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56 lines
1.8 KiB
C++
56 lines
1.8 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ModuleInterface.h"
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/**
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* Mesh reduction interface.
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*/
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class IMeshBoneReduction
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{
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public:
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/**
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* Fix up chunk bone maps based on list of bones to remove
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* List of bones to remove should contains <bone index to remove, bone index to replace to >
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*
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* @param Chunk : Chunk reference to fix up
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* @param BonesToRemove : List of bones to remove with a pair of [bone index, bone to replace]
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*
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* @return true if success
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*/
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virtual void FixUpChunkBoneMaps( FSkelMeshChunk & Chunk, const TMap<FBoneIndexType, FBoneIndexType> &BonesToRepair ) = 0;
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/**
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* Get Bones To Remove from the Desired LOD
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* List of bones to remove should contains <bone index to remove, bone index to replace to >
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*
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* @param SkeletalMesh : SkeletalMesh to test
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* @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
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* @param OutBonesToReplace : List of bones to replace with a pair of [bone index, bone index to replace to]
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*
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* @return true if any bone to be replaced
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*/
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virtual bool GetBoneReductionData( const USkeletalMesh* SkeletalMesh, int32 DesiredLOD, TMap<FBoneIndexType, FBoneIndexType> &OutBonesToReplace ) = 0;
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/**
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* Reduce Bone Counts for the SkeletalMesh with the LOD
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*
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* @param SkeletalMesh : SkeletalMesh
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* @param DesriedLOD : The data to reduce comes from Skeleton
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*
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*/
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virtual void ReduceBoneCounts( USkeletalMesh * SkeletalMesh, int32 DesiredLOD) = 0;
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};
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/**
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* Mesh reduction module interface.
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*/
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class IMeshBoneReductionModule : public IModuleInterface
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{
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public:
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/**
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* Retrieve the mesh reduction interface.
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*/
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virtual class IMeshBoneReduction* GetMeshBoneReductionInterface() = 0;
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};
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