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#rb Ryan.Schmidt #preflight 63052b2b0061f895d02a06f2 [CL 21518175 by nathan mitchell in ue5-main branch]
55 lines
1.7 KiB
C++
55 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "GeometryProcessingInterfacesModule.h"
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#include "CoreGlobals.h"
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#include "Features/IModularFeatures.h"
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#include "Modules/ModuleManager.h"
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#include "GeometryProcessingInterfaces/ApproximateActors.h"
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#include "GeometryProcessingInterfaces/UVEditorAssetEditor.h"
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//DEFINE_LOG_CATEGORY_STATIC(LogMeshReduction, Verbose, All);
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IMPLEMENT_MODULE(FGeometryProcessingInterfacesModule, GeometryProcessingInterfaces);
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void FGeometryProcessingInterfacesModule::StartupModule()
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{
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}
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void FGeometryProcessingInterfacesModule::ShutdownModule()
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{
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ApproximateActors = nullptr;
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}
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IGeometryProcessing_ApproximateActors* FGeometryProcessingInterfacesModule::GetApproximateActorsImplementation()
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{
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if (ApproximateActors == nullptr)
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{
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TArray<IGeometryProcessing_ApproximateActors*> ApproximateActorsOptions =
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IModularFeatures::Get().GetModularFeatureImplementations<IGeometryProcessing_ApproximateActors>(IGeometryProcessing_ApproximateActors::GetModularFeatureName());
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ApproximateActors = (ApproximateActorsOptions.Num() > 0) ? ApproximateActorsOptions[0] : nullptr;
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}
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return ApproximateActors;
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}
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IGeometryProcessing_UVEditorAssetEditor* FGeometryProcessingInterfacesModule::GetUVEditorAssetEditorImplementation()
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{
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if (UVEditorAssetEditor == nullptr)
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{
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TArray<IGeometryProcessing_UVEditorAssetEditor*> UVEditorAssetEditorOptions =
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IModularFeatures::Get().GetModularFeatureImplementations<IGeometryProcessing_UVEditorAssetEditor>(IGeometryProcessing_UVEditorAssetEditor::GetModularFeatureName());
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UVEditorAssetEditor = (UVEditorAssetEditorOptions.Num() > 0) ? UVEditorAssetEditorOptions[0] : nullptr;
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}
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return UVEditorAssetEditor;
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}
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