82 lines
4.8 KiB
C++
82 lines
4.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "MeshMerge/MeshProxySettings.h"
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class USkeletalMeshComponent;
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class UStaticMeshComponent;
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class UStaticMesh;
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class USplineMeshComponent;
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class UBodySetup;
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class ALandscapeProxy;
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struct FSectionInfo;
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struct FMeshDescription;
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struct FStaticMaterial;
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struct FRawMeshExt;
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struct FStaticMeshLODResources;
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struct FKAggregateGeom;
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class UInstancedStaticMeshComponent;
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class MESHMERGEUTILITIES_API FMeshMergeHelpers
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{
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public:
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/** Extracting section info data from static, skeletal mesh (components) */
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static void ExtractSections(const UStaticMeshComponent* Component, int32 LODIndex, TArray<FSectionInfo>& OutSections);
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static void ExtractSections(const USkeletalMeshComponent* Component, int32 LODIndex, TArray<FSectionInfo>& OutSections);
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static void ExtractSections(const UStaticMesh* StaticMesh, int32 LODIndex, TArray<FSectionInfo>& OutSections);
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/** Expanding instance data from instanced static mesh components */
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static void ExpandInstances(const UInstancedStaticMeshComponent* InInstancedStaticMeshComponent, FMeshDescription& InOutRawMesh);
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/** Extracting mesh data in FMeshDescription form from static, skeletal mesh (components) */
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static void RetrieveMesh(const UStaticMeshComponent* StaticMeshComponent, int32 LODIndex, FMeshDescription& OutMeshDescription, bool bPropagateVertexColours, bool bApplyComponentTransform = true);
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static void RetrieveMesh(const USkeletalMeshComponent* SkeletalMeshComponent, int32 LODIndex, FMeshDescription& OutMeshDescription, bool bPropagateVertexColours, bool bApplyComponentTransform = false);
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static void RetrieveMesh(const UStaticMesh* StaticMesh, int32 LODIndex, FMeshDescription& OutMeshDescription);
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/** Exports static mesh LOD render data to a RawMesh */
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static void ExportStaticMeshLOD(const FStaticMeshLODResources& StaticMeshLOD, FMeshDescription& OutMeshDescription, const TArray<FStaticMaterial>& Materials);
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/** Checks whether or not the texture coordinates are outside of 0-1 UV ranges */
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static bool CheckWrappingUVs(const TArray<FVector2D>& UVs);
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static bool CheckWrappingUVs(const FMeshDescription& MeshDescription, int32 UVChannelIndex);
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/** Culls away triangles which are inside culling volumes or completely underneath the landscape */
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static void CullTrianglesFromVolumesAndUnderLandscapes(const UWorld* World, const FBoxSphereBounds& Bounds, FMeshDescription& InOutRawMesh);
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/** Propagates deformation along spline to mesh data */
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static void PropagateSplineDeformationToMesh(const USplineMeshComponent* InSplineMeshComponent, FMeshDescription& InOutMeshDescription);
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/** Propagates deformation along spline to physics geometry data */
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static void PropagateSplineDeformationToPhysicsGeometry(USplineMeshComponent* SplineMeshComponent, FKAggregateGeom& InOutPhysicsGeometry);
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/** Retrieves all culling landscapes and volumes as FMeshDescription structures. Note the caller is responsible for deleting the heap data managed by OutCullingMeshes */
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static void RetrieveCullingLandscapeAndVolumes(UWorld* InWorld, const FBoxSphereBounds& EstimatedMeshProxyBounds, const TEnumAsByte<ELandscapeCullingPrecision::Type> PrecisionType, TArray<FMeshDescription*>& OutCullingMeshes);
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/** Transforms physics geometry data using InTransform */
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static void TransformPhysicsGeometry(const FTransform& InTransform, const bool bBakeConvexTransform, struct FKAggregateGeom& AggGeom);
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/** Extract physics geometry data from a body setup */
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static void ExtractPhysicsGeometry(UBodySetup* InBodySetup, const FTransform& ComponentToWorld, const bool bBakeConvexTransform, struct FKAggregateGeom& OutAggGeom);
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/** Ensure that UV is in valid 0-1 UV ranges */
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static FVector2D GetValidUV(const FVector2D& UV);
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/** Calculates UV coordinates bounds for the given MeshDescription */
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static void CalculateTextureCoordinateBoundsForMesh(const FMeshDescription& InMeshDescription, TArray<FBox2D>& OutBounds);
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/** Propagates vertex painted colors from the StaticMeshComponent instance to MeshDescription */
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static bool PropagatePaintedColorsToMesh(const UStaticMeshComponent* StaticMeshComponent, int32 LODIndex, FMeshDescription& InOutMeshDescription);
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/** Checks whether or not the landscape proxy is hit given a ray start and end */
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static bool IsLandscapeHit(const FVector& RayOrigin, const FVector& RayEndPoint, const UWorld* World, const TArray<ALandscapeProxy*>& LandscapeProxies, FVector& OutHitLocation);
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/** Merges imposter meshes into the given MeshDescription. */
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static void MergeImpostersToMesh(TArray<const UStaticMeshComponent*> ImposterComponents, FMeshDescription& InOutMeshDescription, const FVector& InPivot, int32 BaseMaterialIndex, TArray<UMaterialInterface*>& OutImposterMaterials);
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/** Ensure a generated HLOD mesh is not referencing non standalone materials. */
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static void FixupNonStandaloneMaterialReferences(UStaticMesh* InStaticMesh);
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};
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