Files
UnrealEngineUWP/Engine/Source/Developer/MeshBuilder/Private/MeshBuilderModule.cpp
Marc Audy 0cbbc781ca Merge UE5/Release-Engine-Staging @ 15740152 to UE5/Main
This represents UE4/Main @ 15709114

[CL 15740605 by Marc Audy in ue5-main branch]
2021-03-18 15:20:03 -04:00

73 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "IMeshBuilderModule.h"
#include "Modules/ModuleManager.h"
#include "StaticMeshBuilder.h"
#include "Engine/StaticMesh.h"
#include "SkeletalMeshBuilder.h"
#include "Engine/SkeletalMesh.h"
class FMeshBuilderModule : public IMeshBuilderModule
{
public:
FMeshBuilderModule()
{
}
virtual void StartupModule() override
{
// Register any modular features here
}
virtual void ShutdownModule() override
{
// Unregister any modular features here
}
virtual bool BuildMesh(FStaticMeshRenderData& OutRenderData, UObject* Mesh, const FStaticMeshLODGroup& LODGroup) override;
virtual bool BuildMeshVertexPositions(
UObject* StaticMesh,
TArray<uint32>& Indices,
TArray<FVector>& Vertices) override;
virtual bool BuildSkeletalMesh(const FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters) override;
private:
};
IMPLEMENT_MODULE(FMeshBuilderModule, MeshBuilder );
bool FMeshBuilderModule::BuildMesh(FStaticMeshRenderData& OutRenderData, class UObject* Mesh, const FStaticMeshLODGroup& LODGroup)
{
UStaticMesh* StaticMesh = Cast<UStaticMesh>(Mesh);
if (StaticMesh != nullptr)
{
//Call the static mesh builder
return FStaticMeshBuilder().Build(OutRenderData, StaticMesh, LODGroup);
}
return false;
}
bool FMeshBuilderModule::BuildMeshVertexPositions(
UObject* Mesh,
TArray<uint32>& Indices,
TArray<FVector>& Vertices)
{
UStaticMesh* StaticMesh = Cast< UStaticMesh >(Mesh);
if (StaticMesh)
{
//Call the static mesh builder
return FStaticMeshBuilder().BuildMeshVertexPositions(StaticMesh, Indices, Vertices);
}
return false;
}
bool FMeshBuilderModule::BuildSkeletalMesh(const FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters)
{
//Call the skeletal mesh builder
return FSkeletalMeshBuilder().Build(SkeletalMeshBuildParameters);
}