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#rnx #rb none #ROBOMERGE-OWNER: ryan.durand #ROBOMERGE-AUTHOR: ryan.durand #ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900 #ROBOMERGE-BOT: (v613-10869866) [CL 10870549 by ryan durand in Main branch]
75 lines
1.7 KiB
C++
75 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ClothLODData.h"
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#include "ClothPhysicalMeshData.h"
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UClothLODDataCommon::UClothLODDataCommon(const FObjectInitializer& Init)
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: Super(Init)
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, PhysicalMeshData_DEPRECATED(nullptr)
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{
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}
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UClothLODDataCommon::~UClothLODDataCommon()
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{}
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#if WITH_EDITORONLY_DATA
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void UClothLODDataCommon::GetParameterMasksForTarget(
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const uint8 InTarget,
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TArray<FPointWeightMap*>& OutMasks)
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{
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for(FPointWeightMap& Mask : ParameterMasks)
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{
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if(Mask.CurrentTarget == InTarget)
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{
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OutMasks.Add(&Mask);
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}
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}
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}
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#endif // WITH_EDITORONLY_DATA
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void UClothLODDataCommon::Serialize(FArchive& Ar)
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{
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Super::Serialize(Ar);
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// Ryan - do we need to do this tagged property business still?
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// Serialize normal tagged data
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//UScriptStruct* Struct = UClothLODDataNv::StaticStruct();
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//UClass* Class = UClothLODDataNv::StaticClass();
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/*if (!Ar.IsCountingMemory())
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{
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//Struct->SerializeTaggedProperties(Ar, (uint8*)this, Struct, nullptr);
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Class->SerializeTaggedProperties(Ar, (uint8*)this, Class, nullptr);
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}*/
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// Serialize the mesh to mesh data (not a USTRUCT)
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Ar << TransitionUpSkinData
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<< TransitionDownSkinData;
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}
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void UClothLODDataCommon::PostLoad()
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{
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Super::PostLoad();
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if (PhysicalMeshData_DEPRECATED)
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{
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ClothPhysicalMeshData.MigrateFrom(PhysicalMeshData_DEPRECATED);
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PhysicalMeshData_DEPRECATED = nullptr;
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}
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}
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#if WITH_EDITOR
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void UClothLODDataCommon::PushWeightsToMesh()
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{
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ClothPhysicalMeshData.ClearWeightMaps();
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for (const FPointWeightMap& Weights : ParameterMasks)
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{
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if (Weights.bEnabled)
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{
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FPointWeightMap& TargetWeightMap = ClothPhysicalMeshData.FindOrAddWeightMap(Weights.CurrentTarget);
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TargetWeightMap.Values = Weights.Values;
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}
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}
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}
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#endif
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