Плагин для человечков + болванки
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{
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"FileVersion": 3,
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"Version": 1,
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"VersionName": "1.22",
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"FriendlyName": "Character Creator & iClone Auto Setup",
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"Description": "Automatic shader and skeletal assignment for CC Characters and iClone Assets, including Blueprint generation for material properties, texture settings and model configurations. ",
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"Category": "Reallusion",
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"CreatedBy": "Reallusion",
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"CreatedByURL": "",
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"DocsURL": "",
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"MarketplaceURL": "",
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"SupportURL": "",
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"EngineVersion": "4.27.0",
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"CanContainContent": false,
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"Installed": true,
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"Modules": [
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{
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"Name": "RLPlugin",
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"Type": "Editor",
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"LoadingPhase": "PreDefault"
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}
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]
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Factories/FbxFactory.h"
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#include "Runtime/SlateCore/Public/Styling/SlateTypes.h"
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//#include "SlateBasics.h"
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#include "Factories/Factory.h"
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#include "UObject/ObjectMacros.h"
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#include "CCImportUI.h"
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#include "CCFbxFactory.generated.h"
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class UTextureFactory;
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UCLASS(hidecategories = Object)
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class UCCFbxFactory : public UFbxFactory
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{
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GENERATED_UCLASS_BODY()
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public:
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//~ UFactory Interface
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virtual UObject* FactoryCreateFile( UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, const FString& InFilename, const TCHAR* Parms, FFeedbackContext* Warn, bool& bOutOperationCanceled );
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virtual void PostInitProperties() override;
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void ImportTextureFolder( FString& fbxRootPath, FString& rootGamePath, TArray< TCHAR* > kFileExtension, FString &fbxName, TArray<FString> &kTextureList );
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TArray<FString> GetLODPaths( FString &targetFolderPath, FString &FbxName );
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void SetShaderType( FString shaderType );
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private:
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FString m_ShaderType = "Standard";
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};
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@@ -0,0 +1,33 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "CCImportUI.generated.h"
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/**
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* TODO:
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*/
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UCLASS( config = EditorPerProjectUserSettings, AutoExpandCategories = ( FTransform ), HideCategories = Object, MinimalAPI )
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class UCCImportUI : public UObject
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{
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GENERATED_BODY()
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public:
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UCCImportUI( const FObjectInitializer& kObjectInitializer );
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void WriteConfig();
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private:
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void ReadConfig();
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public:
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bool isCCAutoSetup;
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bool isHQSkin;
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bool isLWSkin;
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bool isStandardSkin;
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bool isCanceled;
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bool isCanChangeAutoEnable;
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bool hasCCShader;
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bool isLiveLink;
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};
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@@ -0,0 +1,405 @@
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#pragma once
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#include "CoreMinimal.h"
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TMap< FString, FString > g_kTeethMap =
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{
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{ "Gums Mask", "Teeth Mask Map" },
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{ "Gradient AO", "Gradient AO Map" },
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{ "MicroNormal", "MicroNormal Map" },
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// MicroNormal
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{ "Flip MicroNormal Y", "Flip Micro Normal Y" },
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{ "Teeth MicroNormal Tiling", "Teeth MicroNormal Tiling" },
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{ "Teeth MicroNormal Strength", "Teeth MicroNormal Strength" },
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{ "Gums MicroNormal Tiling", "Flesh MicroNormal Tiling" },
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{ "Gums MicroNormal Strength", "Flesh MicroNormal Strength" },
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// TeethGum
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{ "Teeth Edge Color", "Teeth Edge Color" },
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{ "Is Upper Teeth", "Is Upper Teeth" },
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{ "Teeth Brightness", "Teeth Diffuse Brightness" },
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{ "Teeth Desaturation", "Teeth Desaturation" },
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{ "Gums Brightness", "Flesh Brightness" },
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{ "Gums Desaturation", "Flesh Desaturation" },
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{ "Front Roughness", "TeethGum Front Roughness" },
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{ "Front Specular", "TeethGum Front Specular" },
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// TeethGum-Adv
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{ "Front AO", "TeethGum Front AO" },
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{ "Back AO", "TeethGum Back AO" },
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{ "Back Roughness", "TeethGum Back Roughness" },
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{ "Back Specular", "TeethGum Back Specular" },
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// SSS
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{ "Gums Scatter", "Flesh Scatter" },
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{ "Teeth Scatter", "Teeth Scatter" }
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};
