You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#jira UETOOL-3823 #rb brooke.hubert #preflight 6109d1e9b4288d0001acb7ef [CL 17055606 by michael balzer in ue5-main branch]
52 lines
1.0 KiB
C++
52 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "Changes/MeshChange.h"
|
|
#include "DynamicMesh/DynamicMesh3.h"
|
|
|
|
using namespace UE::Geometry;
|
|
|
|
FMeshChange::FMeshChange()
|
|
{
|
|
}
|
|
|
|
FMeshChange::FMeshChange(TUniquePtr<FDynamicMeshChange> DynamicMeshChangeIn)
|
|
{
|
|
DynamicMeshChange = MoveTemp(DynamicMeshChangeIn);
|
|
}
|
|
|
|
void FMeshChange::Apply(UObject* Object)
|
|
{
|
|
IMeshCommandChangeTarget* ChangeTarget = CastChecked<IMeshCommandChangeTarget>(Object);
|
|
ChangeTarget->ApplyChange(this, false);
|
|
|
|
if (OnChangeAppliedFunc)
|
|
{
|
|
OnChangeAppliedFunc(this, Object, true);
|
|
}
|
|
}
|
|
|
|
void FMeshChange::Revert(UObject* Object)
|
|
{
|
|
IMeshCommandChangeTarget* ChangeTarget = CastChecked<IMeshCommandChangeTarget>(Object);
|
|
ChangeTarget->ApplyChange(this, true);
|
|
|
|
if (OnChangeAppliedFunc)
|
|
{
|
|
OnChangeAppliedFunc(this, Object, false);
|
|
}
|
|
}
|
|
|
|
|
|
FString FMeshChange::ToString() const
|
|
{
|
|
return FString(TEXT("Mesh Change"));
|
|
}
|
|
|
|
|
|
void FMeshChange::ApplyChangeToMesh(FDynamicMesh3* Mesh, bool bRevert) const
|
|
{
|
|
DynamicMeshChange->Apply(Mesh, bRevert);
|
|
}
|
|
|
|
|