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- make material duplication for internal materials optional - ask if user wants to split the mesh by connected component + implement the connected component split on the mesh description as part of the conversion, so we can do it before we've thrown out the mesh topology (geometry collection is a rendering rep that can't represent mesh topology; it splits at every UV seam and sharp edge) #preflight 62fe8062f7404b55a3010ac6 [CL 21448521 by Jimmy Andrews in ue5-main branch]
148 lines
9.0 KiB
C++
148 lines
9.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/World.h"
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class UStaticMesh;
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class USkeletalMesh;
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class USkeletalMeshComponent;
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class UGeometryCollection;
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class UMaterialInterface;
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class UGeometryCollectionComponent;
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class FGeometryCollection;
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class UBodySetup;
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class FSkeletalMeshLODRenderData;
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struct FMeshDescription;
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typedef TTuple<const UStaticMesh *, const UStaticMeshComponent *, FTransform> GeometryCollectionStaticMeshConversionTuple;
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typedef TTuple<const USkeletalMesh *, const USkeletalMeshComponent *, FTransform> GeometryCollectionSkeletalMeshConversionTuple;
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/**
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* The public interface to this module
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*/
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class GEOMETRYCOLLECTIONENGINE_API FGeometryCollectionEngineConversion
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{
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public:
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/**
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* Appends materials to a GeometryCollectionComponent.
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* @param Materials : Materials fetched from the StaticMeshComponent used to configure this geometry
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* @param GeometryCollection : Collection to append the mesh into.
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*/
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static int32 AppendMaterials(const TArray<UMaterialInterface*>& Materials, UGeometryCollection* GeometryCollectionObject, bool bAddInteriorCopy);
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/**
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* Appends a MeshDescription to a GeometryCollection.
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* @param MeshDescription : Const mesh description to read vertex/normals/index data from
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* @param Name : A name to use for the Mesh, e.g. from the source UObject's GetName()
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* @param StartMaterialIndex : Index of materials to be used, e.g. as returned by AppendMaterials() (see below)
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* @param StaticMeshTransform : Mesh transform.
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* @param GeometryCollection : Collection to append the mesh into.
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* @param BodySetup : Optional collision setup to transfer to the geometry collection
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* @param bReindexMaterials : Whether to reindex materials -- if appending multiple meshes, pass false and call ReindexMaterials afterwards
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*/
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static void AppendMeshDescription(const FMeshDescription* MeshDescription, const FString& Name, int32 StartMaterialIndex, const FTransform& StaticMeshTransform,
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FGeometryCollection* GeometryCollection, UBodySetup* BodySetup = nullptr, bool bReindexMaterials = true, bool bAddInternalMaterials = true);
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/**
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* Get a HiRes (or LOD 0 if no HiRes available) MeshDescription for the given static mesh, and make sure it includes normals and tangents.
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* (i.e., to pass to AppendMeshDescription)
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*/
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static FMeshDescription* GetMaxResMeshDescriptionWithNormalsAndTangents(const UStaticMesh* StaticMesh);
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/**
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* Appends a static mesh to a GeometryCollectionComponent.
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* @param StaticMesh : Const mesh to read vertex/normals/index data from
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* @param Materials : Materials fetched from the StaticMeshComponent used to configure this geometry
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* @param StaticMeshTransform : Mesh transform.
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* @param GeometryCollection : Collection to append the mesh into.
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* @param bReindexMaterials : Whether to reindex materials -- if appending multiple meshes, pass false and call ReindexMaterials afterwards
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* @return true if succeeded in appending a mesh
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*/
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static bool AppendStaticMesh(const UStaticMesh* StaticMesh, const TArray<UMaterialInterface*>& Materials, const FTransform& StaticMeshTransform,
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UGeometryCollection* GeometryCollectionObject, bool bReindexMaterials = true, bool bAddInternalMaterials = true, bool bSplitComponents = false);
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// TODO: consider having the below fn return bool, and have a helper that returns the StartMaterialIndex from UGeometryCollection
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// before any materials are actually added, so we can call the AppendMaterial function after, and not need to use its return value ...
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// This would let the is-there-a-valid-mesh logic live inside this function
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// NOTE: and similar change will need to propagate to similar places ...
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/**
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* Appends a static mesh to a GeometryCollectionComponent.
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* @param StaticMesh : Const mesh to read vertex/normals/index data from
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* @param StartMaterialIndex : Index of materials to be used, e.g. as returned by AppendMaterials() (see below)
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* @param StaticMeshTransform : Mesh transform.
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* @param GeometryCollection : Collection to append the mesh into.
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* @param bReindexMaterials : Whether to reindex materials -- if appending multiple meshes, pass false and call ReindexMaterials afterwards
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* @return true if succeeded in appending a mesh
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*/
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static bool AppendStaticMesh(const UStaticMesh* StaticMesh, int32 StartMaterialIndex, const FTransform& StaticMeshTransform,
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FGeometryCollection* GeometryCollection, bool bReindexMaterials = true, bool bAddInternalMaterials = true, bool bSplitComponents = false);
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/**
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* Appends a static mesh to a GeometryCollectionComponent.
