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495 lines
17 KiB
C++
495 lines
17 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "MeshBoneReduction.h"
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#include "Modules/ModuleManager.h"
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#include "GPUSkinPublicDefs.h"
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#include "ReferenceSkeleton.h"
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#include "Engine/SkeletalMesh.h"
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#include "Components/SkinnedMeshComponent.h"
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#include "UObject/UObjectHash.h"
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#include "Templates/ScopedPointer.h"
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#include "ComponentReregisterContext.h"
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#include "Templates/UniquePtr.h"
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#include "Rendering/SkeletalMeshModel.h"
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#include "AnimationBlueprintLibrary.h"
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#include "Async/ParallelFor.h"
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class FMeshBoneReductionModule : public IMeshBoneReductionModule
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{
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public:
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// IModuleInterface interface.
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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// IMeshBoneReductionModule interface.
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virtual class IMeshBoneReduction* GetMeshBoneReductionInterface() override;
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};
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DEFINE_LOG_CATEGORY_STATIC(LogMeshBoneReduction, Log, All);
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IMPLEMENT_MODULE(FMeshBoneReductionModule, MeshBoneReduction);
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class FMeshBoneReduction : public IMeshBoneReduction
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{
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public:
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virtual ~FMeshBoneReduction()
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{
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}
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void EnsureChildrenPresents(FBoneIndexType BoneIndex, const TArray<FMeshBoneInfo>& RefBoneInfo, TArray<FBoneIndexType>& OutBoneIndicesToRemove)
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{
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// just look for direct parent, we could look for RefBoneInfo->Ischild, but more expensive, and no reason to do that all the work
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for (int32 ChildBoneIndex = 0; ChildBoneIndex < RefBoneInfo.Num(); ++ChildBoneIndex)
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{
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if (RefBoneInfo[ChildBoneIndex].ParentIndex == BoneIndex)
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{
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OutBoneIndicesToRemove.AddUnique(ChildBoneIndex);
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EnsureChildrenPresents(ChildBoneIndex, RefBoneInfo, OutBoneIndicesToRemove);
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}
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}
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}
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bool GetBoneReductionData(const USkeletalMesh* SkeletalMesh, int32 DesiredLOD, TMap<FBoneIndexType, FBoneIndexType>& OutBonesToReplace, const TArray<FName>* BoneNamesToRemove = NULL) override
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{
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if (!SkeletalMesh)
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{
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return false;
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}
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if (!SkeletalMesh->IsValidLODIndex(DesiredLOD))
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{
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return false;
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}
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const TArray<FMeshBoneInfo> & RefBoneInfo = SkeletalMesh->RefSkeleton.GetRawRefBoneInfo();
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TArray<FBoneIndexType> BoneIndicesToRemove;
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// originally this code was accumulating from LOD 0->DesiredLOd, but that should be done outside of tool if they want to
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// removing it, and just include DesiredLOD
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{
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// if name is entered, use them instead of setting
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const TArray<FName>& BonesToRemoveSetting = [BoneNamesToRemove, SkeletalMesh, DesiredLOD]()
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{
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if (BoneNamesToRemove)
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{
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return *BoneNamesToRemove;
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}
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else
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{
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TArray<FName> RetrievedNames;
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const FSkeletalMeshLODInfo* LODInfo = SkeletalMesh->GetLODInfo(DesiredLOD);
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for (const FBoneReference& BoneReference : LODInfo->BonesToRemove)
