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#jira UE-83204 #jira UE-83216 #rb benoit.deschenes [CL 10056841 by Alexis Matte in Main branch]
102 lines
3.3 KiB
C++
102 lines
3.3 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "SkeletalMeshAdapter.h"
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#include "MeshMergeHelpers.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Engine/SkeletalMesh.h"
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#include "UObject/Package.h"
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#include "Rendering/SkeletalMeshModel.h"
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FSkeletalMeshComponentAdapter::FSkeletalMeshComponentAdapter(USkeletalMeshComponent* InSkeletalMeshComponent)
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: SkeletalMeshComponent(InSkeletalMeshComponent), SkeletalMesh(InSkeletalMeshComponent->SkeletalMesh)
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{
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checkf(SkeletalMesh != nullptr, TEXT("Invalid skeletal mesh in adapter"));
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NumLODs = SkeletalMesh->GetLODNum();
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}
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int32 FSkeletalMeshComponentAdapter::GetNumberOfLODs() const
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{
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return NumLODs;
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}
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void FSkeletalMeshComponentAdapter::RetrieveRawMeshData(int32 LODIndex, FMeshDescription& InOutRawMesh, bool bPropogateMeshData) const
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{
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FMeshMergeHelpers::RetrieveMesh(SkeletalMeshComponent, LODIndex, InOutRawMesh, bPropogateMeshData);
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}
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void FSkeletalMeshComponentAdapter::RetrieveMeshSections(int32 LODIndex, TArray<FSectionInfo>& InOutSectionInfo) const
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{
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FMeshMergeHelpers::ExtractSections(SkeletalMeshComponent, LODIndex, InOutSectionInfo);
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}
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int32 FSkeletalMeshComponentAdapter::GetMaterialIndex(int32 LODIndex, int32 SectionIndex) const
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{
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const FSkeletalMeshLODInfo* LODInfoPtr = SkeletalMesh->GetLODInfo(LODIndex);
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if (LODInfoPtr && LODInfoPtr->LODMaterialMap.IsValidIndex(SectionIndex) && LODInfoPtr->LODMaterialMap[SectionIndex] != INDEX_NONE)
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{
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return LODInfoPtr->LODMaterialMap[SectionIndex];
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}
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return SkeletalMesh->GetImportedModel()->LODModels[LODIndex].Sections[SectionIndex].MaterialIndex;
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}
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UPackage* FSkeletalMeshComponentAdapter::GetOuter() const
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{
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return nullptr;
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}
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FString FSkeletalMeshComponentAdapter::GetBaseName() const
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{
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return SkeletalMesh->GetOutermost()->GetName();
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}
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void FSkeletalMeshComponentAdapter::SetMaterial(int32 MaterialIndex, UMaterialInterface* Material)
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{
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//Use the material name has the slot name and imported slot name
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//TODO: find a way to pass the original Material names MaterialSlotName and ImportedMaterialSlotName
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SkeletalMesh->Materials[MaterialIndex] = FSkeletalMaterial(Material, true, false, Material->GetFName(), Material->GetFName());
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}
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void FSkeletalMeshComponentAdapter::RemapMaterialIndex(int32 LODIndex, int32 SectionIndex, int32 NewMaterialIndex)
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{
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FSkeletalMeshLODInfo* LODInfoPtr = SkeletalMesh->GetLODInfo(LODIndex);
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check(LODInfoPtr);
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if (SkeletalMesh->GetImportedModel()->LODModels[LODIndex].Sections[SectionIndex].MaterialIndex == NewMaterialIndex)
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{
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if (LODInfoPtr->LODMaterialMap.IsValidIndex(SectionIndex))
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{
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LODInfoPtr->LODMaterialMap[SectionIndex] = INDEX_NONE;
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}
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}
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while (!LODInfoPtr->LODMaterialMap.IsValidIndex(SectionIndex))
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{
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LODInfoPtr->LODMaterialMap.Add(INDEX_NONE);
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}
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LODInfoPtr->LODMaterialMap[SectionIndex] = NewMaterialIndex;
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}
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int32 FSkeletalMeshComponentAdapter::AddMaterial(UMaterialInterface* Material)
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{
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return SkeletalMesh->Materials.Add(Material);
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}
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void FSkeletalMeshComponentAdapter::UpdateUVChannelData()
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{
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SkeletalMesh->UpdateUVChannelData(false);
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}
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bool FSkeletalMeshComponentAdapter::IsAsset() const
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{
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return true;
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}
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int32 FSkeletalMeshComponentAdapter::LightmapUVIndex() const
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{
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return INDEX_NONE;
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}
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FBoxSphereBounds FSkeletalMeshComponentAdapter::GetBounds() const
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{
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return SkeletalMesh->GetBounds();
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}
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