// Copyright Epic Games, Inc. All Rights Reserved. #include "LegacyParametricSurfaceData.h" UParametricSurfaceData* FLegacyParametricSurfaceData::ToCADKernel() const { UParametricSurfaceData* ParametricSurfaceData = NewObject(); ParametricSurfaceData->SetModelParameters(SceneParameters.ToCADKernel()); ParametricSurfaceData->SetMeshParameters(MeshParameters.ToCADKernel()); ParametricSurfaceData->SetLastTessellationSettings(LastTessellationOptions.ToCADKernel()); ParametricSurfaceData->SetRawData(RawData, !LastTessellationOptions.bUseCADKernel); return ParametricSurfaceData; } void FLegacyParametricSurfaceData::Serialize(FArchive& Ar) { ensure(Ar.IsLoading()); Ar << SceneParameters.ModelCoordSys; Ar << SceneParameters.MetricUnit; Ar << SceneParameters.ScaleFactor; Ar << MeshParameters.bNeedSwapOrientation; Ar << MeshParameters.bIsSymmetric; Ar << MeshParameters.SymmetricOrigin; Ar << MeshParameters.SymmetricNormal; Ar << LastTessellationOptions.ChordTolerance; Ar << LastTessellationOptions.MaxEdgeLength; Ar << LastTessellationOptions.NormalTolerance; Ar << LastTessellationOptions.StitchingTechnique; Ar << LastTessellationOptions.bUseCADKernel; Ar << LastTessellationOptions.GeometricTolerance; Ar << LastTessellationOptions.StitchingTolerance; Ar << RawData; }