48 lines
3.9 KiB
C++
48 lines
3.9 KiB
C++
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Factories/FbxSceneImportOptionsSkeletalMesh.h"
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#include "Factories/FbxSkeletalMeshImportData.h"
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#include "Factories/FbxSceneImportOptions.h"
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#include "Factories/FbxSceneImportOptionsStaticMesh.h"
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UFbxSceneImportOptionsSkeletalMesh::UFbxSceneImportOptionsSkeletalMesh(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer), bUpdateSkeletonReferencePose(false), bCreatePhysicsAsset(false), bUseT0AsRefPose(false), bPreserveSmoothingGroups(false), bImportMeshesInBoneHierarchy(true), bImportMorphTargets(false), ThresholdPosition(THRESH_POINTS_ARE_SAME), ThresholdTangentNormal(THRESH_NORMALS_ARE_SAME), ThresholdUV(THRESH_UVS_ARE_SAME), MorphThresholdPosition(THRESH_POINTS_ARE_NEAR), bImportAnimations(true), AnimationLength(EFBXAnimationLengthImportType::FBXALIT_AnimatedKey), FrameImportRange(0, 0), bUseDefaultSampleRate(false), CustomSampleRate(0), bImportCustomAttribute(true), bDeleteExistingCustomAttributeCurves(false), bDeleteExistingNonCurveCustomAttributes(false), bPreserveLocalTransform(false), bDeleteExistingMorphTargetCurves(false)
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{
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}
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void UFbxSceneImportOptionsSkeletalMesh::FillSkeletalMeshInmportData(UFbxSkeletalMeshImportData* SkeletalMeshImportData, UFbxAnimSequenceImportData* AnimSequenceImportData, UFbxSceneImportOptions* SceneImportOptions)
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{
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check(SkeletalMeshImportData != nullptr);
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SkeletalMeshImportData->bImportMeshesInBoneHierarchy = bImportMeshesInBoneHierarchy;
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SkeletalMeshImportData->bImportMorphTargets = bImportMorphTargets;
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SkeletalMeshImportData->ThresholdPosition = ThresholdPosition;
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SkeletalMeshImportData->ThresholdTangentNormal = ThresholdTangentNormal;
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SkeletalMeshImportData->ThresholdUV = ThresholdUV;
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SkeletalMeshImportData->MorphThresholdPosition = MorphThresholdPosition;
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SkeletalMeshImportData->bPreserveSmoothingGroups = bPreserveSmoothingGroups;
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SkeletalMeshImportData->bUpdateSkeletonReferencePose = bUpdateSkeletonReferencePose;
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SkeletalMeshImportData->bUseT0AsRefPose = bUseT0AsRefPose;
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SkeletalMeshImportData->bImportMeshLODs = SceneImportOptions->bImportSkeletalMeshLODs;
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SkeletalMeshImportData->ImportTranslation = SceneImportOptions->ImportTranslation;
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SkeletalMeshImportData->ImportRotation = SceneImportOptions->ImportRotation;
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SkeletalMeshImportData->ImportUniformScale = SceneImportOptions->ImportUniformScale;
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SkeletalMeshImportData->bTransformVertexToAbsolute = SceneImportOptions->bTransformVertexToAbsolute;
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SkeletalMeshImportData->bBakePivotInVertex = SceneImportOptions->bBakePivotInVertex;
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SkeletalMeshImportData->bImportAsScene = true;
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AnimSequenceImportData->bImportMeshesInBoneHierarchy = bImportMeshesInBoneHierarchy;
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AnimSequenceImportData->AnimationLength = AnimationLength;
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AnimSequenceImportData->bDeleteExistingMorphTargetCurves = bDeleteExistingMorphTargetCurves;
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AnimSequenceImportData->bImportCustomAttribute = bImportCustomAttribute;
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AnimSequenceImportData->bDeleteExistingCustomAttributeCurves = bDeleteExistingCustomAttributeCurves;
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AnimSequenceImportData->bDeleteExistingNonCurveCustomAttributes = bDeleteExistingNonCurveCustomAttributes;
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AnimSequenceImportData->bPreserveLocalTransform = bPreserveLocalTransform;
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AnimSequenceImportData->bUseDefaultSampleRate = bUseDefaultSampleRate;
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AnimSequenceImportData->CustomSampleRate = CustomSampleRate;
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AnimSequenceImportData->FrameImportRange = FrameImportRange;
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AnimSequenceImportData->bImportAsScene = true;
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}
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