// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "BaseMeshPaintComponentAdapter.h" #include "Components/StaticMeshComponent.h" #include "MeshPaintComponentAdapterFactory.h" #define UE_API MESHPAINTINGTOOLSET_API class UBodySetup; class UStaticMesh; class UTexture; struct FStaticMeshLODResources; ////////////////////////////////////////////////////////////////////////// // FMeshPaintGeometryAdapterForStaticMeshes class FMeshPaintStaticMeshComponentAdapter : public FBaseMeshPaintComponentAdapter { public: static UE_API void InitializeAdapterGlobals(); static UE_API void AddReferencedObjectsGlobals(FReferenceCollector& Collector); static UE_API void CleanupGlobals(); /** Start IMeshPaintGeometryAdapter Overrides */ UE_API virtual bool Construct(UMeshComponent* InComponent, int32 InMeshLODIndex) override; UE_API virtual ~FMeshPaintStaticMeshComponentAdapter(); UE_API virtual bool Initialize() override; virtual void OnAdded() override {} virtual void OnRemoved() override {} virtual bool IsValid() const override { return StaticMeshComponent.IsValid() && ReferencedStaticMesh && StaticMeshComponent->GetStaticMesh() == ReferencedStaticMesh; } virtual bool SupportsTexturePaint() const override { return true; } virtual bool SupportsTextureColorPaint() const override { return StaticMeshComponent.IsValid() && StaticMeshComponent->CanMeshPaintTextureColors(); } UE_API virtual int32 GetNumUVChannels() const override; virtual bool SupportsVertexPaint() const override { return StaticMeshComponent.IsValid() && StaticMeshComponent->CanMeshPaintVertexColors(); } UE_API virtual bool LineTraceComponent(struct FHitResult& OutHit, const FVector Start, const FVector End, const struct FCollisionQueryParams& Params) const override; UE_API virtual void QueryPaintableTextures(int32 MaterialIndex, int32& OutDefaultIndex, TArray& InOutTextureList) override; UE_API virtual void ApplyOrRemoveTextureOverride(UTexture* SourceTexture, UTexture* OverrideTexture, FMaterialUpdateContext& MaterialUpdateContext) const override; UE_API virtual void AddReferencedObjects(FReferenceCollector& Collector) override; UE_API virtual void GetTextureCoordinate(int32 VertexIndex, int32 ChannelIndex, FVector2D& OutTextureCoordinate) const override; UE_API virtual void GetVertexColor(int32 VertexIndex, FColor& OutColor, bool bInstance = true) const override; UE_API virtual void SetVertexColor(int32 VertexIndex, FColor Color, bool bInstance = true) override; UE_API virtual FMatrix GetComponentToWorldMatrix() const override; UE_API virtual void PreEdit() override; UE_API virtual void PostEdit() override; /** End IMeshPaintGeometryAdapter Overrides*/ /** Begin FMeshBasePaintGeometryAdapter */ UE_API virtual bool InitializeVertexData() override; /** End FMeshBasePaintGeometryAdapter */ protected: /** Callback for when the static mesh data is rebuilt */ UE_API void OnPostMeshBuild(UStaticMesh* StaticMesh); /** Callback for when the static mesh on the component is changed */ UE_API void OnStaticMeshChanged(UStaticMeshComponent* StaticMeshComponent); /** Static mesh component represented by this adapter */ TWeakObjectPtr StaticMeshComponent; /** Static mesh currently set to the Static Mesh Component */ TObjectPtr ReferencedStaticMesh; /** LOD model (at Mesh LOD Index) containing data to change */ FStaticMeshLODResources* LODModel; /** LOD Index for which data has to be retrieved / altered*/ int32 MeshLODIndex; // Texture override state UE::MeshPaintingToolset::FDefaultTextureOverride TextureOverridesState; }; ////////////////////////////////////////////////////////////////////////// // FMeshPaintGeometryAdapterForStaticMeshesFactory class FMeshPaintStaticMeshComponentAdapterFactory : public IMeshPaintComponentAdapterFactory { public: UE_API virtual TSharedPtr Construct(class UMeshComponent* InComponent, int32 InMeshLODIndex) const override; virtual void InitializeAdapterGlobals() override { FMeshPaintStaticMeshComponentAdapter::InitializeAdapterGlobals(); } virtual void AddReferencedObjectsGlobals(FReferenceCollector& Collector) override { FMeshPaintStaticMeshComponentAdapter::AddReferencedObjectsGlobals(Collector); } virtual void CleanupGlobals() override { FMeshPaintStaticMeshComponentAdapter::CleanupGlobals(); } }; #undef UE_API