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{
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RetrievedNames.AddUnique(BoneReference.BoneName);
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}
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RetrievedNames.Remove(NAME_None);
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return RetrievedNames;
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}
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}();
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// first gather indices. we don't want to add bones to replace if that "to-be-replace" will be removed as well
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for (int32 Index = 0; Index < BonesToRemoveSetting.Num(); ++Index)
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{
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if (BonesToRemoveSetting[Index] != NAME_None)
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{
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int32 BoneIndex = SkeletalMesh->RefSkeleton.FindRawBoneIndex(BonesToRemoveSetting[Index]);
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// we don't allow root to be removed
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if (BoneIndex > 0)
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{
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BoneIndicesToRemove.AddUnique(BoneIndex);
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// make sure all children for this joint is included
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EnsureChildrenPresents(BoneIndex, RefBoneInfo, BoneIndicesToRemove);
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}
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}
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}
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}
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if (BoneIndicesToRemove.Num() <= 0)
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{
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return false;
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}
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// now make sure the parent isn't the one to be removed, find the one that won't be removed
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for (int32 Index = 0; Index < BoneIndicesToRemove.Num(); ++Index)
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{
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int32 BoneIndex = BoneIndicesToRemove[Index];
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int32 ParentIndex = RefBoneInfo[BoneIndex].ParentIndex;
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while (BoneIndicesToRemove.Contains(ParentIndex))
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{
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ParentIndex = RefBoneInfo[ParentIndex].ParentIndex;
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}
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OutBonesToReplace.Add(BoneIndex, ParentIndex);
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}
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return ( OutBonesToReplace.Num() > 0 );
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}
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void FixUpSectionBoneMaps( FSkelMeshSection & Section, const TMap<FBoneIndexType, FBoneIndexType> &BonesToRepair ) override
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{
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// now you have list of bones, remove them from vertex influences
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{
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TMap<uint8, uint8> BoneMapRemapTable;
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// first go through bone map and see if this contains BonesToRemove
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int32 BoneMapSize = Section.BoneMap.Num();
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int32 AdjustIndex=0;
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for (int32 BoneMapIndex=0; BoneMapIndex < BoneMapSize; ++BoneMapIndex )
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{
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// look for this bone to be removed or not?
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const FBoneIndexType* ParentBoneIndex = BonesToRepair.Find(Section.BoneMap[BoneMapIndex]);
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if ( ParentBoneIndex )
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{
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// this should not happen, I don't ever remove root
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check (*ParentBoneIndex!=INDEX_NONE);
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// if Parent already exists in the current BoneMap, we just have to fix up the mapping
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int32 ParentBoneMapIndex = Section.BoneMap.Find(*ParentBoneIndex);
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// if it exists
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if (ParentBoneMapIndex != INDEX_NONE)
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{
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// if parent index is higher, we have to decrease it to match to new index
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if (ParentBoneMapIndex > BoneMapIndex)
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{
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--ParentBoneMapIndex;
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}
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// remove current section count, will replace with parent
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Section.BoneMap.RemoveAt(BoneMapIndex);
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}
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else
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{
