41 lines
1.9 KiB
C++
41 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "IMaterialBakingAdapter.h"
|
|
|
|
class UStaticMeshComponent;
|
|
class UStaticMesh;
|
|
|
|
/** Adapter which takes a Static Mesh Component instance to use for material baking (does not allow for changes to the underlying asset itself) */
|
|
class MESHMERGEUTILITIES_API FStaticMeshComponentAdapter : public IMaterialBakingAdapter
|
|
{
|
|
public:
|
|
FStaticMeshComponentAdapter(UStaticMeshComponent* InStaticMeshComponent);
|
|
|
|
/** Begin IMaterialBakingAdapter overrides */
|
|
virtual int32 GetNumberOfLODs() const override;
|
|
virtual void RetrieveRawMeshData(int32 LODIndex, FMeshDescription& InOutRawMesh, bool bPropogateMeshData) const override;
|
|
virtual void RetrieveMeshSections(int32 LODIndex, TArray<FSectionInfo>& InOutSectionInfo) const override;
|
|
virtual int32 GetMaterialIndex(int32 LODIndex, int32 SectionIndex) const override;
|
|
virtual void ApplySettings(int32 LODIndex, FMeshData& InOutMeshData) const override;
|
|
virtual UPackage* GetOuter() const override;
|
|
virtual FString GetBaseName() const override;
|
|
virtual FName GetMaterialSlotName(int32 MaterialIndex) const override;
|
|
virtual FName GetImportedMaterialSlotName(int32 MaterialIndex) const override;
|
|
virtual void SetMaterial(int32 MaterialIndex, UMaterialInterface* Material) override;
|
|
virtual void RemapMaterialIndex(int32 LODIndex, int32 SectionIndex, int32 NewMaterialIndex) override;
|
|
virtual int32 AddMaterial(UMaterialInterface* Material) override;
|
|
virtual int32 AddMaterial(UMaterialInterface* Material, const FName& SlotName, const FName& ImportedSlotName) override;
|
|
virtual void UpdateUVChannelData() override;
|
|
virtual bool IsAsset() const override;
|
|
virtual int32 LightmapUVIndex() const override;
|
|
virtual FBoxSphereBounds GetBounds() const override;
|
|
/** End IMaterialBakingAdapter overrides */
|
|
|
|
protected:
|
|
UStaticMeshComponent* StaticMeshComponent;
|
|
UStaticMesh* StaticMesh;
|
|
int32 NumLODs;
|
|
};
|