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TMap< FString, FString > g_kTongueMap =
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{
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{ "MicroNormal", "MicroNormal Map" },
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{ "Gradient AO", "Gradient AO Map" },
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// MicroNormal
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{ "Flip MicroNormal Y", "Flip Micro Normal Y" },
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{ "MicroNormal Tiling", "Flesh MicroNormal Tiling" },
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{ "MicroNormal Strength", "Flesh MicroNormal Strength" },
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// Tongue
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{ "_Brightness", "Flesh Brightness" },
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{ "_Desaturation", "Flesh Desaturation" },
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{ "Front Roughness", "Tongue Front Roughness" },
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{ "Front Specular", "Tongue Front Specular" },
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// Tongue-Adv
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{ "Back Roughness", "Tongue Back Roughness" },
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{ "Back Specular", "Tongue Back Specular" },
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{ "Front AO", "Tongue Front AO" },
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{ "Back AO", "Tongue Back AO" },
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// SSS
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{ "_Scatter", "Flesh Scatter" }
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};
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TMap< FString, FString > g_kSkinMap =
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{
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{ "SSS Map", "SSS Map" },
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{ "MicroNormalMask", "MicroNormal Mask Map" },
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{ "MicroNormal", "MicroNormal Map" },
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{ "RGBA Area Mask", "RGBA Area Mask Map" },
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{ "_BaseColorMap Brightness", "BaseColorMap_Brightness" },
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{ "_BaseColorMap Saturation", "BaseColorMap_Saturation" },
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// MicroNormal
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{ "Flip MicroNormal Y", "Flip Micro Normal Y" },
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{ "MicroNormal Tiling", "MicroNormal Tiling Value" },
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{ "MicroNormal Strength", "MicroNormal Strength" },
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// Roughness
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{ "Micro Roughness Scale", "Micro Roughness Scale" },
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{ "R Channel Roughness Scale", "R Channel Roughness Scale" },
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{ "G Channel Roughness Scale", "G Channel Roughness Scale" },
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{ "B Channel Roughness Scale", "B Channel Roughness Scale" },
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{ "A Channel Roughness Scale", "A Channel Roughness Scale" },
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{ "Unmasked Roughness Scale", "Unmask Roughness Scale" },
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{ "Edge Roughness Multiplier", "Edge Roughness Multiplier" },
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// Specular Metallic
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{ "_Specular", "Specular" },
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{ "SSS Metallic Threshold", "Metallic SSS Threshold" },
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// SSS
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{ "G Channel Scatter Scale", "G Channel Scatter" },
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{ "R Channel Scatter Scale", "R Channel Scatter" },
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{ "B Channel Scatter Scale", "B Channel Scatter" },
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{ "A Channel Scatter Scale", "A Channel Scatter" },
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{ "Unmasked Scatter Scale", "SSS Unmasked Scale" }
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};
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TMap< FString, FString > g_kHeadMap =
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{
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{ "BaseColor Blend2", "Blend Map_2" },
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{ "NormalMap Blend", "NormalMap_Blend" },
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{ "SSS Map", "SSS Map" },
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{ "MicroNormalMask", "MicroNormal Mask Map" },
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{ "MicroNormal", "MicroNormal Map" },
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{ "Specular Mask", "Specular Cavity Map" },
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{ "Mouth Cavity Mask and AO", "Mouth Cavity And AO Map" },
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{ "Nose Mouth UpperInnerLid Mask", "NLML Mask Map" },
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{ "Cheek Fore UpperLip Chin Mask", "CFUC Mask Map" },
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{ "Ear Neck Mask", "EN Mask Map" },
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// Blend Map
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{ "BaseColor Blend2 Strength", "BaseColor_Blend2_Strength" },
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{ "NormalMap Blend Strength", "NormalMap_Blend_Strength" },
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{ "_BaseColorMap Brightness", "BaseColorMap_Brightness" },
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{ "_BaseColorMap Saturation", "BaseColorMap_Saturation" },
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// MicroNormal
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{ "Flip MicroNormal Y", "Flip Micro Normal Y" },
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{ "MicroNormal Tiling", "MicroNormal Tiling Value" },
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{ "MicroNormal Strength", "MicroNormal Strength" },
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// Roughness
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{ "Micro Roughness Scale", "Micro Roughness Scale" },
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{ "Nose Roughness Scale", "Nose Roughness Scale" },
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{ "Mouth Roughness Scale", "Mouth Roughness Scale" },
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{ "UpperLid Roughness Scale", "UpperLid Roughness Scale" },
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{ "InnerLid Roughness Scale", "InnerLid Roughness Scale" },
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{ "Ear Roughness Scale", "Ear Roughness Scale" },
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{ "Neck Roughness Scale", "Neck Roughness Scale" },
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{ "Cheek Roughness Scale", "Cheek Roughness Scale" },
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{ "Forehead Roughness Scale", "Forehead Roughness Scale" },
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{ "UpperLip Roughness Scale", "UpperLips Roughness Scale" },
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{ "Chin Roughness Scale", "Chin Roughness Scale" },
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{ "Unmasked Roughness Scale", "Unmask Roughness Scale" },
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{ "Edge Roughness Multiplier", "Edge Roughness Multiplier" },
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// Specular Metallic
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{ "_Specular", "Head Specular" },
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{ "SSS Metallic Threshold", "Metallic SSS Threshold" },
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{ "Inner Mouth AO", "Inner Mouth AO" },
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{ "Nostril AO", "Nostril AO" },
