RuntimeMeshBlueprint.h
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1 // Copyright 2016-2018 Chris Conway (Koderz). All Rights Reserved.
2 
3 #pragma once
4 
5 #include "CoreMinimal.h"
6 #include "RuntimeMeshCore.h"
7 #include "RuntimeMeshBlueprint.generated.h"
8 
12 USTRUCT(BlueprintType)
13 struct RUNTIMEMESHCOMPONENT_API FRuntimeMeshBlueprintVertexSimple
14 {
15 public:
16  GENERATED_BODY()
17 
18 
19  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Vertex)
20  FVector Position;
21 
23  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Vertex)
24  FVector Normal;
25 
27  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Vertex)
29 
31  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Vertex)
32  FLinearColor Color;
33 
35  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Vertex)
36  FVector2D UV0;
37 
38 
39  FRuntimeMeshBlueprintVertexSimple()
40  : Position(0.0f, 0.0f, 0.0f)
41  , Normal(0.0f, 0.0f, 1.0f)
42  , Tangent(FVector(1.0f, 0.0f, 0.0f), false)
43  , Color(255, 255, 255)
44  , UV0(0.0f, 0.0f)
45  {
46  }
47 
48  FRuntimeMeshBlueprintVertexSimple(const FVector& InPosition, const FVector& InNormal, const FRuntimeMeshTangent& InTangent, const FVector2D& InUV0, FLinearColor InColor = FLinearColor::White)
49  : Position(InPosition)
50  , Normal(InNormal)
51  , Tangent(InTangent)
52  , Color(InColor)
53  , UV0(InUV0)
54  {
55  }
56 };
FRuntimeMeshBlueprintVertexSimple(const FVector &InPosition, const FVector &InNormal, const FRuntimeMeshTangent &InTangent, const FVector2D &InUV0, FLinearColor InColor=FLinearColor::White)
GLdouble f


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Author(s): Sergey Dorodnicov , Doron Hirshberg , Mark Horn , Reagan Lopez , Itay Carpis
autogenerated on Mon May 3 2021 02:47:41