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#jira UETOOL-3823 #rb lonnie.li #preflight 617b1aea5794a500014f544a #ROBOMERGE-AUTHOR: michael.balzer #ROBOMERGE-SOURCE: CL 17972239 in //UE5/Release-5.0/... via CL 17972248 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292) #ROBOMERGE[STARSHIP]: UE5-Main [CL 17972256 by michael balzer in ue5-release-engine-test branch]
74 lines
1.9 KiB
C++
74 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "GeometryBase.h"
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#include "DynamicMeshCommitter.generated.h"
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PREDECLARE_GEOMETRY(class FDynamicMesh3);
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UINTERFACE()
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class MODELINGCOMPONENTS_API UDynamicMeshCommitter : public UInterface
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{
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GENERATED_BODY()
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};
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class MODELINGCOMPONENTS_API IDynamicMeshCommitter
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{
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GENERATED_BODY()
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public:
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/**
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* Extra information that can be passed to a CommitMesh call to potentially make
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* the commit faster. Note that setting any of these to false doesn't mean that
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* the corresponding data won't be updated, because a target may choose to always
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* update everything. But it may help some targets do faster updates by not
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* updating things that stayed the same.
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*/
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struct MODELINGCOMPONENTS_API FDynamicMeshCommitInfo
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{
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/** Initializes each of the b*Changed members to bInitValue */
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FDynamicMeshCommitInfo(bool bInitValue)
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{
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bPositionsChanged =
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bTopologyChanged =
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bPolygroupsChanged =
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bNormalsChanged =
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bTangentsChanged =
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bUVsChanged =
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bVertexColorsChanged = bInitValue;
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}
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/** Leaves everything initialized to default (true) */
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FDynamicMeshCommitInfo() {}
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bool bPositionsChanged = true;
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bool bTopologyChanged = true;
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bool bPolygroupsChanged = true;
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bool bNormalsChanged = true;
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bool bTangentsChanged = true;
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bool bUVsChanged = true;
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bool bVertexColorsChanged = true;
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/**
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* Intentionally left out of the constructor. This is a different
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* parameter than the b*Changed members that augments how vertex
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* colors are transformed during the commit.
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*/
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bool bTransformVertexColorsSRGBToLinear = false;
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};
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virtual void CommitDynamicMesh(const UE::Geometry::FDynamicMesh3& Mesh)
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{
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FDynamicMeshCommitInfo CommitInfo;
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CommitDynamicMesh(Mesh, CommitInfo);
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};
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virtual void CommitDynamicMesh(const UE::Geometry::FDynamicMesh3& Mesh, const FDynamicMeshCommitInfo& CommitInfo) = 0;
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};
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