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{ "Lips Gap AO", "Lips_Gap_AO" },
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// SSS
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{ "Nose Scatter Scale", "Nose Scatter Scale" },
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{ "Mouth Scatter Scale", "Mouth Scatter Scale" },
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{ "UpperLid Scatter Scale", "UpperLid Scatter Scale" },
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{ "InnerLid Scatter Scale", "InnerLid Scatter Scale" },
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{ "Ear Scatter Scale", "Ear Scatter Scale" },
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{ "Neck Scatter Scale", "Neck Scatter Scale" },
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{ "Cheek Scatter Scale", "Cheek Scatter Scale" },
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{ "Forehead Scatter Scale", "Forehead Scatter Scale" },
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{ "UpperLip Scatter Scale", "UpperLips Scatter Scale" },
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{ "Chin Scatter Scale", "Chin Scatter Scale" },
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{ "Unmasked Scatter Scale", "SSS Unmasked Scale" }
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};
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TMap< FString, FString > g_kEyeMap =
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{
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{ "Iris Normal", "Iris Normal Map" },
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{ "Sclera Normal", "Normal Map" },
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{ "EyeBlendMap2", "EyeBlendMap2" },
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{ "Inner Iris Mask", "Inner Iris Mask" },
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{ "Sclera", "Sclera Map" },
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// Eye
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{ "BlendMap2 Strength", "BlendMap2_Strength" },
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{ "Shadow Radius", "Shadow Radius" },
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{ "Shadow Hardness", "Shadow Hardness" },
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{ "Specular Scale", "Specular Multiplier" },
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// Eye-Adv
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{ "Is Left Eye", "Is Left Eye" },
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{ "Eye Corner Darkness Color", "Eye Corner Darkness Color" },
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// Iris
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{ "Iris Depth Scale", "Iris Depth Scale" },
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{ "_Iris Roughness", "Iris Roughness" },
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{ "Iris Color Brightness", "Iris Color Brightness" },
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{ "Pupil Scale", "Pupil Scale" },
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// Iris-Adv
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{ "_IoR", "Ior" },
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{ "Iris Cloudy Color", "Iris Cloudy Color" },
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{ "Iris Inner Color", "Iris Inner Color" },
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{ "Iris Inner Scale", "Iris Inner Scale" },
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{ "Iris UV Radius", "Iris UV Radius" },
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{ "Iris Color", "Iris Color" },
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// Limbus
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{ "Limbus UV Width Color", "Limbus UV Width Color" },
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{ "Limbus Dark Scale", "Limbus Dark Scale" },
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// Sclera
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{ "ScleraBrightness", "Sclera Brightness" },
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{ "Sclera Roughness", "Sclera Roughness" },
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// Sclera-Adv
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{ "Sclera Flatten Normal", "Sclera Normal" },
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{ "Sclera Normal UV Scale", "Sclera Normal UV Scale" },
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{ "Sclera UV Radius", "Sclera UV Radius" },
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};
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#define FLIP_TANGENT_Y "Flip Tangent Y"
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#define ACTIVATE_HAIR_COLOR "Activate Hair Color"
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TMap< FString, FString > g_kHairMap =
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{
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{ "Hair Tangent Map" , "Tangent Map" },
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{ "Hair Flow Map" , "Flow Map" },
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{ "Hair Specular Mask Map", "Specular Map" },
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{ "Hair Root Map" , "Root Map" },
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{ "Hair ID Map" , "ID Map" },
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{ "TangentMapFlipGreen", FLIP_TANGENT_Y },
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{ "AO Map Occlude All Lighting", "AO Map Occlude All Lighting" },
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{ "Diffuse Strength", "Scatter" },
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{ "Hair Roughness Map Strength", "Roughness Multiplier" },
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{ "Hair Specular Map Strength", "Specular Multiplier" },
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{ "VertexGrayToColor" , "Vertex Color" },
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{ "VertexColorStrength" , "Vertex Color Strength" },
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{ "ActiveChangeHairColor" , ACTIVATE_HAIR_COLOR },
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{ "BaseColorMapStrength" , "Base Color Map Strength" },
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// Strand Color
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{ "RootColor" , "Root Color" },
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{ "TipColor" , "End Color" },
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{ "RootTipBlendMode" , "Root End Blend Mode" },
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{ "UseRootTipColor" , "Global Strength" },
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{ "RootColorStrength" , "Root Color Strength" },
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{ "TipColorStrength" , "End Color Strength" },
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{ "InvertRootTip" , "Invert Root and End Color" },
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// highlight A
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{ "_1st Dye Color" , "Highlight A Color" },
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{ "_1st Dye Strength" , "Highlight A Strength" },
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{ "_1st Dye Distribution from Grayscale", "Highlight A Affected Range" },
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{ "_1st BlendMode" , "Highlight A Blend Mode" },
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{ "Mask 1st Dye by RootMap" , "Highlight A Overlap End Color" },
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{ "Invert 1st Dye RootMap Mask" , "Highlight A Invert End to Root Color" },
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{ "_1st Dye add Specular" , "Highlight A Specular Strength" },
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// hightlight B
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{ "_2nd Dye Color" , "Highlight B Color" },
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{ "_2nd Dye Strength" , "Highlight B Strength" },
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{ "_2nd Dye Distribution from Grayscale", "Highlight B Affected Range" },
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{ "_2nd BlendMode" , "Highlight B Blend Mode" },
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{ "Mask 2nd Dye by RootMap" , "Highlight B Overlap End Color" },
