UStaticMesh* CreateStaticMeshFromBrush(UObject* Outer,FName Name,ABrush* Brush,UModel* Model) { GWarn->BeginSlowTask( NSLOCTEXT("UnrealEd", "CreatingStaticMeshE", "Creating static mesh..."), true ); FRawMesh RawMesh; TArray<UMaterialInterface*> Materials; GetBrushMesh(Brush,Model,RawMesh,Materials); UStaticMesh* StaticMesh = CreateStaticMesh(RawMesh,Materials,Outer,Name); GWarn->EndSlowTask(); return StaticMesh; }
iMesh* GraphicsEngineImp::CreateMesh( const char* filename, const Vector3& pos, const char* billboardFilePath, float distanceToSwapToBillboard) { string tmp = string(filename); //".fileType" if(tmp.substr(tmp.length() - 4) == ".obj") { return CreateStaticMesh(filename, D3DXVECTOR3(pos.x,pos.y,pos.z), billboardFilePath, distanceToSwapToBillboard); } else if(tmp.substr(tmp.length() - 4) == ".ani") { return CreateAnimatedMesh(filename, D3DXVECTOR3(pos.x,pos.y,pos.z), billboardFilePath, distanceToSwapToBillboard); } else if (tmp.substr(tmp.length() - 4) == ".fbx") { return this->CreateFBXMesh(filename, pos); } else { MaloW::Debug("WARNING: Failed to create mesh! (Returning NULL). "); return NULL; } }
iMesh* GraphicsEngineImp::CreateStaticMesh( const char* filename, const Vector3& pos ) { return CreateStaticMesh( std::string(filename), D3DXVECTOR3(pos.x,pos.y,pos.z) ); }