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// if parent doens't exists, we have to add one
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// this doesn't change bone map size
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Section.BoneMap.RemoveAt(BoneMapIndex);
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ParentBoneMapIndex = Section.BoneMap.Add(*ParentBoneIndex);
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}
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// first fix up all indices of BoneMapRemapTable for the indices higher than BoneMapIndex, since BoneMapIndex is being removed
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for (auto Iter = BoneMapRemapTable.CreateIterator(); Iter; ++Iter)
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{
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uint8& Value = Iter.Value();
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check (Value != BoneMapIndex);
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if (Value > BoneMapIndex)
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{
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--Value;
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}
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}
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int32 OldIndex = BoneMapIndex+AdjustIndex;
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int32 NewIndex = ParentBoneMapIndex;
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// you still have to add no matter what even if same since indices might change after added
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{
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// add to remap table
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check (OldIndex < 256 && OldIndex >= 0);
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check (NewIndex < 256 && NewIndex >= 0);
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check (BoneMapRemapTable.Contains((uint8)OldIndex) == false);
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BoneMapRemapTable.Add((uint8)OldIndex, (uint8)NewIndex);
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}
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// reduce index since the item is removed
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--BoneMapIndex;
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--BoneMapSize;
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// this is to adjust the later indices. We need to refix their indices
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++AdjustIndex;
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}
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else if (AdjustIndex > 0)
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{
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int32 OldIndex = BoneMapIndex+AdjustIndex;
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int32 NewIndex = BoneMapIndex;
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check (OldIndex < 256 && OldIndex >= 0);
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check (NewIndex < 256 && NewIndex >= 0);
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check (BoneMapRemapTable.Contains((uint8)OldIndex) == false);
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BoneMapRemapTable.Add((uint8)OldIndex, (uint8)NewIndex);
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}
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}
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if ( BoneMapRemapTable.Num() > 0 )
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{
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// fix up soft verts
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for (int32 VertIndex=0; VertIndex < Section.SoftVertices.Num(); ++VertIndex)
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{
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FSoftSkinVertex & Vert = Section.SoftVertices[VertIndex];
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bool ShouldRenormalize = false;
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for(int32 InfluenceIndex = 0;InfluenceIndex < MAX_TOTAL_INFLUENCES;InfluenceIndex++)
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{
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uint8 *RemappedBone = BoneMapRemapTable.Find(Vert.InfluenceBones[InfluenceIndex]);
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if (RemappedBone)
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{
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Vert.InfluenceBones[InfluenceIndex] = *RemappedBone;
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ShouldRenormalize = true;
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}
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}
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if (ShouldRenormalize)
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{
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// should see if same bone exists
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for(int32 InfluenceIndex = 0;InfluenceIndex < MAX_TOTAL_INFLUENCES;InfluenceIndex++)
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{
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for(int32 InfluenceIndex2 = InfluenceIndex+1;InfluenceIndex2 < MAX_TOTAL_INFLUENCES;InfluenceIndex2++)
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{
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// cannot be 0 because we don't allow removing root
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if (Vert.InfluenceBones[InfluenceIndex] != 0 && Vert.InfluenceBones[InfluenceIndex] == Vert.InfluenceBones[InfluenceIndex2])
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{
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Vert.InfluenceWeights[InfluenceIndex] += Vert.InfluenceWeights[InfluenceIndex2];
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// reset