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{ "Invert 2nd Dye RootMap Mask" , "Highlight B Invert End to Root Color" },
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{ "_2nd Dye add Specular" , "Highlight B Specular Strength" },
|
||||
//
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{ "BlackColor Reflection Offset X", "Rotate Vertical by Black ID" },
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{ "BlackColor Reflection Offset Y", "Rotate Horizontal by Black ID" },
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{ "BlackColor Reflection Offset Z", "Shift by Black ID" },
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{ "WhiteColor Reflection Offset X", "Rotate Vertical by White ID" },
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{ "WhiteColor Reflection Offset Y", "Rotate Horizontal by White ID" },
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{ "WhiteColor Reflection Offset Z", "Shift by White ID" },
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};
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TMap< FString, FString > g_kEyeOccusionMap =
|
||||
{
|
||||
{ "Display Blur Range", "Blur Color" },
|
||||
{ "Blur Strength", "Blur Strength" },
|
||||
{ "_Expand", "Expand" },
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||||
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||||
{ "Top Blur Range", "Top Blur Range" },
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||||
{ "Top Blur Contrast", "Top Blur Contrast" },
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||||
{ "Bottom Blur Range", "Bottom Blur Range" },
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||||
{ "Bottom Blur Contrast", "Bottom Blur Contrast" },
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||||
{ "Outer Corner Blur Range", "Outer Corner Blur Range" },
|
||||
{ "Outer Corner Blur Contrast", "Outer Corner Blur Contrast" },
|
||||
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{ "Tear Duct Position", "Tear Duct Position" },
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||||
{ "Tear Duct Contrast", "Tear Duct Contrast" },
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||||
{ "Tear Duct Shadow Offset", "Tear Duct Shadow Offset" },
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||||
// 1st layer shadow
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{ "Shadow Color", "Shadow 1 Color" },
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{ "Shadow Strength", "Shadow 1 Strength" },
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||||
{ "Shadow Top", "Shadow 1 Top" },
|
||||
{ "Shadow Top Range", "Shadow 1 Top Range" },
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||||
{ "Shadow Top Arc", "Shadow 1 Top Edge" },
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||||
{ "Shadow Bottom", "Shadow 1 Bottom" },
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||||
{ "Shadow Bottom Range", "Shadow 1 Bottom Range" },
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||||
{ "Shadow Bottom Arc", "Shadow 1 Bottom Edge" },
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||||
{ "Shadow Inner Corner", "Shadow 1 Inner Corner" },
|
||||
{ "Shadow Inner Corner Range", "Shadow 1 Inner Corner Range" },
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||||
{ "Shadow Outer Corner", "Shadow 1 Outer Corner" },
|
||||
{ "Shadow Outer Corner Range", "Shadow 1 Outer Corner Range" },
|
||||
// 2nd_Layer_Shadow
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||||
{ "Shadow2 Color", "Shadow 2 Color" },
|
||||
{ "Shadow2 Strength", "Shadow 2 Strength" },
|
||||
{ "Shadow2 Top", "Shadow 2 Top" },
|
||||
{ "Shadow2 Top Range", "Shadow 2 Top Range" },
|
||||
// Vertex_Offset
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||||
{ "Depth Offset", "Depth Offset" },
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||||
{ "Fade Distance", "Fade Distance" }, // depth fade distance
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||||
{ "Top Offset", "Top Offset" },
|
||||
{ "Bottom Offset", "Bottom Offset" },
|
||||
{ "Inner Corner Offset", "Inner Corner Offset" },
|
||||
{ "Outer Corner Offset", "Outer Corner Offset" },
|
||||
};
|
||||
|
||||
TMap< FString, FString > g_kTearLineMap =
|
||||
{
|
||||
{ "Depth Offset", "DepthOffset" },
|
||||
{ "Detail Amount", "DetailAmount" },
|
||||
{ "Detail Scale U", "DetailScale_U" },
|
||||
{ "Detail Scale V", "DetailScale_V" },
|
||||
{ "Edge Fadeout", "Edge_fadeout" },
|
||||
{ "_Roughness", "Roughness" }
|
||||
};
|
||||
|
||||
#define AO_MAP_OCCLUDE_ALL_LIGHTS "Occlude All Lighting"
|
||||
#define FLIP_MICRO_NORMAL_Y "Flip Micro Normal Y"
|
||||
|
||||
TMap< FString, FString > g_kGeneralMap =
|
||||
{
|
||||
{ "SSS Map", "SSS Map" },
|
||||
{ "MicroNormalMask", "MicroNormal Mask Map" },
|
||||
{ "MicroNormal", "MicroNormal Map" },
|
||||
{ "RGBA Area Mask", "RGBA Area Mask Map" },
|
||||
|
||||
{ "_BaseColorMap Brightness", "BaseColorMap_Brightness" },
|
||||
{ "_BaseColorMap Saturation", "BaseColorMap_Saturation" },
|
||||
{ "AO Map Affect All Lights", AO_MAP_OCCLUDE_ALL_LIGHTS },
|
||||
// Micro_Normal
|
||||
{ "Flip MicroNormal Y", FLIP_MICRO_NORMAL_Y },
|
||||
{ "MicroNormal Tiling", "MicroNormal Tiling Value" },
|
||||
{ "MicroNormal Strength", "MicroNormal Strength" },
|
||||
// _Specular_Roughness
|
||||
{ "_Specular", "Specular" },
|
||||
{ "Micro Roughness Scale", "Micro Roughness Scale" },
|
||||
// _Specular_Roughness-Adv
|
||||
{ "R Channel Roughness Scale", "R Channel Roughness Scale" },
|
||||
{ "G Channel Roughness Scale", "G Channel Roughness Scale" },
|
||||
{ "B Channel Roughness Scale", "B Channel Roughness Scale" },
|
||||
{ "A Channel Roughness Scale", "A Channel Roughness Scale" },
|
||||
{ "Unmasked Roughness Scale", "Unmask Roughness Scale" },
|
||||
{ "Edge Roughness Multiplier", "Edge Roughness Multiplier" },
|
||||
|
||||
// SSS
|
||||
{ "R Channel Scatter Scale", "R Channel Scatter" },
|
||||
{ "G Channel Scatter Scale", "G Channel Scatter" },
|
||||
{ "B Channel Scatter Scale", "B Channel Scatter" },
|
||||
{ "A Channel Scatter Scale", "A Channel Scatter" },
|
||||
{ "Unmasked Scatter Scale", "SSS Unmasked Scale" },
|
||||
};
|
||||
|
||||
class RLShaderData
|
||||
{
|
||||
public:
|
||||
RLShaderData() {}
|
||||
~RLShaderData() {}
|
||||
|
||||
FString m_strShaderName;
|
||||
TMap< FString, FString > m_kTexture;
|
||||
TMap< FString, float > m_kParameter;
|
||||
TMap< FString, TArray< float > > m_kColorParameter;
|
||||
};
|
||||
|
||||
class RLScatter
|
||||
{
|
||||
public:
|
||||
RLScatter() {}
|
||||
~RLScatter() {}
|
||||
|
||||
RLScatter( FLinearColor sss,
|
||||
FLinearColor falloff,
|
||||
float radius,
|
||||
float distribution,
|
||||
float IOR,
|
||||
float extinction,
|
||||
float normalScale,
|
||||
float roughness1,
|
||||
float roughness2,
|
||||
float lobeMix )
|
||||
:m_kFalloff( falloff ),
|
||||
m_fRadius(radius),
|
||||
m_fDistribution(distribution),
|
||||
m_fIOR(IOR),
|
||||
m_kSubsurfaceColor( sss ),
|
||||
m_fExtinctionScale(extinction),
|
||||
m_fNormalScale(normalScale),
|
||||
m_fRoughness0(roughness1),
|
||||
m_fRoughness1(roughness2),
|
||||
m_fLobeMix(lobeMix)
|
||||
{
|
||||
}
|
||||
|
||||
void SetDefaultParameter( FLinearColor kSubsurfaceColor,
|
||||
float fDistribution,
|
||||
float fIOR,
|
||||
float fExtinctionScale,
|
||||
float fNormalScale,
|
||||
float fRoughness0,
|
||||
float fRoughness1,
|
||||
float fLobeMix )
|
||||
{
|
||||
m_kSubsurfaceColor = kSubsurfaceColor;
|
||||
m_fDistribution = fDistribution;
|
||||
m_fIOR = fIOR;
|
||||
m_fExtinctionScale = fExtinctionScale;
|
||||
m_fNormalScale = fNormalScale;
|
||||
m_fRoughness0 = fRoughness0;
|
||||
m_fRoughness1 = fRoughness1;
|
||||
m_fLobeMix = fLobeMix;
|
||||
}
|
||||
|
||||
FLinearColor m_kFalloff;
|
||||
float m_fRadius = 0.0f;
|
||||
float m_fDistribution = 0.0f;
|
||||
float m_fIOR = 0.0f;
|
||||
|
||||
FLinearColor m_kSubsurfaceColor;
|
||||
float m_fExtinctionScale = 0.0f;
|
||||
float m_fNormalScale = 0.0f;
|
||||
float m_fRoughness0 = 0.0f;
|
||||
float m_fRoughness1 = 0.0f;
|
||||
float m_fLobeMix = 0.0f;
|
||||
};
|
||||
@@ -0,0 +1,4 @@
|
||||
#pragma once
|
||||
|
||||
#define Version_Error_Message "The current procedure has come to a stop because auto-setup is not support for this version of CC / iClone. Please update to the appropriate version."
|
||||
#define Version_Not_Suitable "Auto-setup is not support for this version of CC / iClone and some issues may occur as a result. Please update to the appropriate version."
