Files
UnrealEngineUWP/Engine/Source/Developer/MeshBoneReduction/Public/MeshBoneReduction.h
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

56 lines
1.8 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModuleInterface.h"
/**
* Mesh reduction interface.
*/
class IMeshBoneReduction
{
public:
/**
* Fix up chunk bone maps based on list of bones to remove
* List of bones to remove should contains <bone index to remove, bone index to replace to >
*
* @param Chunk : Chunk reference to fix up
* @param BonesToRemove : List of bones to remove with a pair of [bone index, bone to replace]
*
* @return true if success
*/
virtual void FixUpChunkBoneMaps( FSkelMeshChunk & Chunk, const TMap<FBoneIndexType, FBoneIndexType> &BonesToRepair ) = 0;
/**
* Get Bones To Remove from the Desired LOD
* List of bones to remove should contains <bone index to remove, bone index to replace to >
*
* @param SkeletalMesh : SkeletalMesh to test
* @param DesiredLOD : 0 isn't valid as this will only test from [LOD 1, LOD (N-1)] since Skeleton doesn't save any bones to remove setting on based LOD
* @param OutBonesToReplace : List of bones to replace with a pair of [bone index, bone index to replace to]
*
* @return true if any bone to be replaced
*/
virtual bool GetBoneReductionData( const USkeletalMesh* SkeletalMesh, int32 DesiredLOD, TMap<FBoneIndexType, FBoneIndexType> &OutBonesToReplace ) = 0;
/**
* Reduce Bone Counts for the SkeletalMesh with the LOD
*
* @param SkeletalMesh : SkeletalMesh
* @param DesriedLOD : The data to reduce comes from Skeleton
*
*/
virtual void ReduceBoneCounts( USkeletalMesh * SkeletalMesh, int32 DesiredLOD) = 0;
};
/**
* Mesh reduction module interface.
*/
class IMeshBoneReductionModule : public IModuleInterface
{
public:
/**
* Retrieve the mesh reduction interface.
*/
virtual class IMeshBoneReduction* GetMeshBoneReductionInterface() = 0;
};