2019-12-26 15:33:43 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2016-07-18 11:58:33 -04:00
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#pragma once
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Containers/ArrayView.h"
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#include "Misc/Paths.h"
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2020-11-04 09:21:48 -04:00
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#include "LandscapeFileFormatInterface.generated.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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class Error;
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2016-07-18 11:58:33 -04:00
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struct FLandscapeFileTypeInfo
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{
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// Description of file type for the file selector
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FText Description;
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// Extensions for this type, with leading dot, e.g. ".png"
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TArray<FString, TInlineAllocator<2>> Extensions;
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// Whether this file type supports exporting from the editor back to file
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// (All file types must support *importing*, but exporting is optional)
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bool bSupportsExport = false;
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};
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UENUM()
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enum class ELandscapeImportResult : uint8
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{
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Success = 0,
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Warning,
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Error,
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};
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USTRUCT()
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struct FLandscapeFileResolution
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{
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GENERATED_USTRUCT_BODY()
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FLandscapeFileResolution() {}
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FLandscapeFileResolution(uint32 InWidth, uint32 InHeight) : Width(InWidth), Height(InHeight) {}
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UPROPERTY()
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uint32 Width = 0;
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UPROPERTY()
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uint32 Height = 0;
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};
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FORCEINLINE bool operator==(const FLandscapeFileResolution& Lhs, const FLandscapeFileResolution& Rhs)
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{
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return Lhs.Width == Rhs.Width && Lhs.Height == Rhs.Height;
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}
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FORCEINLINE bool operator!=(const FLandscapeFileResolution& Lhs, const FLandscapeFileResolution& Rhs)
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{
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return !(Lhs == Rhs);
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}
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2020-10-21 07:40:43 -04:00
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struct FLandscapeFileInfo
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{
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// Whether the the file is usable or has errors/warnings
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ELandscapeImportResult ResultCode = ELandscapeImportResult::Success;
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// Message to show as the warning/error result
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FText ErrorMessage;
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// Normally contains a single resolution, but .raw is awful
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TArray<FLandscapeFileResolution> PossibleResolutions;
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// The inherent scale of the data format, if it has one, in centimeters
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// The default for data with no inherent scale is 100,100,0.78125 (100.0/128, shown as 100 in the editor UI)
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TOptional<FVector> DataScale;
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};
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template< class T >
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struct FLandscapeImportData
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{
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// Whether the import data is usable or has errors/warnings
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ELandscapeImportResult ResultCode = ELandscapeImportResult::Success;
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// Message to show as the warning/error result
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FText ErrorMessage;
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// The Data
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TArray<T> Data;
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};
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using FLandscapeHeightmapImportData = FLandscapeImportData<uint16>;
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using FLandscapeWeightmapImportData = FLandscapeImportData<uint8>;
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2020-10-21 08:06:22 -04:00
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using FLandscapeHeightmapInfo = FLandscapeFileInfo;
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using FLandscapeWeightmapInfo = FLandscapeFileInfo;
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// Interface
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template< class T >
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class ILandscapeFileFormat
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{
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public:
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/** Gets info about this format
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* @return information about the file types supported by this file format plugin
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*/
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virtual const FLandscapeFileTypeInfo& GetInfo() const = 0;
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/** Validate a file for Import
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* Gives the file format the opportunity to reject a file or return warnings
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* as well as return information about the file for the import UI (e.g. resolution and scale)
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* @param Filename path to the file to validate for import
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* @param LayerName name of layer that is being imported (in case of Heightmap this will be NAME_None)
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* @return information about the file and (optional) error message
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*/
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virtual FLandscapeFileInfo Validate(const TCHAR* Filename, FName LayerName) const = 0;
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virtual FLandscapeFileInfo Validate(const TCHAR* Filename) const { return Validate(Filename, NAME_None); }
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/** Import a file
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* @param Filename path to the file to import
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* @param LayerName name of layer being imported (in case of Heightmap this will be NAME_None)
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* @param ExpectedResolution resolution selected in the import UI (mostly for the benefit of .raw)
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* @return imported data and (optional) error message
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*/
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virtual FLandscapeImportData<T> Import(const TCHAR* Filename, FName LayerName, FLandscapeFileResolution ExpectedResolution) const = 0;
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virtual FLandscapeImportData<T> Import(const TCHAR* Filename, FLandscapeFileResolution ExpectedResolution) const { return Import(Filename, NAME_None, ExpectedResolution); }
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/** Export a file (if supported)
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* @param Filename path to the file to export to
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* @param LayerName name of layer being exported (in case of Heightmap this will be NAME_None)
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* @param Data raw data to export
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* @param DataResolution resolution of Data
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* @param Scale scale of the landscape data, in centimeters
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*/
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virtual void Export(const TCHAR* Filename, FName LayerName, TArrayView<const T> Data, FLandscapeFileResolution DataResolution, FVector Scale) const
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{
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checkf(0, TEXT("File type hasn't implemented support for export - %s"), *FPaths::GetExtension(Filename, true));
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}
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2016-07-20 04:03:12 -04:00
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2020-10-21 08:06:22 -04:00
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virtual void Export(const TCHAR* Filename, TArrayView<const T> Data, FLandscapeFileResolution DataResolution, FVector Scale)
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{
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Export(Filename, NAME_None, Data, DataResolution, Scale);
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}
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2016-07-20 04:03:12 -04:00
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/**
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* Note: Even though this is an interface class we need a virtual destructor as derived objects are deleted via a pointer to this interface
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*/
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virtual ~ILandscapeFileFormat() {}
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};
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using ILandscapeHeightmapFileFormat = ILandscapeFileFormat<uint16>;
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using ILandscapeWeightmapFileFormat = ILandscapeFileFormat<uint8>;
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