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Vert.InfluenceBones[InfluenceIndex2] = 0;
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Vert.InfluenceWeights[InfluenceIndex2] = 0;
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}
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}
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}
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}
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}
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}
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}
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}
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void RetrieveBoneMatrices(USkeletalMesh* SkeletalMesh, const int32 LODIndex, TArray<FBoneIndexType>& BonesToRemove, TArray<FMatrix>& InOutMatrices)
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{
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if (!SkeletalMesh->IsValidLODIndex(LODIndex))
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{
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return;
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}
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// Retrieve all bone names in skeleton
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TArray<FName> BoneNames;
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const int32 NumBones = SkeletalMesh->RefSkeleton.GetRawBoneNum();
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for (int32 BoneIndex = 0; BoneIndex < NumBones; ++BoneIndex)
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{
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BoneNames.Add(SkeletalMesh->RefSkeleton.GetBoneName(BoneIndex));
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}
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TArray<FMatrix> MultipliedBonePoses;
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const UAnimSequence* BakePose = SkeletalMesh->GetBakePose(LODIndex);
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if (BakePose)
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{
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// Retrieve posed bone transforms
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TArray<FTransform> BonePoses;
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UAnimationBlueprintLibrary::GetBonePosesForFrame(BakePose, BoneNames, 0, true, BonePoses);
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MultipliedBonePoses.AddDefaulted(BonePoses.Num());
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// Retrieve ref pose bone transforms
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TArray<FTransform> RefBonePoses = SkeletalMesh->RefSkeleton.GetRawRefBonePose();
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TArray<FMatrix> MultipliedRefBonePoses;
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MultipliedRefBonePoses.AddDefaulted(RefBonePoses.Num());
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const bool bDebugBonePoses = false;
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TArray<int32> Processed;
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Processed.SetNumZeroed(RefBonePoses.Num());
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// Multiply out parent to child transforms for ref-pose
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for (int32 BonePoseIndex = 0; BonePoseIndex < RefBonePoses.Num(); BonePoseIndex++)
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{
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const int32 BoneIndex = SkeletalMesh->RefSkeleton.FindRawBoneIndex(BoneNames[BonePoseIndex]);
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const int32 ParentIndex = SkeletalMesh->RefSkeleton.GetParentIndex(BoneIndex);
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MultipliedRefBonePoses[BoneIndex] = RefBonePoses[BoneIndex].ToMatrixWithScale();
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if (ParentIndex != INDEX_NONE)
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{
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checkf(ParentIndex == 0 || Processed[ParentIndex] == 1, TEXT("Parent bone was not yet processed"));
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UE_CLOG(bDebugBonePoses, LogMeshBoneReduction, Log, TEXT("Original: [%i]\n%s"), BonePoseIndex, *RefBonePoses[BoneIndex].ToHumanReadableString());
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MultipliedRefBonePoses[BoneIndex] = MultipliedRefBonePoses[BoneIndex] * MultipliedRefBonePoses[ParentIndex];
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UE_CLOG(bDebugBonePoses, LogMeshBoneReduction, Log, TEXT("Relative: [%i]\n%s"), BonePoseIndex, *(FTransform(MultipliedRefBonePoses[BoneIndex]).ToHumanReadableString()));
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}
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Processed[BoneIndex] = 1;
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}
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Processed.Empty();
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Processed.SetNumZeroed(BonePoses.Num());
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// Multiply out parent to child transforms for bake-pose
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for (int32 BonePoseIndex = 0; BonePoseIndex < BonePoses.Num(); BonePoseIndex++)
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{
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const int32 BoneIndex = SkeletalMesh->RefSkeleton.FindRawBoneIndex(BoneNames[BonePoseIndex]);
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const int32 ParentIndex = SkeletalMesh->RefSkeleton.GetParentIndex(BoneIndex);
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MultipliedBonePoses[BoneIndex] = BonePoses[BoneIndex].ToMatrixWithScale();
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if (ParentIndex != INDEX_NONE)
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{
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checkf(ParentIndex == 0 || Processed[ParentIndex] == 1, TEXT("Parent bone was not yet processed"));
