Files
bryan sefcik de1956f47b Ran IWYU on Public headers under Engine/Source/Developer/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21064294 by bryan.sefcik
#jira
#preflight 62d5c2111062f2e63015e598

#ROBOMERGE-OWNER: bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21182053 by bryan sefcik in ue5-main branch]
2022-07-20 12:03:45 -04:00

70 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "DatasmithTypes.h"
#include "DatasmithUtils.h"
#include "IDatasmithSceneElements.h"
#include "Math/Color.h"
#include "Templates/SharedPointer.h"
#include "Templates/UniquePtr.h"
class FDatasmithLogger;
class FDatasmithSceneExporterImpl;
class IDatasmithProgressManager;
class IDatasmithScene;
/**
* This is the export for a DatasmithScene. Call PreExport, then Export to finish the export process.
*/
class DATASMITHEXPORTER_API FDatasmithSceneExporter
{
public:
FDatasmithSceneExporter();
~FDatasmithSceneExporter();
/**
* Indicates that we're starting the export process. Starts the export metrics.
*/
void PreExport();
/**
* Exports the entire scene.
* It will create the scene file as well as the resized textures (in case of resize is enabled).
*
* @param bCleanupUnusedElements Remove unused meshes, textures and materials before exporting
*/
void Export( TSharedRef< IDatasmithScene > DatasmithScene, bool bCleanupUnusedElements = true );
/** Resets all the settings on the scene */
UE_DEPRECATED(5.1, "This function was selectively reseting the export state and was preserving the export paths. We should now directly set the fields we want to change instead.")
void Reset();
/** Sets the progress manager for visual feedback on exporting */
void SetProgressManager( const TSharedPtr< IDatasmithProgressManager >& InProgressManager );
/** Sets the logger to store the summary of the export process */
void SetLogger( const TSharedPtr< FDatasmithLogger >& InLogger );
/** Sets the name of the scene to export. The resulting file and folder will use this name. */
void SetName(const TCHAR* InName);
/** Gets the name of the scene to export. */
const TCHAR* GetName() const;
/**
* Sets the output path to where this scene will be exported.
*/
void SetOutputPath(const TCHAR* InOutputPath);
const TCHAR* GetOutputPath() const;
/**
* Gets the path to the assets output folder. This is where we output the mesh files, textures, etc.
*/
const TCHAR* GetAssetsOutputPath() const;
private:
TUniquePtr< FDatasmithSceneExporterImpl > Impl;
};