|
||||
@@ -0,0 +1,53 @@
|
||||
#pragma once
|
||||
|
||||
|
||||
//#include "SlateBasics.h"
|
||||
|
||||
class UCCImportUI;
|
||||
|
||||
class SCCImportWindow : public SCompoundWidget
|
||||
{
|
||||
public:
|
||||
SLATE_BEGIN_ARGS(SCCImportWindow)
|
||||
: _ImportUI(NULL)
|
||||
, _WidgetWindow()
|
||||
//, _SourcePath()
|
||||
//, _TargetPath()
|
||||
{}
|
||||
|
||||
SLATE_ARGUMENT(UCCImportUI*, ImportUI)
|
||||
SLATE_ARGUMENT(TSharedPtr<SWindow>, WidgetWindow)
|
||||
// SLATE_ARGUMENT(FText, SourcePath)
|
||||
//SLATE_ARGUMENT(FText, TargetPath)
|
||||
SLATE_END_ARGS()
|
||||
|
||||
public:
|
||||
void Construct(const FArguments& InArgs);
|
||||
private:
|
||||
UCCImportUI* ccImportUI;
|
||||
TWeakPtr< SWindow > WidgetWindow;
|
||||
TSharedPtr< SButton > ImportButton;
|
||||
//FString TargetPath;
|
||||
bool isCCAutoSetup;
|
||||
bool isHQSkin;
|
||||
bool isLWSkin;
|
||||
bool isStandardSkin;
|
||||
bool isliveLink;
|
||||
//TSharedRef<SWidget> GetTestContent() const;
|
||||
FString skinType = "Standard";
|
||||
ECheckBoxState IsStandardActive() const;
|
||||
ECheckBoxState IsHQActive() const;
|
||||
ECheckBoxState IsLWActive() const;
|
||||
void OnCCLiveLinkChanged(ECheckBoxState InCheckedState);
|
||||
void OnCCAutoSetupChanged(ECheckBoxState InCheckedState);
|
||||
void OnStandardChanged(ECheckBoxState InCheckedState);
|
||||
void OnHQChanged(ECheckBoxState InCheckedState);
|
||||
void OnLWChanged(ECheckBoxState InCheckedState);
|
||||
TSharedPtr< SCheckBox > Standard_CheckBox;
|
||||
TSharedPtr< SCheckBox > HQ_CheckBox;
|
||||
TSharedPtr< SCheckBox > LW_CheckBox;
|
||||
TSharedPtr< SCheckBox > CCAutoSetup_CheckBox;
|
||||
FReply OnCancel();
|
||||
FReply OnNext();
|
||||
FReply OnMore();
|
||||
};
|
||||
@@ -0,0 +1,43 @@
|
||||
#pragma once
|
||||
#include "RLTextureData.h"
|
||||
#include "RLPhysicClothData.h"
|
||||
#include "RLShaderData.h"
|
||||
|
||||
enum class ENodeType
|
||||
{
|
||||
None,
|
||||
Hair,
|
||||
Accessory
|
||||
};
|
||||
|
||||
class RLMaterialData
|
||||
{
|
||||
public:
|
||||
RLMaterialData() {}
|
||||
~RLMaterialData() {}
|
||||
|
||||
void SetShaderData( TSharedPtr< RLShaderData > spShaderData ) { m_spShaderData = spShaderData; }
|
||||
const RLShaderData* GetShaderData() const { return m_spShaderData ? m_spShaderData.Get() : nullptr; }
|
||||
RLShaderData* GetShaderData() { return m_spShaderData ? m_spShaderData.Get() : nullptr; }
|
||||
|
||||
void SetScatter( TSharedPtr< RLScatter > spScatter ) { m_spScatter = spScatter; }
|
||||
RLScatter* GetScatter() { return m_spScatter ? m_spScatter.Get() : nullptr; }
|
||||
|
||||
bool m_bIsPbr = false;
|
||||
ENodeType m_eNodeType = ENodeType::None;
|
||||
bool m_bTwoSide = false;
|
||||
int m_iUvChannelIndex = 0;
|
||||
TArray< float > m_kDiffuseColor = { 255.f, 255.f, 255.f };
|
||||
TArray< float > m_kAmbientColor = { 50.f, 50.f, 50.f };
|
||||
TArray< float > m_kSpecularColor = { 229.f, 229.f, 229.f };
|
||||
float m_fOpacity = 1.f;
|
||||
float m_fSelfIllumination = 0.f;
|
||||
float m_fSpecular = 0.f;
|
||||
float m_fGlossiness = 0.f;
|
||||
TMap< FString, RLTextureData > m_kTextureDatas;
|
||||
TSharedPtr< RLPhysicClothData > m_spPhysicClothData = nullptr;
|
||||
|
||||
private:
|
||||
TSharedPtr< RLShaderData > m_spShaderData;
|
||||
TSharedPtr< RLScatter > m_spScatter;
|
||||
};
|
||||
@@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
class RLPhysicClothData
|
||||
{
|
||||
public:
|
||||
RLPhysicClothData() {}
|
||||
~RLPhysicClothData() {}
|
||||
|
||||
bool m_bActivate = false;
|
||||
bool m_bUseGlobalGravity = false;
|
||||
FString m_strWeightMapPath = "";
|
||||
float m_fMass = 0.f;
|
||||
float m_fFriction = 0.f;
|
||||
float m_fDamping = 0.f;
|
||||
float m_fDrag = 0.f;
|
||||
float m_fSolverFrequency = 0.f;
|
||||
float m_fTetherLimit = 0.f;
|
||||
float m_fElasticity = 0.f;
|
||||
float m_fStretch = 0.f;
|
||||
float m_fBending = 0.f;
|
||||
TArray< float > m_kInertia = { 6.0, 6.0, 6.0 };
|
||||
bool m_bSoftVsRigidCollision = false;
|
||||
float m_fSoftVsRigidCollisionMargin = 0.f;
|
||||
bool m_bSelfCollision = false;
|
||||
float m_fSelfCollisionMargin = 0.f;
|
||||
float m_fStiffnessFrequency = 0.f;
|
||||
};
|
||||
@@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
class RLPhysicsCollisionShapeData
|
||||
{
|
||||
public:
|
||||
RLPhysicsCollisionShapeData() {}
|
||||
~RLPhysicsCollisionShapeData() {}
|
||||
|
||||
FString m_strName = "";
|
||||
bool m_bBoneActivate = false;
|
||||
bool m_bIsCCStdBoneAxis = false;
|
||||
FString m_strBoundType = "";
|
||||
FString m_strBoundAxis = "";
|
||||
float m_fMargin = 0.f;
|
||||
float m_fFriction = 0.f;
|
||||
float m_fElasticity = 0.f;
|
||||
|
||||
TArray< float > m_kWorldTranslate = { 0.0, 0.0, 0.0 };
|
||||
TArray< float > m_kWorldRotation = { 0.0, 0.0, 0.0, 0.0 };
|
||||
TArray< float > m_kWorldScale = { 0.0, 0.0, 0.0 };
|
||||
|
||||
TArray< float > m_kShapeLocalPosition = { 0.0, 0.0, 0.0 };
|
||||
TArray< float > m_kExtent = { 0.0, 0.0, 0.0 };
|
||||
float m_fRadius = 0.f;
|
||||
float m_fCapsuleLength = 0.f;
|
||||
};
|
||||
@@ -0,0 +1,160 @@
|
||||
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Modules/ModuleManager.h"
|
||||
#include "AssetRegistryModule.h"
|
||||
#include "ObjectTools.h"
|
||||
#include "PackageTools.h"
|
||||
#include "CCImportUI.h"
