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- used to decide whether to build nanite data and soon ray tracing proxies. [CL 33888724 by tiago costa in ue5-main branch]
82 lines
2.3 KiB
C++
82 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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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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#include "SkeletalMeshBuilder.h"
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#include "Engine/SkeletalMesh.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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virtual bool BuildMesh(class FStaticMeshRenderData& OutRenderData, const FStaticMeshBuildParameters& BuildParameters) override;
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virtual bool BuildMesh(FStaticMeshRenderData& OutRenderData, UObject* Mesh, const FStaticMeshLODGroup& LODGroup, bool bAllowNanite) override;
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virtual bool BuildMeshVertexPositions(
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UObject* StaticMesh,
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TArray<uint32>& Indices,
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TArray<FVector3f>& Vertices,
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FStaticMeshSectionArray& Sections) override;
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virtual bool BuildSkeletalMesh(const FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters) override;
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private:
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};
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IMPLEMENT_MODULE(FMeshBuilderModule, MeshBuilder );
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bool FMeshBuilderModule::BuildMesh(FStaticMeshRenderData& OutRenderData, const FStaticMeshBuildParameters& BuildParameters)
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{
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//Call the static mesh builder
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return FStaticMeshBuilder().Build(OutRenderData, BuildParameters);
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}
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bool FMeshBuilderModule::BuildMesh(FStaticMeshRenderData& OutRenderData, class UObject* Mesh, const FStaticMeshLODGroup& LODGroup, bool bAllowNanite)
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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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return BuildMesh(OutRenderData, FStaticMeshBuildParameters(StaticMesh, nullptr, LODGroup));
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}
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return false;
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}
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bool FMeshBuilderModule::BuildMeshVertexPositions(
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UObject* Mesh,
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TArray<uint32>& Indices,
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TArray<FVector3f>& Vertices,
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FStaticMeshSectionArray& Sections)
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{
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UStaticMesh* StaticMesh = Cast< UStaticMesh >(Mesh);
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if (StaticMesh)
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{
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//Call the static mesh builder
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return FStaticMeshBuilder().BuildMeshVertexPositions(StaticMesh, Indices, Vertices, Sections);
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}
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return false;
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}
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bool FMeshBuilderModule::BuildSkeletalMesh(const FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters)
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{
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//Call the skeletal mesh builder
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return FSkeletalMeshBuilder().Build(SkeletalMeshBuildParameters);
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} |