/
redgpu
/
ezEngine
Обзор
Документация
Войти
/
redgpu
/
ezEngine
Код
Запросы
0
Задачи
Вики
Пакеты
0
Релизы
0
Аналитика
Безопасность
dev
Code/EditorPlugins/Assets/EditorPluginAssets/MeshAsset/MeshAssetObjects.h
83 строки
2 KB
Yuriy Balyuk
Added "Normal Weight" parameter to "Simplify Mesh" feature; ... (#1910)
21 апр 2026, 14:59
Не верифицирован
21 апр 2026, 14:59
f54587c
Код
Авторство
О чём код?
#pragma once #include <EditorFramework/Assets/SimpleAssetDocument.h> #include <EditorPluginAssets/Util/AssetUtils.h> #include <RendererCore/Declarations.h> #include <RendererCore/Meshes/MeshBufferUtils.h> #include <ToolsFoundation/Object/DocumentObjectBase.h> struct ezPropertyMetaStateEvent; struct ezMeshPrimitive { using StorageType = ezInt8; enum Enum { File, Box, Rect, Cylinder, Cone, Pyramid, Sphere, HalfSphere, GeodesicSphere, Capsule, Torus, Default = File }; }; EZ_DECLARE_REFLECTABLE_TYPE(EZ_NO_LINKAGE, ezMeshPrimitive); class ezMeshAssetProperties : public ezReflectedClass { EZ_ADD_DYNAMIC_REFLECTION(ezMeshAssetProperties, ezReflectedClass); public: ezMeshAssetProperties(); ~ezMeshAssetProperties(); static void PropertyMetaStateEventHandler(ezPropertyMetaStateEvent& e); ezString m_sMeshFile; ezString m_sMeshIncludeTags; ezString m_sMeshExcludeTags; float m_fUniformScaling = 1.0f; float m_fRadius = 0.5f; float m_fRadius2 = 0.5f; float m_fHeight = 1.0f; ezAngle m_Angle = ezAngle::MakeFromDegree(360.0f); ezUInt16 m_uiDetail = 0; ezUInt16 m_uiDetail2 = 0; bool m_bCap = true; bool m_bCap2 = true; ezEnum<ezMeshImportTransform> m_ImportTransform; ezEnum<ezBasisAxis> m_RightDir = ezBasisAxis::NegativeX; ezEnum<ezBasisAxis> m_UpDir = ezBasisAxis::PositiveY; bool m_bFlipForwardDir = false; ezMeshPrimitive::Enum m_PrimitiveType = ezMeshPrimitive::Default; bool m_bRecalculateNormals = false; bool m_bRecalculateTangents = true; bool m_bImportMaterials = true; bool m_bHighPrecision = false; ezEnum<ezMeshVertexColorConversion> m_VertexColorConversion; ezHybridArray<ezMaterialResourceSlot, 8> m_Slots; ezUInt32 m_uiVertices = 0; ezUInt32 m_uiTriangles = 0; bool m_bSimplifyMesh = false; float m_fNormalWeight = 0.5f; bool m_bAggressiveSimplification = false; ezUInt8 m_uiMeshSimplification = 50; ezUInt8 m_uiMaxSimplificationError = 5; };