|
||||
#include "Editor/UnrealEd/Classes/Factories/FbxFactory.h"
|
||||
#include "Editor/UnrealEd/Public/Editor.h"
|
||||
#include "Runtime/Engine/Classes/Engine/Selection.h"
|
||||
#include "Runtime/Engine/Classes/Materials/MaterialInstanceConstant.h"
|
||||
#include "Runtime/Engine/Classes/Engine/SkeletalMesh.h"
|
||||
#include "Runtime/JSon/Public/Dom/JsonObject.h"
|
||||
#include "RLTextureData.h"
|
||||
#include "RLMaterialData.h"
|
||||
#include "RLPhysicCollisionShapeData.h"
|
||||
#include "Runtime/Engine/Classes/Animation/Rig.h"
|
||||
#include "Runtime/Launch/Resources/Version.h"
|
||||
#include <functional>
|
||||
class FToolBarBuilder;
|
||||
class FMenuBuilder;
|
||||
class UClothingAssetCommon;
|
||||
class UClothLODDataBase;
|
||||
|
||||
class CMaterialType
|
||||
{
|
||||
public:
|
||||
CMaterialType( FString strMaterialName, FString strBoneType = "" );
|
||||
FString GetType() { return m_strMaterialType; }
|
||||
float GetTilingValue() { return m_fTilingValue; }
|
||||
|
||||
private:
|
||||
FString m_strMaterialType;
|
||||
float m_fTilingValue = 0.0f;
|
||||
};
|
||||
|
||||
enum class EShaderType
|
||||
{
|
||||
Teeth,
|
||||
Scalp,
|
||||
Eyelash,
|
||||
Eye,
|
||||
Tearline,
|
||||
Occulsion,
|
||||
Head,
|
||||
Skin,
|
||||
Hair,
|
||||
GeneralSSS,
|
||||
PBR,
|
||||
TRA,
|
||||
};
|
||||
|
||||
class FRLPluginModule : public IModuleInterface
|
||||
{
|
||||
public:
|
||||
|
||||
/** IModuleInterface implementation */
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
|
||||
/** This function will be bound to Command. */
|
||||
void PluginButtonClicked();
|
||||
void AutoSetup( TArray<FAssetData>& kAssetDatas,
|
||||
FString strShaderType,
|
||||
TArray<FString>& kLODPathList,
|
||||
bool bIsDragFbx );
|
||||
bool CheckAutoSetupVersionPass( FString strJsonFilePath );
|
||||
|
||||
private:
|
||||
void AddToolbarExtension( FToolBarBuilder& kBuilder );
|
||||
void AddMenuExtension( FMenuBuilder& kBuilder );
|
||||
void CheckWorldGridMaterial(FString &strFbxName, FString &rootGamePath, FString ccMaterialFolderGamePath, UStaticMesh *pMesh, bool isMaterialInstance);
|
||||
bool CheckShaderTypeChange(FString &strfbxName, FString shaderType, USkeletalMesh *mesh, UMaterial* material, UMaterialInterface* MaterialInterface, RLMaterialData* pMaterialData, int slotID, FString &rootGamePath, bool isMaterialInstance, FString strBoneType );
|
||||
void DeleteTextureFile( const FString& strDeleteFloderPath, const FString& strCheckFolderPath );
|
||||
void ShowInfo( const FString& strMessage, const float& fExpireDuration );
|
||||
FString GetBoneType( const FAssetData& kAssetData );
|
||||
USkeleton* GetAssetSkeleton( const FAssetData& kAssetData );
|
||||
bool CreateFolder( FString &path );
|
||||
void CreateTexturesPathList( const FString &strRootGamePath, TArray <FString> &kTexturesPathList );
|
||||
void RemoveInvalidTexture( TMap< FString, RLMaterialData >& kMaterialMap, const FString& strTexturePath, const FString& strFbmTexturePath, TArray< FString >& kTexturesPathList );
|
||||
bool CheckTextureShouldImport( const FString& strFilePath, bool bPbr );
|
||||
#if ENGINE_MAJOR_VERSION <= 4 && ENGINE_MINOR_VERSION == 24
|
||||
bool RLPluginImportToLodInternal( USkeletalMesh* SourceMesh, int32 SourceLodIndex, int32 SourceSectionIndex, UClothingAssetCommon* DestAsset, UClothLODDataBase* DestLod, UClothLODDataBase* InParameterRemapSource );
|
||||
#endif
|
||||
FString GetMaterialPackagePath( const FString& strRootGamePath, const FString& strMaterialName, const FString& strFbxName, bool bIsMaterialInstance );
|
||||
void ReplaceMaterial( UMaterialInterface* pMaterialInterface, const FString &strPackagePath, std::function< void( UMaterialInterface* ) > fnReplaceMaterial );
|
||||
void DeleteUnrealMaterial( const FString &strSourceFolderPath, const FString &strTargetFolderPath, const FString &strFbxName, const FString &strRootGamePath, bool bIsMaterialInstance, std::function< void() > fnReplaceMeshMaterial );
|
||||
void DeleteDefaultSkeletalMaterial( const FString &strSourceFolderPath, const FString &strTargetFolderPath, const FString &strFbxName, const FString &strRootGamePath, USkeletalMesh *pMesh, bool bIsMaterialInstance );
|
||||
void DeleteDefaultStaticMaterial( const FString &strSourceFolderPath, const FString &strTargetFolderPath, const FString &strFbxName, const FString &strRootGamePath, UStaticMesh *pMesh, bool bIsMaterialInstance );
|
||||
|
||||
void MoveTextureFile( FString& strTargetFolderPath );
|
||||
void findLODGroupMaterialJson(TMap< FString, RLMaterialData > &kMaterialMap, FString &strFbxName, FString &strRootGamePath, USkeletalMesh *kMesh, bool bIsMaterialInstance);
|
||||
void findLODGroupMaterial(FString &rootGamePath, USkeletalMesh *mesh );
|
||||
void SetOrmTextureSetting( UMaterialInstanceConstant* pMaterialInstance, const FString& strTexturePath, const bool bSkin = false );
|
||||
void ProcessMaterialInstanceConstant( UMaterialInstanceConstant*& pMaterialInstance, UMaterial* pMaterial, UMaterialInterface* pMeshMaterialInterface, UMaterialInterface* pParentInterface, const FString& strCCMaterialFolderPath, std::function< void( UMaterialInstanceConstant* ) > fnMaterialSetting );
|
||||
void AssignMaterialInstanceJson( UMaterialInstanceConstant*& pInstUMaterialInterface,
|
||||
const FString& strMaterialName,
