Files
UnrealEngine/Engine/Source/Runtime/GeometryFramework/Private/Changes/MeshChange.cpp
2025-05-18 13:04:45 +08:00

64 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Changes/MeshChange.h"
#include "DynamicMesh/DynamicMesh3.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(MeshChange)
using namespace UE::Geometry;
FMeshChange::FMeshChange() = default;
FMeshChange::FMeshChange(TUniquePtr<FDynamicMeshChange> DynamicMeshChangeIn)
{
DynamicMeshChange = MoveTemp(DynamicMeshChangeIn);
}
FMeshChange::~FMeshChange() = default;
void FMeshChange::Apply(UObject* Object)
{
IMeshCommandChangeTarget* ChangeTarget = CastChecked<IMeshCommandChangeTarget>(Object);
ChangeTarget->ApplyChange(this, false);
if (OnChangeAppliedFunc)
{
OnChangeAppliedFunc(this, Object, true);
}
}
void FMeshChange::Revert(UObject* Object)
{
IMeshCommandChangeTarget* ChangeTarget = CastChecked<IMeshCommandChangeTarget>(Object);
ChangeTarget->ApplyChange(this, true);
if (OnChangeAppliedFunc)
{
OnChangeAppliedFunc(this, Object, false);
}
}
void FMeshChange::ProcessChangeVertices(const FDynamicMesh3* ChangedMesh, TFunctionRef<void(TConstArrayView<int32>)> ProcessFn, bool bRevert) const
{
TArray<int32> VerticesOut;
if (ensure(DynamicMeshChange))
{
DynamicMeshChange->GetAffectedVertices(VerticesOut, bRevert);
}
ProcessFn(VerticesOut);
}
FString FMeshChange::ToString() const
{
return FString(TEXT("Mesh Change"));
}
void FMeshChange::ApplyChangeToMesh(FDynamicMesh3* Mesh, bool bRevert) const
{
DynamicMeshChange->Apply(Mesh, bRevert);
}