2018-12-14 13:41:00 -05:00
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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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2017-08-30 14:06:15 -04:00
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#include "IMeshBuilderModule.h"
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#include "Modules/ModuleManager.h"
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#include "StaticMeshBuilder.h"
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#include "Engine/StaticMesh.h"
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class FMeshBuilderModule : public IMeshBuilderModule
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{
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public:
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FMeshBuilderModule()
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{
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}
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virtual void StartupModule() override
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{
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// Register any modular features here
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}
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virtual void ShutdownModule() override
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{
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// Unregister any modular features here
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}
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2018-04-10 13:20:01 -04:00
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virtual bool BuildMesh(FStaticMeshRenderData& OutRenderData, UObject* Mesh, const FStaticMeshLODGroup& LODGroup) override;
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2017-08-30 14:06:15 -04:00
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private:
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};
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IMPLEMENT_MODULE(FMeshBuilderModule, MeshBuilder );
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2018-04-10 13:20:01 -04:00
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bool FMeshBuilderModule::BuildMesh(FStaticMeshRenderData& OutRenderData, class UObject* Mesh, const FStaticMeshLODGroup& LODGroup)
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2017-08-30 14:06:15 -04:00
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{
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UStaticMesh* StaticMesh = Cast<UStaticMesh>(Mesh);
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if (StaticMesh != nullptr)
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{
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//Call the static mesh builder
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2018-04-10 13:20:01 -04:00
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return FStaticMeshBuilder().Build(OutRenderData, StaticMesh, LODGroup);
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2017-08-30 14:06:15 -04:00
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}
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return false;
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}
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