|
||||
RLMaterialData* pMaterialData,
|
||||
TArray <FString> & texturesPathList,
|
||||
UMaterial* material,
|
||||
UMaterialInterface* MaterialInterface,
|
||||
FString texturesFilesGamePath,
|
||||
FString texturesFilesGamePathFbm,
|
||||
FString ccMaterialFolderGamePath,
|
||||
const FString& strSubsurfaceProfilePath,
|
||||
FString boneType,
|
||||
FString shaderType );
|
||||
|
||||
void AssignGeneralSss( RLMaterialData* pMaterialData, TArray<FString> &kTexturesPathList, FString strTexturesFilesGamePathFbm, const FString& strMaterialName, FString texturesFilesGamePath, bool bIsHQSkin, const FString& strSubsurfaceProfilePath, FString strTexturePathToLoad, UMaterialInstanceConstant*& pInstUMaterialInterface, UMaterial* pMaterial, UMaterialInterface* pMaterialInterface, FString strCCMaterialFolderGamePath );
|
||||
|
||||
void PhysicIniPaser( FString iniPath );
|
||||
FString GetTexturePath( RLMaterialData *pMaterialData, const FString& strKey, const FString& strTexturesFolderPath, const FString& strMaterialName );
|
||||
void SetTextureParameter( RLMaterialData *pMaterialData, const FString& strKey, UMaterialInstanceConstant* pMaterialInstance );
|
||||
|
||||
void UpdateStaticParameter( UMaterialInstanceConstant* pMaterialInstance, const FString& strParameter, bool bEnable, bool bMarkChanged );
|
||||
void SetMultiUvIndex( RLMaterialData *pMaterialData, UMaterialInstanceConstant* pMaterialInstance );
|
||||
void SetBaseColor( RLMaterialData *pMaterialData, UMaterialInstanceConstant* pMaterialInstance, TArray<FString> kTexturesPathList, FString strTexturesFilesGamePathsFbm[2], FString strMaterialName );
|
||||
void SetNormal( RLMaterialData *pMaterialData, UMaterialInstanceConstant* pMaterialInstance, TArray<FString> kTexturesPathList, FString strTexturesFilesGamePathsFbm[2], FString strMaterialName );
|
||||
void SetSpecular( RLMaterialData *pMaterialData, UMaterialInstanceConstant* pMaterialInstance, TArray<FString> kTexturesPathList, FString strTexturesFilesGamePathsFbm[2], FString strMaterialName, bool bIsPBR );
|
||||
void SetOpacity( RLMaterialData *pMaterialData, UMaterialInstanceConstant* pMaterialInstance, TArray<FString> kTexturesPathList, FString strTexturesFilesGamePathsFbm[2], FString strMaterialName );
|
||||
void SetGlow( RLMaterialData *pMaterialData, UMaterialInstanceConstant* pMaterialInstance, TArray<FString> kTexturesPathList, FString strTexturesFilesGamePaths[2], FString strMaterialName );
|
||||
void SetBlend( RLMaterialData *pMaterialData, UMaterialInstanceConstant* pMaterialInstance, TArray<FString> kTexturesPathList, FString kTexturesFilesGamePaths[2], FString strMaterialName );
|
||||
void SetBlendToHairDepthMap( RLMaterialData *pMaterialData, UMaterialInstanceConstant* pMaterialInstance, TArray<FString> kTexturesPathList, FString kTexturesFilesGamePaths[2], FString strMaterialName );
|
||||
void SetDisplacement( RLMaterialData* pMaterialData, UMaterialInstanceConstant* pMaterialInstance, TArray<FString> kTexturesPathList, FString strTexturesFilesGamePaths[2], FString strMaterialName );
|
||||
void SetAO( RLMaterialData *pMaterialData, UMaterialInstanceConstant* pMaterialInstance, TArray<FString> kTexturesPathList, FString strTexturesFilesGamePaths[2], FString strMaterialName );
|
||||
void SetRoughness( RLMaterialData *kMaterialData, UMaterialInstanceConstant* kMaterialInstance, TArray<FString> texturesPathList, FString texturesFilesGamePaths[2], FString materialName, bool isPBR );
|
||||
void SetMetallic( RLMaterialData *kMaterialData, UMaterialInstanceConstant* kMaterialInstance, TArray<FString> texturesPathList, FString texturesFilesGamePaths[2], FString materialName, bool isPBR );
|
||||
void CreateCollisionShape(FName strBoneName, FVector kBoundMin, FVector kBoundMax, FVector kScale, FVector kOffset, UBodySetup* pBodySetup, int nShapeType, int nBoundAxis);
|
||||
void CreateCollisionShapeFromData( RLPhysicsCollisionShapeData* pCollisionShapeData, UBodySetup* pBodySetup, const FTransform* kBoneParentWorldTransform );
|
||||
void CreateConstraint(FName strBoneName, int nBoneID, USkeletalMesh* pMesh, UPhysicsAsset* pPhysicsAsset);
|
||||
static bool SetShaderTextureSrgbCompression( UTexture* pTexture, FString strName );
|
||||
void SetShaderData( RLShaderData* pShaderData, UMaterialInstanceConstant* pMaterialInstance, const FString& strFolder );
|
||||
void SetScatter( const RLScatter* pScatter, UMaterialInstanceConstant* pMaterialInstance, const FString& strMaterialName, FString strSubsurfaceProfilePath, EShaderType eShaderType );
|
||||
|
||||
void GetShaderRenameMap( FString strMaterialName, EShaderType eType, RLShaderData* pShaderData, ENodeType eNodeType, TMap< FString, FString >& kRenameMap );
|
||||
void ParseJson( const FString& strJsonFilePath, FString& strGeneration, FString& strBoneType, bool& bSupportShaderSelect, TMap< FString, RLMaterialData >& kMaterialMap, TMap< FString, TArray<RLPhysicsCollisionShapeData> >& kCollisionShapeMap );
|
||||
void ParseJsonShaderData( TSharedPtr< RLMaterialData > spMaterialData, TSharedPtr< FJsonObject > spJsonObject, FString strMaterialName, FString strBoneType );
|
||||
void ParseJsonScatterData( TSharedPtr< RLMaterialData > spMaterialData, TSharedPtr< FJsonObject > spJsonObject );
|
||||
