60 lines
1.3 KiB
C++
60 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GeometryBase.h"
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PREDECLARE_USE_GEOMETRY_CLASS(FDynamicMesh3);
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class UMediaPlateComponent;
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class UStaticMesh;
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class UStaticMeshComponent;
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/**
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* Implements mesh handling for FMediaPlateCustomization.
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*/
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class FMediaPlateCustomizationMesh
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{
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public:
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/**
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* Call this to use a custom mesh on a media plate.
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*/
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void SetCustomMesh(UMediaPlateComponent* MediaPlate, UStaticMesh* StaticMesh);
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/**
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* Call this to use a plane mesh on a media plate.
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*/
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void SetPlaneMesh(UMediaPlateComponent* MediaPlate);
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/**
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* Call this to use a sphere mesh on a media plate.
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*/
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void SetSphereMesh(UMediaPlateComponent* MediaPlate);
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private:
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/**
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* Generic function to set a mesh on a StaticMeshComponent.
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*/
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void SetMesh(UStaticMeshComponent* StaticMeshComponent, UStaticMesh* Mesh);
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/**
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* Creates a sphere mesh.
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*/
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void GenerateSphereMesh(FDynamicMesh3* OutMesh, UMediaPlateComponent* MediaPlate);
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/**
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* Call this to create a static mesh asset for a mesh.
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*/
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UStaticMesh* CreateStaticMeshAsset(FDynamicMesh3* Mesh, const FString& AssetPath);
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/**
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* Gets the path for the mesh asset.
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*/
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FString GetAssetPath(UMediaPlateComponent* MediaPlate);
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/** Reference count for our generated meshes. */
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static TMap<UStaticMesh*, int32> MeshRefCount;
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};
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