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* @param StaticMeshComponent : Const mesh to read vertex/normals/index data from
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* @param StaticMeshTransform : Mesh transform.
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* @param GeometryCollection : Collection to append the mesh into.
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*/
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static void AppendStaticMesh(const UStaticMesh* StaticMesh, const UStaticMeshComponent *StaticMeshComponent, const FTransform& StaticMeshTransform, UGeometryCollection* GeometryCollection,
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bool bReindexMaterials = true, bool bAddInternalMaterials = true, bool bSplitComponents = false);
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/**
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* Appends a skeletal mesh to a GeometryCollectionComponent.
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* @param SkeletalMeshComponent : Const mesh to read vertex/normals/index data from
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* @param SkeletalMeshTransform : Mesh transform.
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* @param GeometryCollection : Collection to append the mesh into.
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*/
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static void AppendSkeletalMesh(const USkeletalMesh* SkeletalMesh, const USkeletalMeshComponent *SkeletalMeshComponent, const FTransform& SkeletalMeshTransform, UGeometryCollection* GeometryCollection, bool bReindexMaterials = true);
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/**
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* Appends a skeletal mesh to a GeometryCollection.
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* @param SkeletalMesh : Const mesh to read vertex/normals/index data from
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* @param MaterialStartIndex : First index of materials to use, as returned by AppendSkeletalMeshMaterials
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* @param SkeletalMeshTransform : Mesh transform.
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* @param GeometryCollection : Collection to append the mesh into.
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*/
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static bool AppendSkeletalMesh(const USkeletalMesh* SkeletalMesh, int32 MaterialStartIndex, const FTransform& SkeletalMeshTransform, FGeometryCollection* GeometryCollection, bool bReindexMaterials = true);
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/**
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* Appends a skeletal mesh to a GeometryCollectionComponent.
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* @param SkeletalMeshComponent : Const mesh to read vertex/normals/index data from
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* @param SkeletalMeshTransform : Mesh transform.
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* @param GeometryCollection : Collection to append the mesh into.
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*/
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static int32 AppendSkeletalMeshMaterials(const USkeletalMesh* SkeletalMesh, const USkeletalMeshComponent* SkeletalMeshComponent, UGeometryCollection* GeometryCollectionObject);
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static const FSkeletalMeshLODRenderData* GetSkeletalMeshLOD(const USkeletalMesh* SkeletalMesh, int32 LOD);
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static int32 AppendGeometryCollectionMaterials(const UGeometryCollection* SourceGeometryCollection, const UGeometryCollectionComponent* GeometryCollectionComponent, UGeometryCollection* TargetGeometryCollectionObject);
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/**
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* Appends a GeometryCollection to another GeometryCollection.
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* @param SourceGeometryCollection : Const GeometryCollection to read vertex/normals/index data from
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* @param MaterialStartIndex : First index of materials to use
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* @param GeometryCollectionTransform : GeometryCollection transform.
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* @param TargetGeometryCollection : Collection to append the GeometryCollection into.
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* @param bReindexMaterials : Whether to reindex materials -- if appending multiple meshes, pass false and call ReindexMaterials afterwards
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* @return true if succeeded in appending a geometry collection
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*/
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static bool AppendGeometryCollection(const FGeometryCollection* SourceGeometryCollection, int32 MaterialStartIndex, const FTransform& GeometryCollectionTransform, FGeometryCollection* TargetGeometryCollection, bool bReindexMaterials = true);
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/**
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* Appends a GeometryCollection to a GeometryCollectionComponent.
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* @param SourceGeometryCollection : Const GeometryCollection to read vertex/normals/index data from
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* @param Materials : Materials fetched from the GeometryCollectionComponent used to configure this geometry
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* @param GeometryCollectionTransform : GeometryCollection transform.
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* @param TargetGeometryCollection : Collection to append the GeometryCollection into.
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*/
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static void AppendGeometryCollection(const UGeometryCollection* SourceGeometryCollection, const TArray<UMaterialInterface*>& Materials, const FTransform& GeometryCollectionTransform, UGeometryCollection* TargetGeometryCollectionObject, bool ReindexMaterials = true);
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/**
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* Appends a GeometryCollection to a GeometryCollectionComponent.
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* @param GeometryCollectionComponent : Const GeometryCollection to read vertex/normals/index data from
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* @param GeometryCollectionTransform : GeometryCollection transform.
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* @param TargetGeometryCollection : Collection to append the GeometryCollection into.
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*/
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static void AppendGeometryCollection(const UGeometryCollection* SourceGeometryCollection, const UGeometryCollectionComponent* GeometryCollectionComponent, const FTransform& GeometryCollectionTransform, UGeometryCollection* TargetGeometryCollectionObject, bool ReindexMaterials = true);
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}; |