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Code/EditorPlugins/Assets/EnginePluginAssets/MeshAsset/MeshContext.h
43 строки
1 KB
Jan Krassnigg
Mesh asset improvements (camera mode, material picking, colmeshes with many materials (#1852)
08 мар 2026, 16:32
Не верифицирован
08 мар 2026, 16:32
b0c0266
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#pragma once #include <EditorEngineProcessFramework/EngineProcess/EngineProcessDocumentContext.h> #include <EnginePluginAssets/EnginePluginAssetsDLL.h> #include <RendererCore/Declarations.h> #include <RendererCore/Meshes/MeshResource.h> class ezObjectSelectionMsgToEngine; class ezRenderContext; class EZ_ENGINEPLUGINASSETS_DLL ezMeshContext : public ezEngineProcessDocumentContext { EZ_ADD_DYNAMIC_REFLECTION(ezMeshContext, ezEngineProcessDocumentContext); public: ezMeshContext(); virtual void HandleMessage(const ezEditorEngineDocumentMsg* pMsg) override; const ezMeshResourceHandle& GetMesh() const { return m_hMesh; } bool m_bDisplayGrid = true; /// \brief Human-readable display name for each material slot, updated whenever materials are set. ezHybridArray<ezString, 16> m_SlotNames; protected: virtual void OnInitialize() override; virtual ezEngineProcessViewContext* CreateViewContext() override; virtual void DestroyViewContext(ezEngineProcessViewContext* pContext) override; virtual bool UpdateThumbnailViewContext(ezEngineProcessViewContext* pThumbnailViewContext) override; private: void QuerySelectionBBox(const ezEditorEngineDocumentMsg* pMsg); void OnResourceEvent(const ezResourceEvent& e); ezGameObject* m_pMeshObject; ezMeshResourceHandle m_hMesh; ezAtomicBool m_bBoundsDirty = false; ezEvent<const ezResourceEvent&, ezMutex>::Unsubscriber m_MeshResourceEventSubscriber; };