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- Moved AppendStaticMesh and AppendSkeletalMesh to the Engine level - Moved the Node implementation into GeometryCollectionNodes within the plugin. #rb trivial #preflight 6298120a216be32a7627a7e0 [CL 20464135 by Brice Criswell in ue5-main branch]
64 lines
3.5 KiB
C++
64 lines
3.5 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 UGeometryCollection;
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class UMaterialInterface;
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class UGeometryCollectionComponent;
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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 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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*/
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static void AppendStaticMesh(const UStaticMesh* StaticMesh, const TArray<UMaterialInterface*>& Materials, const FTransform& StaticMeshTransform, UGeometryCollection* GeometryCollectionObject, bool ReindexMaterials = true);
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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, bool ReindexMaterials = 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 void AppendSkeletalMesh(const USkeletalMesh* SkeletalMesh, const USkeletalMeshComponent *SkeletalMeshComponent, const FTransform & SkeletalMeshTransform, UGeometryCollection * GeometryCollection, bool ReindexMaterials = 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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}; |