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267 lines
8.7 KiB
C++
267 lines
8.7 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ModuleInterface.h"
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/** The maximum index for a material in a mesh */
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#define MAX_MESH_MATERIAL_INDEX 64
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/**
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* Mesh reduction interface.
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*/
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class IMeshReduction
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{
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public:
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/**
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* Reduces the raw mesh using the provided reduction settings.
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* @param OutReducedMesh - Upon return contains the reduced mesh.
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* @param OutMaxDeviation - Upon return contains the maximum distance by which the reduced mesh deviates from the original.
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* @param InMesh - The mesh to reduce.
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* @param ReductionSettings - Setting with which to reduce the mesh.
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*/
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virtual void Reduce(
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struct FRawMesh& OutReducedMesh,
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float& OutMaxDeviation,
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const struct FRawMesh& InMesh,
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const struct FMeshReductionSettings& ReductionSettings
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) = 0;
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/**
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* Reduces the provided skeletal mesh.
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* @returns true if reduction was successful.
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*/
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virtual bool ReduceSkeletalMesh(
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class USkeletalMesh* SkeletalMesh,
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int32 LODIndex,
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const struct FSkeletalMeshOptimizationSettings& Settings,
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bool bCalcLODDistance
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) = 0;
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/**
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* Returns a unique string identifying both the reduction plugin itself and the version of the plugin.
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*/
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virtual const FString& GetVersionString() const = 0;
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/**
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* Returns true if mesh reduction is supported
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*/
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virtual bool IsSupported() const = 0;
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};
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//
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namespace MaterialExportUtils
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{
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struct FFlattenMaterial;
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};
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/**
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* Mesh merging interface.
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*/
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class IMeshMerging
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{
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public:
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virtual void BuildProxy(
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const TArray<FRawMesh>& InputMeshes,
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const TArray<MaterialExportUtils::FFlattenMaterial>& InputMaterials,
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const struct FMeshProxySettings& InProxySettings,
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FRawMesh& OutProxyMesh,
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MaterialExportUtils::FFlattenMaterial& OutMaterial
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) = 0;
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};
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/**
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* Mesh merging settings
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*/
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struct FMeshMergingSettings
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{
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/** Whether to generate atlased lightmap UVs for a merged mesh*/
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bool bGenerateAtlasedLightMapUV;
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/** Target UV channel in a merged mesh for an atlased lightmap */
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int32 TargetLightMapUVChannel;
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/** Upper bounds for an atlased lightmap resolution */
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int32 MaxAltlasedLightMapResolution;
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/** Whether we should import vertex colors into merged mesh */
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bool bImportVertexColors;
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/** Whether merged mesh should have pivot at world origin, or at first merged component otherwise */
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bool bPivotPointAtZero;
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/** Default settings. */
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FMeshMergingSettings()
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: bGenerateAtlasedLightMapUV(true)
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, TargetLightMapUVChannel(1)
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, MaxAltlasedLightMapResolution(1024)
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, bImportVertexColors(false)
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, bPivotPointAtZero(false)
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{
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}
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};
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/**
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* Mesh reduction module interface.
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*/
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class IMeshReductionModule : public IModuleInterface
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{
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public:
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/**
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* Retrieve the mesh reduction interface.
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*/
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virtual class IMeshReduction* GetMeshReductionInterface() = 0;
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/**
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* Retrieve the mesh merging interface.
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*/
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virtual class IMeshMerging* GetMeshMergingInterface() = 0;
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};
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class IMeshUtilities : public IModuleInterface
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{
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public:
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/** Returns a string uniquely identifying this version of mesh utilities. */
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virtual const FString& GetVersionString() const = 0;
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/**
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* Builds a renderable static mesh using the provided source models and the LOD groups settings.
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* @returns true if the renderable mesh was built successfully.
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*/
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virtual bool BuildStaticMesh(
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class FStaticMeshRenderData& OutRenderData,
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TArray<struct FStaticMeshSourceModel>& SourceModels,
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const TArray<UMaterialInterface*>& Materials,
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const class FStaticMeshLODGroup& LODGroup
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) = 0;
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/**
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* Create all render specific data for a skeletal mesh LOD model
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* @returns true if the mesh was built successfully.
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*/
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virtual bool BuildSkeletalMesh(
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FStaticLODModel& LODModel,
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const FReferenceSkeleton& RefSkeleton,
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const TArray<FVertInfluence>& Influences,
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const TArray<FMeshWedge>& Wedges,
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const TArray<FMeshFace>& Faces,
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const TArray<FVector>& Points,
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const TArray<int32>& PointToOriginalMap,
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bool bKeepOverlappingVertices = false,
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bool bComputeNormals = true,
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bool bComputeTangents = true,
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TArray<FText> * OutWarningMessages = NULL,
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TArray<FName> * OutWarningNames = NULL
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) = 0;
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/**
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* Generates a unique UV layout for a static mesh
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* @param RawMesh - The input/output mesh
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* @param TexCoordIndex - Index of the uv channel to overwrite or create
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* @param bKeepExistingCoordinates - True to preserve the existing charts when packing
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* @param MinChartSpacingPercent - Minimum distance between two packed charts (0.0-100.0)
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* @param BorderSpacingPercent - Spacing between UV border and charts (0.0-100.0)
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* @param bUseMaxStretch - True if "MaxDesiredStretch" should be used; otherwise "MaxCharts" is used
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* @param InFalseEdgeIndices - Optional list of raw face edge indices to be ignored when creating UV seams
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* @param MaxCharts - In: Max number of charts to allow; Out:Number of charts generated by the uv unwrap algorithm.
