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

60 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Changes/MeshReplacementChange.h"
#include "DynamicMesh/DynamicMesh3.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(MeshReplacementChange)
using namespace UE::Geometry;
FMeshReplacementChange::FMeshReplacementChange()
{
}
FMeshReplacementChange::FMeshReplacementChange(TSharedPtr<const FDynamicMesh3, ESPMode::ThreadSafe> BeforeIn, TSharedPtr<const FDynamicMesh3, ESPMode::ThreadSafe> AfterIn)
{
Before = BeforeIn;
After = AfterIn;
}
void FMeshReplacementChange::Apply(UObject* Object)
{
IMeshReplacementCommandChangeTarget* ChangeTarget = CastChecked<IMeshReplacementCommandChangeTarget>(Object);
ChangeTarget->ApplyChange(this, false);
if (OnChangeAppliedFunc)
{
OnChangeAppliedFunc(this, Object, true);
}
}
void FMeshReplacementChange::Revert(UObject* Object)
{
IMeshReplacementCommandChangeTarget* ChangeTarget = CastChecked<IMeshReplacementCommandChangeTarget>(Object);
ChangeTarget->ApplyChange(this, true);
if (OnChangeAppliedFunc)
{
OnChangeAppliedFunc(this, Object, false);
}
}
void FMeshReplacementChange::ProcessChangeVertices(const FDynamicMesh3* ChangedMesh, TFunctionRef<void(TConstArrayView<int32>)> ProcessFn, bool bRevert) const
{
check(ChangedMesh);
TArray<int32> Vertices;
Vertices.Reserve(ChangedMesh->VertexCount());
for (int32 VID : ChangedMesh->VertexIndicesItr())
{
Vertices.Add(VID);
}
ProcessFn(Vertices);
}
FString FMeshReplacementChange::ToString() const
{
return FString(TEXT("Mesh Change"));
}