Files
UnrealEngineUWP/Engine/Source/Developer/MeshMergeUtilities/Public/StaticMeshAdapter.h
ryan durand 471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00

35 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IMaterialBakingAdapter.h"
class UStaticMesh;
/** Adapter which takes a Static Mesh asset to use for material baking (allows for changes to the asset itself) */
class FStaticMeshAdapter : public IMaterialBakingAdapter
{
public:
FStaticMeshAdapter(UStaticMesh* InStaticMesh);
/** Begin IMaterialBakingAdapter overrides */
virtual int32 GetNumberOfLODs() const override;
virtual void RetrieveRawMeshData(int32 LODIndex, FMeshDescription& InOutRawMesh, bool bPropogateMeshData) const override;
virtual void RetrieveMeshSections(int32 LODIndex, TArray<FSectionInfo>& InOutSectionInfo) const override;
virtual int32 GetMaterialIndex(int32 LODIndex, int32 SectionIndex) const override;
virtual void ApplySettings(int32 LODIndex, FMeshData& InOutMeshData) const override;
virtual UPackage* GetOuter() const override;
virtual FString GetBaseName() const override;
virtual void SetMaterial(int32 MaterialIndex, UMaterialInterface* Material) override;
virtual void RemapMaterialIndex(int32 LODIndex, int32 SectionIndex, int32 NewMaterialIndex) override;
virtual int32 AddMaterial(UMaterialInterface* Material) override;
virtual void UpdateUVChannelData() override;
virtual bool IsAsset() const override;
virtual int32 LightmapUVIndex() const override;
virtual FBoxSphereBounds GetBounds() const override;
/** End IMaterialBakingAdapter overrides */
protected:
UStaticMesh* StaticMesh;
int32 NumLODs;
};