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Fixed SVT viewer breaking at LWC distances. It now uses translated world space instead. #rb Patrick.Kelly #jira UE-197905 #rnx [CL 31303767 by tim doerries in ue5-main branch]
35 lines
923 B
C++
35 lines
923 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_EDITOR
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#include "CoreMinimal.h"
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namespace UE
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{
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namespace SVT
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{
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struct FTextureData;
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}
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}
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struct FOpenVDBGridInfo;
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enum class EOpenVDBGridType : uint8;
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struct FOpenVDBToSVTConversionResult
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{
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struct FSparseVolumeAssetHeader* Header;
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TArray<uint32>* PageTable;
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TArray<uint8>* PhysicalTileDataA;
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TArray<uint8>* PhysicalTileDataB;
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};
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bool IsOpenVDBGridValid(const FOpenVDBGridInfo& GridInfo, const FString& Filename);
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bool GetOpenVDBGridInfo(TArray64<uint8>& SourceFile, bool bCreateStrings, TArray<FOpenVDBGridInfo>* OutGridInfo);
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bool ConvertOpenVDBToSparseVolumeTexture(TArray64<uint8>& SourceFile, const struct FOpenVDBImportOptions& ImportOptions, const FIntVector3& VolumeBoundsMin, UE::SVT::FTextureData& OutResult, FTransform& OutFrameTransform);
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const TCHAR* OpenVDBGridTypeToString(EOpenVDBGridType Type);
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#endif // WITH_EDITOR
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