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UE_CLOG(bDebugBonePoses, LogMeshBoneReduction, Log, TEXT("Original: [%i]\n%s"), BonePoseIndex, *BonePoses[BoneIndex].ToHumanReadableString());
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MultipliedBonePoses[BoneIndex] = MultipliedBonePoses[BoneIndex] * MultipliedBonePoses[ParentIndex];
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UE_CLOG(bDebugBonePoses, LogMeshBoneReduction, Log, TEXT("Relative: [%i]\n%s"), BonePoseIndex, *(FTransform(MultipliedBonePoses[BoneIndex]).ToHumanReadableString()));
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}
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Processed[BoneIndex] = 1;
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}
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// Calculate final bone pose transforms from ref-pose to bake-pose
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for (int32 BoneIndex = 0; BoneIndex < NumBones; ++BoneIndex)
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{
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MultipliedBonePoses[BoneIndex] = MultipliedRefBonePoses[BoneIndex].Inverse() * MultipliedBonePoses[BoneIndex];
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UE_CLOG(bDebugBonePoses, LogMeshBoneReduction, Log, TEXT("Final: [%i]\n%s"), BoneIndex, *(FTransform(MultipliedBonePoses[BoneIndex]).ToHumanReadableString()));
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}
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}
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else
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{
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MultipliedBonePoses.AddDefaulted(BoneNames.Num());
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}
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// Add bone transforms we're interested in
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InOutMatrices.Reset(BonesToRemove.Num());
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for (const FBoneIndexType& Index : BonesToRemove)
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{
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InOutMatrices.Add(MultipliedBonePoses[Index]);
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}
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}
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bool ReduceBoneCounts(USkeletalMesh* SkeletalMesh, int32 DesiredLOD, const TArray<FName>* BoneNamesToRemove) override
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{
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check (SkeletalMesh);
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USkeleton* Skeleton = SkeletalMesh->Skeleton;
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check (Skeleton);
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// find all the bones to remove from Skeleton settings
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TMap<FBoneIndexType, FBoneIndexType> BonesToRemove;
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bool bNeedsRemoval = GetBoneReductionData(SkeletalMesh, DesiredLOD, BonesToRemove, BoneNamesToRemove);
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// Always restore all previously removed bones if not contained by BonesToRemove
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SkeletalMesh->CalculateRequiredBones(SkeletalMesh->GetImportedModel()->LODModels[DesiredLOD], SkeletalMesh->RefSkeleton, &BonesToRemove);
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TComponentReregisterContext<USkinnedMeshComponent> ReregisterContext;
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SkeletalMesh->ReleaseResources();
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SkeletalMesh->ReleaseResourcesFence.Wait();
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FSkeletalMeshModel* SkeletalMeshResource = SkeletalMesh->GetImportedModel();
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check(SkeletalMeshResource);
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FSkeletalMeshLODModel** LODModels = SkeletalMeshResource->LODModels.GetData();
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FSkeletalMeshLODModel* SrcModel = LODModels[DesiredLOD];
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FSkeletalMeshLODModel* NewModel = nullptr;
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if (bNeedsRemoval)
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{
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NewModel = new FSkeletalMeshLODModel();
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LODModels[DesiredLOD] = NewModel;
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if (SkeletalMeshResource->OriginalReductionSourceMeshData.IsValidIndex(DesiredLOD))
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{
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SkeletalMeshResource->OriginalReductionSourceMeshData[DesiredLOD]->EmptyBulkData();
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SkeletalMeshResource->OriginalReductionSourceMeshData.RemoveAt(DesiredLOD);
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}
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// Bulk data arrays need to be locked before a copy can be made.
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SrcModel->RawPointIndices.Lock(LOCK_READ_ONLY);
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SrcModel->LegacyRawPointIndices.Lock(LOCK_READ_ONLY);
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*NewModel = *SrcModel;
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SrcModel->RawPointIndices.Unlock();
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SrcModel->LegacyRawPointIndices.Unlock();
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TArray<FBoneIndexType> BoneIndices;
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TArray<FMatrix> RemovedBoneMatrices;
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const bool bBakePoseToRemovedInfluences = (SkeletalMesh->GetBakePose(DesiredLOD) != nullptr);
