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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]
67 lines
1.7 KiB
C++
67 lines
1.7 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 everything 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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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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