56 lines
1.6 KiB
C++
56 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "CoreMinimal.h"
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#include "Math/UnrealMathSSE.h"
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class FStaticMeshLODGroup;
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class FStaticMeshRenderData;
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class FStaticMeshSectionArray;
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class UStaticMesh;
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struct FStaticMeshBuildParameters;
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struct FSkeletalMeshBuildParameters;
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class FSkeletalMeshRenderData;
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struct FMeshBuildVertexData;
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/**
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* Abstract class which is the base class of all builder.
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* All share code to build some render data should be found inside this class
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*/
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class MESHBUILDER_API FMeshBuilder
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{
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public:
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FMeshBuilder();
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/**
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* Build function should be override and is the starting point for static mesh builders
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*/
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virtual bool Build(FStaticMeshRenderData& OutRenderData, const FStaticMeshBuildParameters& BuildParameters) = 0;
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UE_DEPRECATED(5.5, "Use FStaticMeshBuildParameters instead.")
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virtual bool Build(
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FStaticMeshRenderData& OutRenderData,
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UStaticMesh* StaticMesh,
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const FStaticMeshLODGroup& LODGroup,
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bool bAllowNanite) final;
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virtual bool BuildMeshVertexPositions(
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UStaticMesh* StaticMesh,
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TArray<uint32>& Indices,
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TArray<FVector3f>& Vertices,
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FStaticMeshSectionArray& Sections) = 0;
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/**
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* Build function should be override and is the starting point for skeletal mesh builders
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*/
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virtual bool Build(FSkeletalMeshRenderData& OutRenderData, const FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters) = 0;
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UE_DEPRECATED(5.6, "Use the overload that takes FSkeletalMeshRenderData instead")
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virtual bool Build(const FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters) final;
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private:
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};
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