52 lines
1.2 KiB
C++
52 lines
1.2 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 "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "MeshReconstructorBase.generated.h"
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class IMRMesh;
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class UMRMeshComponent;
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struct FFrame;
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USTRUCT(BlueprintType)
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struct FMRMeshConfiguration
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{
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GENERATED_BODY()
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bool bSendVertexColors = false;
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};
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UCLASS(meta=(Experimental), MinimalAPI)
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class UMeshReconstructorBase : public UObject
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
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MRMESH_API virtual void StartReconstruction();
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UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
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MRMESH_API virtual void StopReconstruction();
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UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
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MRMESH_API virtual void PauseReconstruction();
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UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
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MRMESH_API virtual bool IsReconstructionStarted() const;
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UFUNCTION(BlueprintCallable, Category = "Mesh Reconstruction")
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MRMESH_API virtual bool IsReconstructionPaused() const;
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UFUNCTION()
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MRMESH_API virtual void ConnectMRMesh(UMRMeshComponent* Mesh);
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UFUNCTION()
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MRMESH_API virtual void DisconnectMRMesh();
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};
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