Files
UnrealEngine/Engine/Plugins/MeshPainting/Source/MeshPaintingToolset/Public/MeshPaintSkeletalMeshAdapter.h
2025-05-18 13:04:45 +08:00

90 lines
4.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/SkeletalMeshComponent.h"
#include "BaseMeshPaintComponentAdapter.h"
#include "MeshPaintComponentAdapterFactory.h"
class UBodySetup;
class USkeletalMesh;
class USkeletalMeshComponent;
class UTexture;
class FSkeletalMeshRenderData;
class FSkeletalMeshLODRenderData;
class FSkeletalMeshLODModel;
class UMeshComponent;
//////////////////////////////////////////////////////////////////////////
// FMeshPaintGeometryAdapterForSkeletalMeshes
class MESHPAINTINGTOOLSET_API FMeshPaintSkeletalMeshComponentAdapter : public FBaseMeshPaintComponentAdapter
{
public:
static void InitializeAdapterGlobals();
static void AddReferencedObjectsGlobals(FReferenceCollector& Collector);
static void CleanupGlobals();
/** Start IMeshPaintGeometryAdapter Overrides */
virtual bool Construct(UMeshComponent* InComponent, int32 InMeshLODIndex) override;
virtual ~FMeshPaintSkeletalMeshComponentAdapter();
virtual bool Initialize() override;
virtual void OnAdded() override;
virtual void OnRemoved() override;
virtual bool IsValid() const override { return SkeletalMeshComponent.IsValid() && ReferencedSkeletalMesh && SkeletalMeshComponent->GetSkeletalMeshAsset() == ReferencedSkeletalMesh; }
virtual bool SupportsTexturePaint() const override { return true; }
virtual bool SupportsTextureColorPaint() const override { return false; }
virtual bool SupportsVertexPaint() const override { return SkeletalMeshComponent.IsValid(); }
virtual int32 GetNumUVChannels() const override;
virtual bool LineTraceComponent(struct FHitResult& OutHit, const FVector Start, const FVector End, const struct FCollisionQueryParams& Params) const override;
virtual void QueryPaintableTextures(int32 MaterialIndex, int32& OutDefaultIndex, TArray<struct FPaintableTexture>& InOutTextureList) override;
virtual void ApplyOrRemoveTextureOverride(UTexture* SourceTexture, UTexture* OverrideTexture) const override;
virtual void AddReferencedObjects(FReferenceCollector& Collector) override;
virtual void PreEdit() override;
virtual void PostEdit() override;
virtual void GetTextureCoordinate(int32 VertexIndex, int32 ChannelIndex, FVector2D& OutTextureCoordinate) const override;
virtual void GetVertexColor(int32 VertexIndex, FColor& OutColor, bool bInstance = true) const override;
virtual void SetVertexColor(int32 VertexIndex, FColor Color, bool bInstance = true) override;
virtual FMatrix GetComponentToWorldMatrix() const override;
/** End IMeshPaintGeometryAdapter Overrides */
/** Start FBaseMeshPaintGeometryAdapter Overrides */
virtual bool InitializeVertexData();
/** End FBaseMeshPaintGeometryAdapter Overrides */
protected:
/** Callback for when the skeletal mesh on the component is changed */
void OnSkeletalMeshChanged();
/** Callback for when skeletal mesh DDC data is rebuild */
void OnPostMeshCached(USkeletalMesh* SkeletalMesh);
/** Delegate called when skeletal mesh is changed on the component */
FDelegateHandle SkeletalMeshChangedHandle;
/** Skeletal mesh component represented by this adapter */
TWeakObjectPtr<USkeletalMeshComponent> SkeletalMeshComponent;
/** Skeletal mesh currently set to the Skeletal Mesh Component */
TObjectPtr<USkeletalMesh> ReferencedSkeletalMesh;
/** Skeletal Mesh resource retrieved from the Skeletal Mesh */
FSkeletalMeshRenderData* MeshResource;
/** LOD render data (at Mesh LOD Index) containing data to change */
FSkeletalMeshLODRenderData* LODData;
/** LOD model (source) data (at Mesh LOD Index) containing data to change */
FSkeletalMeshLODModel* LODModel;
/** LOD Index for which data has to be retrieved / altered*/
int32 MeshLODIndex;
// Texture override state
UE::MeshPaintingToolset::FDefaultTextureOverride TextureOverridesState;
};
//////////////////////////////////////////////////////////////////////////
// FMeshPaintGeometryAdapterForSkeletalMeshesFactory
class MESHPAINTINGTOOLSET_API FMeshPaintSkeletalMeshComponentAdapterFactory : public IMeshPaintComponentAdapterFactory
{
public:
virtual TSharedPtr<IMeshPaintComponentAdapter> Construct(UMeshComponent* InComponent, int32 InMeshLODIndex) const override;
virtual void InitializeAdapterGlobals() override { FMeshPaintSkeletalMeshComponentAdapter::InitializeAdapterGlobals(); }
virtual void AddReferencedObjectsGlobals(FReferenceCollector& Collector) override { FMeshPaintSkeletalMeshComponentAdapter::AddReferencedObjectsGlobals(Collector); }
virtual void CleanupGlobals() override { FMeshPaintSkeletalMeshComponentAdapter::CleanupGlobals(); }
};