void ParseJsonPhysicsData( TSharedPtr<FJsonObject> spPhysicsRoot, TMap< FString, RLMaterialData >& kMaterialMap, TMap< FString, TArray<RLPhysicsCollisionShapeData> >& kCollisionShapeMap, bool bIsCCStdBoneAxis );
|
||||
|
||||
void ConvertEyeMaterialName( FString& strMaterialName );
|
||||
|
||||
|
||||
UObject* RLCreatePhysicsAsset( FName InAssetName, UObject* InParent, USkeletalMesh* SkelMesh );
|
||||
|
||||
FString GetMaterialTypeByName( FString strName );
|
||||
EShaderType GetShaderType( RLMaterialData* pMaterialData, FString strMaterialName, FString strBoneType );
|
||||
EShaderType GetPbrShaderType( const RLShaderData* pShaderData, FString strMaterialName, FString strBoneType );
|
||||
void UpdateWorld( int32 BoneIndex, FTransform ParentWorld, USkeleton* pSkeleton, const TArray<FTransform>& kBoneTransform, TArray<FTransform>& kBoneWorld );
|
||||
void CreatePhysicCollisionShape( UPhysicsAsset* pPhysicsAsset, USkeletalMesh* pMesh, USkeleton* pSkeleton, const TMap< FString, TArray<RLPhysicsCollisionShapeData> >& kCollisionShapeMap );
|
||||
void CreatePhysicSoftCloth( UPhysicsAsset* pPhysicsAsset, USkeletalMesh* pMesh, TMap< FString, RLMaterialData >& kMaterialMap );
|
||||
|
||||
TSharedPtr< class FUICommandList > m_kPluginCommands;
|
||||
static URig* m_pEngineHumanoidRig;
|
||||
bool m_bIsMaterialInstance = true;
|
||||
//FString const MATERIAL_FLODER_NAME = "RL_Materials";
|
||||
};
|
||||
@@ -0,0 +1,26 @@
|
||||
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Framework/Commands/Commands.h"
|
||||
#include "RLPluginStyle.h"
|
||||
|
||||
class FRLPluginCommands : public TCommands<FRLPluginCommands>
|
||||
{
|
||||
public:
|
||||
|
||||
FRLPluginCommands()
|
||||
: TCommands<FRLPluginCommands>( TEXT( "RLPlugin" ),
|
||||
NSLOCTEXT( "Contexts", "RLPlugin", "RLPlugin Plugin" ),
|
||||
NAME_None,
|
||||
FRLPluginStyle::GetStyleSetName() )
|
||||
{
|
||||
}
|
||||
|
||||
// TCommands<> interface
|
||||
virtual void RegisterCommands() override;
|
||||
|
||||
public:
|
||||
TSharedPtr< FUICommandInfo > PluginAction;
|
||||
};
|
||||
@@ -0,0 +1,31 @@
|
||||
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Styling/SlateStyle.h"
|
||||
|
||||
class FRLPluginStyle
|
||||
{
|
||||
public:
|
||||
|
||||
static void Initialize();
|
||||
|
||||
static void Shutdown();
|
||||
|
||||
/** reloads textures used by slate renderer */
|
||||
static void ReloadTextures();
|
||||
|
||||
/** @return The Slate style set for the Shooter game */
|
||||
static const ISlateStyle& Get();
|
||||
|
||||
static FName GetStyleSetName();
|
||||
|
||||
private:
|
||||
|
||||
static TSharedRef< class FSlateStyleSet > Create();
|
||||
|
||||
private:
|
||||
|
||||
static TSharedPtr< class FSlateStyleSet > StyleInstance;
|
||||
};
|
||||
@@ -0,0 +1,20 @@
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
class RLTextureData
|
||||
{
|
||||
public:
|
||||
RLTextureData() {}
|
||||
~RLTextureData() {}
|
||||
|
||||
FString m_strTexturePath = "";
|
||||
bool m_bShareImage = false;
|
||||
float m_fStrength = 100.f;
|
||||
TArray< float > m_kOffset = { 0.f, 0.f };
|
||||
TArray< float > m_kTiling = { 1.f, 1.f };
|
||||
float m_fTessellationLevel = 0.f;
|
||||
float m_fTessellationMulitiplier = 0.f;
|
||||
float m_fGrayScaleBaseValue = 0.f;
|
||||
FString m_strDisplacementMapType = "";
|
||||
FString m_strBlendMode = "Multiply";
|
||||
};
|
||||
@@ -0,0 +1,85 @@
|
||||
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
using UnrealBuildTool;
|
||||
|
||||
public class RLPlugin : ModuleRules
|
||||
{
|
||||
public RLPlugin(ReadOnlyTargetRules Target) : base(Target)
|
||||
{
|
||||
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
bUsePrecompiled = true;
|
||||
PublicIncludePaths.AddRange(
|
||||
new string[] {
|
||||
// ... add public include paths required here ...
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
PrivateIncludePaths.AddRange(
|
||||
new string[] {
|
||||
// ... add other private include paths required here ...
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
PublicDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"Core",
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"Projects",
|
||||
"InputCore",
|
||||
"UnrealEd",
|
||||
"LevelEditor",
|
||||
"CoreUObject",
|
||||
"RenderCore",
|
||||
"Engine",
|
||||
"Slate",
|
||||
"SlateCore",
|
||||
"ContentBrowser",
|
||||
"DesktopPlatform",
|
||||
"MaterialEditor",
|
||||
"ImageWrapper",
|
||||
"EditorStyle",
|
||||
"RawMesh",
|
||||
"ClothingSystemEditorInterface",
|
||||
"SkeletalMeshEditor",
|
||||
"Json",
|
||||
"JsonUtilities",
|
||||
}
|
||||
);
|
||||
if( Target.Version.MajorVersion == 4 && Target.Version.MinorVersion <= 23 )
|
||||
{
|
||||
PrivateDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"ClothingSystemRuntime"
|
||||
} );
|
||||
}
|
||||
if( Target.Version.MajorVersion == 4 && Target.Version.MinorVersion >= 24 )
|
||||
{
|
||||
PrivateDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"ClothingSystemEditor",
|
||||
"ClothingSystemRuntimeCommon",
|
||||
"SkeletalMeshUtilitiesCommon",
|
||||
"ClothingSystemRuntimeInterface",
|
||||
"ClothingSystemRuntimeNv"
|
||||
} );
|
||||
}
|
||||
|
||||
DynamicallyLoadedModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
// ... add any modules that your module loads dynamically here ...
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user