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Add GeometryProcessingAdapters module to MeshModelingToolset, this is an Editor-only module that implements GeometryProcessingInterfaces APIs Add ApproximateActors implementation in GeometryProcessingAdapters that uses GeometryProcessing (FastWindingNumber / MeshMorphology / Simplify / UVGen / Tangents) and a new material-baking process based on render captures to generate a new StaticMesh Asset / Material / Textures that approximate the input Actor set. #rb none #rnx #jira none #preflight 608b25ced4026b0001cbe9c4 [CL 16162961 by Ryan Schmidt in ue5-main branch]
41 lines
1.1 KiB
C++
41 lines
1.1 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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//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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