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if (bBakePoseToRemovedInfluences)
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{
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for (const FBoneReference& BoneReference : SkeletalMesh->GetLODInfo(DesiredLOD)->BonesToRemove)
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{
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int32 BoneIndex = SkeletalMesh->RefSkeleton.FindRawBoneIndex(BoneReference.BoneName);
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if (BoneIndex != INDEX_NONE)
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{
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BoneIndices.AddUnique(BoneIndex);
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}
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}
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for (const TPair<FBoneIndexType, FBoneIndexType>& BonePair : BonesToRemove)
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{
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if (BonePair.Key != INDEX_NONE)
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{
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BoneIndices.AddUnique(BonePair.Key);
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}
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}
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RetrieveBoneMatrices(SkeletalMesh, DesiredLOD, BoneIndices, RemovedBoneMatrices);
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}
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// fix up chunks
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ParallelFor(NewModel->Sections.Num(), [this, NewModel, bBakePoseToRemovedInfluences, &RemovedBoneMatrices, &BoneIndices, &BonesToRemove](const int32 SectionIndex)
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{
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FSkelMeshSection& Section = NewModel->Sections[SectionIndex];
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if (bBakePoseToRemovedInfluences)
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{
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const float InfluenceMultiplier = 1.0f / 255.0f;
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for (FSoftSkinVertex& Vertex : Section.SoftVertices)
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{
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FVector TangentX = Vertex.TangentX;
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FVector TangentY = Vertex.TangentY;
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FVector TangentZ = Vertex.TangentZ;
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FVector Position = Vertex.Position;
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for (uint8 InfluenceIndex = 0; InfluenceIndex < 8; ++InfluenceIndex)
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{
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const int32 ArrayIndex = BoneIndices.IndexOfByKey(Section.BoneMap[Vertex.InfluenceBones[InfluenceIndex]]);
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if (ArrayIndex != INDEX_NONE)
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{
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Position += ((RemovedBoneMatrices[ArrayIndex].TransformPosition(Vertex.Position) - Vertex.Position) * ((float)Vertex.InfluenceWeights[InfluenceIndex] * InfluenceMultiplier));
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TangentX += ((RemovedBoneMatrices[ArrayIndex].TransformVector(Vertex.TangentX) - Vertex.TangentX) * ((float)Vertex.InfluenceWeights[InfluenceIndex] * InfluenceMultiplier));
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TangentY += ((RemovedBoneMatrices[ArrayIndex].TransformVector(Vertex.TangentY) - Vertex.TangentY) * ((float)Vertex.InfluenceWeights[InfluenceIndex] * InfluenceMultiplier));
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TangentZ += ((RemovedBoneMatrices[ArrayIndex].TransformVector(Vertex.TangentZ) - Vertex.TangentZ) * ((float)Vertex.InfluenceWeights[InfluenceIndex] * InfluenceMultiplier));
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}
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}
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Vertex.Position = Position;
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Vertex.TangentX = TangentX.GetSafeNormal();
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Vertex.TangentY = TangentY.GetSafeNormal();
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uint8 WComponent = Vertex.TangentZ.W;
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Vertex.TangentZ = TangentZ.GetSafeNormal();
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Vertex.TangentZ.W = WComponent;
|
|
}
|
|
}
|
|
FixUpSectionBoneMaps(Section, BonesToRemove);
|
|
});
|
|
|
|
// fix up RequiredBones/ActiveBoneIndices
|
|
for (auto Iter = BonesToRemove.CreateIterator(); Iter; ++Iter)
|
|
{
|
|
FBoneIndexType BoneIndex = Iter.Key();
|
|
FBoneIndexType MappingIndex = Iter.Value();
|
|
NewModel->ActiveBoneIndices.Remove(BoneIndex);
|
|
NewModel->RequiredBones.Remove(BoneIndex);
|
|
|
|
NewModel->ActiveBoneIndices.AddUnique(MappingIndex);
|
|
NewModel->RequiredBones.AddUnique(MappingIndex);
|
|
}
|
|
|
|
delete SrcModel;
|
|
}
|
|
else
|
|
{
|
|
NewModel = SrcModel;
|
|
}
|
|
|
|
NewModel->ActiveBoneIndices.Sort();
|
|
NewModel->RequiredBones.Sort();
|
|
|
|
SkeletalMesh->PostEditChange();
|
|
SkeletalMesh->InitResources();
|
|
SkeletalMesh->MarkPackageDirty();
|
|
|
|
return true;
|
|
}
|
|
};
|
|
|
|
TUniquePtr<FMeshBoneReduction> GMeshBoneReduction;
|
|
|
|
void FMeshBoneReductionModule::StartupModule()
|
|
{
|
|
GMeshBoneReduction = MakeUnique<FMeshBoneReduction>();
|
|
}
|
|
|
|
void FMeshBoneReductionModule::ShutdownModule()
|
|
{
|
|
GMeshBoneReduction = nullptr;
|
|
}
|
|
|
|
IMeshBoneReduction* FMeshBoneReductionModule::GetMeshBoneReductionInterface()
|
|
{
|
|
return GMeshBoneReduction.Get();
|
|
}
|