Navigation
API > API/Runtime > API/Runtime/MeshConversion
References
| Module | MeshConversion |
| Header | /Engine/Source/Runtime/MeshConversion/Public/SkeletalMeshLODRenderDataMeshAdapter.h |
| Include | #include "SkeletalMeshLODRenderDataMeshAdapter.h" |
Syntax
struct FSkeletalMeshLODRenderDataMeshAdapter
Remarks
Basic struct to adapt a FSkeletalMeshLODRenderData for use by GeometryProcessing classes that template the mesh type and expect a standard set of basic accessors For example, this adapter will let you use a FSkeletalMeshLODRenderData with GeometryProcessing's TMeshAABBTree3
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bScaleNormals | ||
| FVector3d | BuildScale | ||
| FVector3d | InvBuildScale | ||
| const FSkeletalMeshLODRenderData * | Mesh | ||
| int32 | NumTriangles | ||
| TArray< FSkinWeightInfo > | SkinWeights | ||
| TArray< uint32 > | SrcIndexBuffer | ||
| TArray< int32 > | TriangleOffsetArray | ||
| TArray< const FSkelMeshRenderSection * > | ValidSections |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FSkeletalMeshLODRenderDataMeshAdapter
(
const FSkeletalMeshLODRenderData* MeshIn |
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | ColorCount () |
||
| uint64 | |||
| FColor | |||
| FVector3f | |||
| FSkinWeightInfo | GetSkinWeightInfo
(
int32 VID |
||
| FVector3f | GetTangentX
(
int32 IDValue |
||
| FVector3f | GetTangentY
(
int32 IDValue |
||
| FIndex3i | GetTriangle
(
int32 IDValue |
||
| void | GetTriColors
(
int32 TriId, |
Get Colors for a given Triangle | |
| void | GetTriNormals
(
int32 TriId, |
Get Normals for a given Triangle | |
| void | GetTriTangentsX
(
int32 TriId, |
Get Tangent X for a given Triangle | |
| void | GetTriTangentsY
(
int32 TriId, |
Get Tangent Y for a given Triangle | |
| void | Get UVs for a given UVLayer and Triangle | ||
| void | GetTriVertices
(
int32 IDValue, |
||
| void | GetTriVertices
(
int32 IDValue, |
||
| FVector2f | Get UV by VertexInstanceID for a given UVLayer | ||
| FVector3d | |||
| bool | HasColors () |
||
| bool | HasNormals () |
||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | IsTriangle
(
int32 TID |
||
| bool | |||
| bool | |||
| int32 | MaxColorID () |
||
| int32 | MaxNormalID () |
||
| int32 | ID and Count are the same for StaticMeshLODResources because it's compact. | ||
| int32 | MaxUVID () |
||
| int32 | MaxVertexID () |
||
| int32 | NormalCount () |
||
| int32 | NumUVLayers () |
||
| void | SetBuildScale
(
const FVector3d& BuildScaleIn, |
||
| int32 | |||
| const FSkelMeshRenderSection & | TriangleToSection
(
int32& InOutIDValue |
||
| int32 | UVCount () |
||
| int32 | VertexCount () |
Typedefs
| Name | Description |
|---|---|
| FIndex3i |