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* Required for future changes to improve the mesh merging capability to cope with missing/invalid UVs when trying to perform material baking. #rb ryan.schmidt [CL 26014245 by sebastien lussier in ue5-main branch]
45 lines
1.5 KiB
C++
45 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IGeometryProcessingInterfacesModule.h"
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class IGeometryProcessing_ApproximateActors;
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class IGeometryProcessing_CombineMeshInstances;
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class IGeometryProcessing_MeshAutoUV;
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/**
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* Implementation of IGeometryProcessingInterfacesModule (which extends the standard IModuleInterface)
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* to provide access to various "Operation" interfaces
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*/
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class FGeometryProcessingInterfacesModule : public IGeometryProcessingInterfacesModule
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{
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public:
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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/**
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* @return implementation of IGeometryProcessing_ApproximateActors, if available, or nullptr (result is cached internally)
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*/
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virtual IGeometryProcessing_ApproximateActors* GetApproximateActorsImplementation() override;
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/**
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* @return implementation of IGeometryProcessing_CombineMeshInstances, if available, or nullptr (result is cached internally)
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*/
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virtual IGeometryProcessing_CombineMeshInstances* GetCombineMeshInstancesImplementation() override;
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/**
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* @return implementation of IGeometryProcessing_MeshAutoUV, if available, or nullptr (result is cached internally)
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*/
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virtual IGeometryProcessing_MeshAutoUV* GetMeshAutoUVImplementation() override;
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private:
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IGeometryProcessing_ApproximateActors* ApproximateActors = nullptr;
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IGeometryProcessing_CombineMeshInstances* CombineMeshInstances = nullptr;
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IGeometryProcessing_MeshAutoUV* MeshAutoUV = nullptr;
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};
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