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#rb Sebastien.Hillaire #rnx #preflight 63fdec5aae54ee4ce99490f9 [CL 24471451 by tim doerries in ue5-main branch]
54 lines
1.3 KiB
C
54 lines
1.3 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_EDITOR
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#include "CoreMinimal.h"
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enum class EOpenVDBGridType : uint8
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{
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Unknown = 0,
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Float = 1,
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Float2 = 2,
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Float3 = 3,
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Float4 = 4,
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Double = 5,
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Double2 = 6,
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Double3 = 7,
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Double4 = 8,
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};
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struct FOpenVDBGridInfo
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{
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FMatrix44f Transform;
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FIntVector3 VolumeActiveAABBMin;
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FIntVector3 VolumeActiveAABBMax;
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FIntVector3 VolumeActiveDim;
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FVector VolumeVoxelSize;
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FString Name;
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FString DisplayString; // Contains Index (into source file grids), Type and Name
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uint32 Index;
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uint32 NumComponents;
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EOpenVDBGridType Type;
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bool bIsInWorldSpace;
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bool bHasUniformVoxels;
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};
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struct FOpenVDBToSVTConversionResult
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{
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struct FSparseVolumeAssetHeader* Header;
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TArray<uint32>* PageTable;
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TArray<uint8>* PhysicalTileDataA;
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TArray<uint8>* PhysicalTileDataB;
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};
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bool IsOpenVDBGridValid(const FOpenVDBGridInfo& GridInfo, const FString& Filename);
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bool GetOpenVDBGridInfo(TArray64<uint8>& SourceFile, bool bCreateStrings, TArray<FOpenVDBGridInfo>* OutGridInfo);
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bool ConvertOpenVDBToSparseVolumeTexture(TArray64<uint8>& SourceFile, const struct FOpenVDBImportOptions& ImportOptions, const FIntVector3& VolumeBoundsMin, struct FSparseVolumeTextureData& OutResult);
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const TCHAR* OpenVDBGridTypeToString(EOpenVDBGridType Type);
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#endif // WITH_EDITOR
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