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* @param MaxDesiredStretch - The amount of stretching allowed. 0 means no stretching is allowed, 1 means any amount of stretching can be used.
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* @param OutError - if unsuccessful, contains the error that occurred.
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* @return true if successful
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*/
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virtual bool GenerateUVs(
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struct FRawMesh& RawMesh,
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uint32 TexCoordIndex,
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float MinChartSpacingPercent,
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float BorderSpacingPercent,
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bool bUseMaxStretch,
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const TArray< int32 >* InFalseEdgeIndices,
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uint32& MaxCharts,
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float& MaxDesiredStretch,
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FText& OutError
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) = 0;
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/**
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* For quick generating lightmap uvs.
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* It copies charts from 0 uv channel and layouts them without making new charts (keeps edge splits). Additionally separates folded triangles automatically
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* Use when DXD generates ugly cuts and degenerates charts
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* @param RawMesh - The input/output mesh
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* @param TexCoordIndex - Index of the uv channel to overwrite or create
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* @param OutError - if unsuccessful, contains the error that occurred.
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* @return true if successful
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*/
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virtual bool LayoutUVs(
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struct FRawMesh& RawMesh,
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uint32 TextureResolution,
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uint32 TexCoordIndex,
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FText& OutError
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) = 0;
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/** Returns the mesh reduction plugin if available. */
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virtual IMeshReduction* GetMeshReductionInterface() = 0;
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/** Returns the mesh merging plugin if available. */
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virtual IMeshMerging* GetMeshMergingInterface() = 0;
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/** Cache optimize the index buffer. */
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virtual void CacheOptimizeIndexBuffer(TArray<uint16>& Indices) = 0;
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/** Cache optimize the index buffer. */
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virtual void CacheOptimizeIndexBuffer(TArray<uint32>& Indices) = 0;
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/** Build adjacency information for the skeletal mesh used for tessellation. */
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virtual void BuildSkeletalAdjacencyIndexBuffer(
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const TArray<struct FSoftSkinVertex>& VertexBuffer,
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const uint32 TexCoordCount,
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const TArray<uint32>& Indices,
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TArray<uint32>& OutPnAenIndices
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) = 0;
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/**
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* Calculate the verts associated weighted to each bone of the skeleton.
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* The vertices returned are in the local space of the bone.
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*
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* @param SkeletalMesh The target skeletal mesh.
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* @param Infos The output array of vertices associated with each bone.
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* @param bOnlyDominant Controls whether a vertex is added to the info for a bone if it is most controlled by that bone, or if that bone has ANY influence on that vert.
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*/
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virtual void CalcBoneVertInfos( USkeletalMesh* SkeletalMesh, TArray<FBoneVertInfo>& Infos, bool bOnlyDominant) = 0;
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/**
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* Harvest static mesh components from input actors
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* and merge into signle mesh grouping them by unique materials
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*
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* @param SourceActors List of actors to merge
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* @param InSettings Settings to use
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* @param PackageName Destination package name for a generated assets
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* @param OutAssetsToSync Merged mesh assets
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* @param OutMergedActorLocation World position of merged mesh
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*/
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virtual void MergeActors(
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const TArray<AActor*>& SourceActors,
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const FMeshMergingSettings& InSettings,
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const FString& PackageName,
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TArray<UObject*>& OutAssetsToSync,
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FVector& OutMergedActorLocation) const = 0;
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/**
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* Merges list of actors into single proxy mesh
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*
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* @param Actors List of Actors to merge
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* @param InProxySettings Merge settings
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* @param InOuter Package for a generated assets, if NULL new packages will be created for each asset
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* @param ProxyBasePackageName Will be used for naming generated assets, in case InOuter is not specified ProxyBasePackageName will be used as long package name for creating new packages
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* @param OutAssetsToSync Result assets - mesh, material
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* @param OutProxyLocation Proxy mesh location in the world (bounding box origin of merged actors)
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*/
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virtual void CreateProxyMesh(
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const TArray<AActor*>& Actors,
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const struct FMeshProxySettings& InProxySettings,
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UPackage* InOuter,
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const FString& ProxyBasePackageName,
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TArray<UObject*>& OutAssetsToSync,
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FVector& OutProxyLocation
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) = 0;
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};
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