
UFUNCTION(Category = MeshLayers)
MESHMODELINGTOOLS_API void SetActiveLayer(const int32 InIndex);
/** Sets the weight of the layer at the provided index to the provided weight */
UFUNCTION(Category = MeshLayers)
MESHMODELINGTOOLS_API void SetLayerWeight(const int32 InIndex, double InWeight, const uint32 ChangeType);
MESHMODELINGTOOLS_API void Init(IModelingToolExternalDynamicMeshUpdateAPI* InTool, int32 InNumLockedBaseLayers);
#if WITH_EDITOR
MESHMODELINGTOOLS_API virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
int32 GetNumLockedBaseLayers() const { return NumLockedBaseLayers; }
private:
IModelingToolExternalDynamicMeshUpdateAPI* Tool = nullptr;
int32 NumLockedBaseLayers = 0;
// Mesh before layer change has been applied. Used for tracking mesh changes that occur over multiple frames (i.e., from an interactive drag)
// TODO: Add/update a mesh FChange to track sculpt layer changes, and use that instead of saving an entire mesh here
TSharedPtr<FDynamicMesh3> InitialMesh;
// Helper to set sculpt layers from the current LayerWeights property (accounting for the NumLockedBaseLayers)
void SetLayerWeights(FDynamicMeshSculptLayers* SculptLayers) const;
// Update the ActiveLayer and LayerWeights settings from the current sculpt layers
void UpdateSettingsFromMesh(const FDynamicMeshSculptLayers* SculptLayers);
// Helper to apply edits to the current sculpt layers if possible, with associated book keeping
// @param EditFn The edit to apply if possible
// @param bEmitChange Whether to emit a change object along with the edit
void EditSculptLayers(TFunctionRef<void(UE::Geometry::FDynamicMesh3& Mesh, UE::Geometry::FDynamicMeshSculptLayers* SculptLayers)> EditFn, bool bEmitChange);
};
DECLARE_LOG_CATEGORY_EXTERN(LogSculptLayerProps, Warning, All);