// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Components/SkeletalMeshComponent.h" #include "BaseMeshPaintComponentAdapter.h" #include "MeshPaintComponentAdapterFactory.h" #define UE_API MESHPAINTINGTOOLSET_API class UBodySetup; class USkeletalMesh; class USkeletalMeshComponent; class UTexture; class FSkeletalMeshRenderData; class FSkeletalMeshLODRenderData; class FSkeletalMeshLODModel; class UMeshComponent; ////////////////////////////////////////////////////////////////////////// // FMeshPaintGeometryAdapterForSkeletalMeshes class FMeshPaintSkeletalMeshComponentAdapter : 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 ~FMeshPaintSkeletalMeshComponentAdapter(); UE_API virtual bool Initialize() override; UE_API virtual void OnAdded() override; UE_API virtual void OnRemoved() override; virtual bool IsValid() const override { return SkeletalMeshComponent.IsValid() && ReferencedSkeletalMesh && SkeletalMeshComponent->GetSkeletalMeshAsset() == ReferencedSkeletalMesh; } virtual bool SupportsTexturePaint() const override { return true; } virtual bool SupportsTextureColorPaint() const override { return false; } virtual bool SupportsVertexPaint() const override { return SkeletalMeshComponent.IsValid(); } UE_API virtual int32 GetNumUVChannels() const override; 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 PreEdit() override; UE_API virtual void PostEdit() 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; /** End IMeshPaintGeometryAdapter Overrides */ /** Start FBaseMeshPaintGeometryAdapter Overrides */ UE_API virtual bool InitializeVertexData(); /** End FBaseMeshPaintGeometryAdapter Overrides */ protected: /** Callback for when the skeletal mesh on the component is changed */ UE_API void OnSkeletalMeshChanged(); /** Callback for when skeletal mesh DDC data is rebuild */ UE_API void OnPostMeshCached(USkeletalMesh* SkeletalMesh); /** Delegate called when skeletal mesh is changed on the component */ FDelegateHandle SkeletalMeshChangedHandle; /** Skeletal mesh component represented by this adapter */ TWeakObjectPtr SkeletalMeshComponent; /** Skeletal mesh currently set to the Skeletal Mesh Component */ TObjectPtr ReferencedSkeletalMesh; /** Skeletal Mesh resource retrieved from the Skeletal Mesh */ FSkeletalMeshRenderData* MeshResource; /** LOD render data (at Mesh LOD Index) containing data to change */ FSkeletalMeshLODRenderData* LODData; /** LOD model (source) data (at Mesh LOD Index) containing data to change */ FSkeletalMeshLODModel* LODModel; /** LOD Index for which data has to be retrieved / altered*/ int32 MeshLODIndex; // Texture override state UE::MeshPaintingToolset::FDefaultTextureOverride TextureOverridesState; }; ////////////////////////////////////////////////////////////////////////// // FMeshPaintGeometryAdapterForSkeletalMeshesFactory class FMeshPaintSkeletalMeshComponentAdapterFactory : public IMeshPaintComponentAdapterFactory { public: UE_API virtual TSharedPtr Construct(UMeshComponent* InComponent, int32 InMeshLODIndex) const override; virtual void InitializeAdapterGlobals() override { FMeshPaintSkeletalMeshComponentAdapter::InitializeAdapterGlobals(); } virtual void AddReferencedObjectsGlobals(FReferenceCollector& Collector) override { FMeshPaintSkeletalMeshComponentAdapter::AddReferencedObjectsGlobals(Collector); } virtual void CleanupGlobals() override { FMeshPaintSkeletalMeshComponentAdapter::CleanupGlobals(); } }; #undef UE_API