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Basic struct to adapt a FStaticMeshLODResources 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 FStaticMeshLODResources with GeometryProcessing's TMeshAABBTree3
| Name | FStaticMeshLODResourcesMeshAdapter |
| Type | struct |
| Header File | /Engine/Source/Runtime/MeshConversion/Public/StaticMeshLODResourcesAdapter.h |
| Include Path | #include "StaticMeshLODResourcesAdapter.h" |
Syntax
struct FStaticMeshLODResourcesMeshAdapter
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStaticMeshLODResourcesMeshAdapter
(
const FStaticMeshLODResources* MeshIn |
StaticMeshLODResourcesAdapter.h | ||
| StaticMeshLODResourcesAdapter.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FIndex3i | UE::Geometry::FIndex3i | StaticMeshLODResourcesAdapter.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 ColorCount() |
StaticMeshLODResourcesAdapter.h | ||
uint64 GetChangeStamp() |
StaticMeshLODResourcesAdapter.h | ||
FColor GetColor
(
int32 IDValue |
StaticMeshLODResourcesAdapter.h | ||
FVector3f GetNormal
(
int32 IDValue |
StaticMeshLODResourcesAdapter.h | ||
FVector3f GetTangentX
(
int32 IDValue |
StaticMeshLODResourcesAdapter.h | ||
FVector3f GetTangentY
(
int32 IDValue |
StaticMeshLODResourcesAdapter.h | ||
FIndex3i GetTriangle
(
int32 IDValue |
StaticMeshLODResourcesAdapter.h | ||
| Get Colors for a given Triangle | StaticMeshLODResourcesAdapter.h | ||
void GetTriNormals
(
int32 TriId, |
Get Normals for a given Triangle | StaticMeshLODResourcesAdapter.h | |
void GetTriTangentsX
(
int32 TriId, |
Get Tangent X for a given Triangle | StaticMeshLODResourcesAdapter.h | |
void GetTriTangentsY
(
int32 TriId, |
Get Tangent Y for a given Triangle | StaticMeshLODResourcesAdapter.h | |
void GetTriUVs
(
const int32 TriId, |
Get UVs for a given UVLayer and Triangle | StaticMeshLODResourcesAdapter.h | |
void GetTriVertices
(
int32 IDValue, |
StaticMeshLODResourcesAdapter.h | ||
void GetTriVertices
(
int32 IDValue, |
StaticMeshLODResourcesAdapter.h | ||
FVector2f GetUV
(
const int32 IDValue, |
Get UV by VertexInstanceID for a given UVLayer | StaticMeshLODResourcesAdapter.h | |
FVector3d GetVertex
(
int32 IDValue |
StaticMeshLODResourcesAdapter.h | ||
bool HasColors() |
StaticMeshLODResourcesAdapter.h | ||
bool HasNormals() |
StaticMeshLODResourcesAdapter.h | ||
bool HasUVs
(
const int32 UVLayer |
StaticMeshLODResourcesAdapter.h | ||
bool IsColor
(
int32 ColorIndex |
StaticMeshLODResourcesAdapter.h | ||
bool IsNormal
(
int32 NID |
StaticMeshLODResourcesAdapter.h | ||
bool IsTriangle
(
int32 TID |
StaticMeshLODResourcesAdapter.h | ||
bool IsUV
(
const int32 UVId |
StaticMeshLODResourcesAdapter.h | ||
bool IsVertex
(
int32 VID |
StaticMeshLODResourcesAdapter.h | ||
int32 MaxColorID() |
StaticMeshLODResourcesAdapter.h | ||
int32 MaxNormalID() |
StaticMeshLODResourcesAdapter.h | ||
int32 MaxTriangleID() |
ID and Count are the same for StaticMeshLODResources because it's compact. | StaticMeshLODResourcesAdapter.h | |
int32 MaxUVID() |
StaticMeshLODResourcesAdapter.h | ||
int32 MaxVertexID() |
StaticMeshLODResourcesAdapter.h | ||
int32 NormalCount() |
StaticMeshLODResourcesAdapter.h | ||
int32 NumUVLayers() |
StaticMeshLODResourcesAdapter.h | ||
void SetBuildScale
(
const FVector3d& BuildScaleIn, |
StaticMeshLODResourcesAdapter.h | ||
int32 TriangleCount() |
StaticMeshLODResourcesAdapter.h | ||
const FStaticMeshSection & TriangleToSection
(
int32& InOutIDValue |
StaticMeshLODResourcesAdapter.h | ||
int32 UVCount() |
StaticMeshLODResourcesAdapter.h | ||
int32 VertexCount() |
StaticMeshLODResourcesAdapter.h |