// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= Bsp.cpp: Unreal engine Bsp-related functions. =============================================================================*/ #include "CoreMinimal.h" #include "Materials/MaterialInterface.h" #include "Model.h" #include "Editor/EditorEngine.h" #include "Editor.h" #include "BSPOps.h" #include "BSPUtils.h" #include "Engine/Selection.h" void UEditorEngine::bspBuildFPolys( UModel* Model, bool SurfLinks, int32 iNode, TArray* DestArray ) { FBSPUtils::bspBuildFPolys(Model, SurfLinks, iNode, DestArray); } void UEditorEngine::bspMergeCoplanars( UModel* Model, bool RemapLinks, bool MergeDisparateTextures ) { FBSPUtils::bspMergeCoplanars(Model, RemapLinks, MergeDisparateTextures); } void UEditorEngine::bspCleanup( UModel *Model ) { FBSPUtils::bspCleanup(Model); } int UEditorEngine::bspNodeToFPoly ( UModel *Model, int32 iNode, FPoly *EdPoly ) { return FBSPUtils::bspNodeToFPoly(Model, iNode, EdPoly); } int UEditorEngine::bspBrushCSG ( ABrush* Actor, UModel* Model, uint32 PolyFlags, EBrushType BrushType, ECsgOper CSGOper, bool bBuildBounds, bool bMergePolys, bool bReplaceNULLMaterialRefs, bool bShowProgressBar/*=true*/ ) { UMaterialInterface* SelectedMaterialInstance = GetSelectedObjects()->GetTop(); return FBSPUtils::bspBrushCSG(Actor, Model, TempModel, SelectedMaterialInstance, PolyFlags, BrushType, CSGOper, bBuildBounds, bMergePolys, bReplaceNULLMaterialRefs, bShowProgressBar); } void UEditorEngine::bspOptGeom( UModel *Model ) { if( GUndo ) ResetTransaction( NSLOCTEXT("UnrealEd", "GeometryOptimization", "Geometry Optimization") ); FBSPUtils::bspOptGeom(Model); }