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