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- Move ToolTarget implementations, DynamicMeshToVolume to ModelingComponentsEditorOnly module - move VolumeToDynamicMesh, DynamicMeshProvider/Commiter interfaces to ModelingComponents module - Add UCreateMeshObjectTypeProperties property set to expose mesh/volume options - Add FCreateMeshObjectParams::TypeHintClass to allow AVolume type (or other UClass hints) to be passed to creation APIs - Add UE::ToolTarget::ConfigureCreateMeshObjectParams() util function in ModelingToolTargetUtil, tries to determine output type in a FCreateMeshObjectParams based on input ToolTarget - Add UEditorModelingObjectsCreationAPI::CreateVolume() implementation - Add UEditorModelingObjectsCreationAPI::FilterMaterials() that strips out any internal materials and replaces with WorldGridMaterial. This occurs when (eg) subtracting a Volume from a StaticMesh, because the temporary volume mesh gets assigned internal materials, but the Tools don't know this. Use in EditorModelingObjectsCreationAPI when creating new objects. UStaticMeshComponentToolTarget also does this filtering in ::CommitMaterialSetUpdate(). - Add ::ComponentTypeSupportsCollision() function to ComponentCollisionUtil, use to avoid checks/ensures for Volume targets - Add support for automatic mesh simplification in DynamicMeshToVolume. Add CVar to VolumeDynamicMeshToolTarget.h to control max triangle count (default 500). Apply auto-simplify when creating or updating an AVolume. This prevents the Editor from blocking for long periods on meshes that are too high-res for volumes (even 500 is quite high). - DynamicMeshToVolume now emits polygroup-faces that contain holes (ie multiple boundary loops) as a set of triangles, rather than emitting separate overlapping faces for each boundary loop #rb none #rnx #jira none #preflight 60ba50632c42ea0001cb54c5 [CL 16561742 by Ryan Schmidt in ue5-main branch]
29 lines
692 B
C++
29 lines
692 B
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 "FrameTypes.h"
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#include "VectorTypes.h"
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class AVolume;
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PREDECLARE_GEOMETRY(class FDynamicMesh3);
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namespace UE {
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namespace Conversion {
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struct FVolumeToMeshOptions
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{
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bool bInWorldSpace = false;
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bool bSetGroups = true;
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bool bMergeVertices = true;
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bool bAutoRepairMesh = true;
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bool bOptimizeMesh = true;
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};
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/**
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* Converts a volume to a dynamic mesh. Does not initialize normals and does not delete the volume.
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*/
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void MODELINGCOMPONENTS_API VolumeToDynamicMesh(AVolume* Volume, UE::Geometry::FDynamicMesh3& Mesh, const FVolumeToMeshOptions& Options);
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}}//end namespace UE::Conversion
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