Files
UnrealEngineUWP/Engine/Source/Developer/MeshBuilder/Private/MeshBuilderModule.cpp

73 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "IMeshBuilderModule.h"
#include "Modules/ModuleManager.h"
#include "StaticMeshBuilder.h"
#include "Engine/StaticMesh.h"
#include "SkeletalMeshBuilder.h"
#include "Engine/SkeletalMesh.h"
class FMeshBuilderModule : public IMeshBuilderModule
{
public:
FMeshBuilderModule()
{
}
virtual void StartupModule() override
{
// Register any modular features here
}
virtual void ShutdownModule() override
{
// Unregister any modular features here
}
virtual bool BuildMesh(FStaticMeshRenderData& OutRenderData, UObject* Mesh, const FStaticMeshLODGroup& LODGroup) override;
virtual bool BuildMeshVertexPositions(
UObject* StaticMesh,
TArray<uint32>& Indices,
TArray<FVector>& Vertices) override;
virtual bool BuildSkeletalMesh(USkeletalMesh* SkeletalMesh, const int32 LODIndex, const bool bRegenDepLODs) override;
private:
};
IMPLEMENT_MODULE(FMeshBuilderModule, MeshBuilder );
bool FMeshBuilderModule::BuildMesh(FStaticMeshRenderData& OutRenderData, class UObject* Mesh, const FStaticMeshLODGroup& LODGroup)
{
UStaticMesh* StaticMesh = Cast<UStaticMesh>(Mesh);
if (StaticMesh != nullptr)
{
//Call the static mesh builder
return FStaticMeshBuilder().Build(OutRenderData, StaticMesh, LODGroup);
}
return false;
}
bool FMeshBuilderModule::BuildMeshVertexPositions(
UObject* Mesh,
TArray<uint32>& Indices,
TArray<FVector>& Vertices)
{
UStaticMesh* StaticMesh = Cast< UStaticMesh >(Mesh);
if (StaticMesh)
{
//Call the static mesh builder
return FStaticMeshBuilder().BuildMeshVertexPositions(StaticMesh, Indices, Vertices);
}
return false;
}
bool FMeshBuilderModule::BuildSkeletalMesh(USkeletalMesh* SkeletalMesh, const int32 LODIndex, const bool bRegenDepLODs)
{
//Call the skeletal mesh builder
return FSkeletalMeshBuilder().Build(SkeletalMesh, LODIndex, bRegenDepLODs);
}