72 lines
1.9 KiB
C++
72 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Properties/MeshUVChannelProperties.h"
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#include "DynamicMesh/DynamicMesh3.h"
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#include "DynamicMesh/DynamicMeshAttributeSet.h"
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#include "MeshDescription.h"
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#include "StaticMeshAttributes.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(MeshUVChannelProperties)
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void UMeshUVChannelProperties::Initialize(int32 NumUVChannels, bool bInitializeSelection)
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{
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UVChannelNamesList.Reset();
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for (int32 k = 0; k < NumUVChannels; ++k)
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{
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UVChannelNamesList.Add(FString::Printf(TEXT("UV %d"), k));
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}
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if (bInitializeSelection)
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{
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UVChannel = (NumUVChannels > 0) ? UVChannelNamesList[0] : TEXT("");
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}
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}
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const TArray<FString>& UMeshUVChannelProperties::GetUVChannelNamesFunc() const
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{
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return UVChannelNamesList;
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}
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void UMeshUVChannelProperties::Initialize(const FMeshDescription* MeshDescription, bool bInitializeSelection)
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{
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TVertexInstanceAttributesConstRef<FVector2f> InstanceUVs =
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MeshDescription->VertexInstanceAttributes().GetAttributesRef<FVector2f>(MeshAttribute::VertexInstance::TextureCoordinate);
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Initialize(InstanceUVs.GetNumChannels(), bInitializeSelection);
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}
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void UMeshUVChannelProperties::Initialize(const FDynamicMesh3* Mesh, bool bInitializeSelection)
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{
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int32 NumUVChannels = Mesh->HasAttributes() ? Mesh->Attributes()->NumUVLayers() : 0;
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Initialize(NumUVChannels, bInitializeSelection);
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}
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bool UMeshUVChannelProperties::ValidateSelection(bool bUpdateIfInvalid)
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{
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int32 FoundIndex = UVChannelNamesList.IndexOfByKey(UVChannel);
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if (FoundIndex == INDEX_NONE)
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{
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if (bUpdateIfInvalid)
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{
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UVChannel = (UVChannelNamesList.Num() > 0) ? UVChannelNamesList[0] : TEXT("");
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}
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return false;
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}
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return true;
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}
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int32 UMeshUVChannelProperties::GetSelectedChannelIndex(bool bForceToZeroOnFailure)
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{
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int32 FoundIndex = UVChannelNamesList.IndexOfByKey(UVChannel);
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if (FoundIndex == INDEX_NONE)
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{
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return (bForceToZeroOnFailure ) ? 0 : -1;
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}
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return FoundIndex;
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}
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