#include "Engine/Engine.h"
#include "Components/MeshComponent.h"
#include "Runtime/Launch/Resources/Version.h"
#include "Stats/Stats.h"
#include "HAL/CriticalSection.h"
#include "RuntimeMeshCore.generated.h"
Go to the source code of this file.
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struct | FRuntimeMeshVertexTraits< T >::ChT< C, C > |
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struct | FRuntimeMeshVertexTraits< T >::DerivedColor |
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struct | FRuntimeMeshVertexTraits< T >::DerivedNormal |
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struct | FRuntimeMeshVertexTraits< T >::DerivedPosition |
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struct | FRuntimeMeshVertexTraits< T >::DerivedTangent |
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struct | FRuntimeMeshVertexTraits< T >::DerivedUV0 |
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struct | FRuntimeMeshVertexTraits< T >::DerivedUV1 |
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struct | FRuntimeMeshVertexTraits< T >::DerivedUV2 |
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struct | FRuntimeMeshVertexTraits< T >::DerivedUV3 |
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struct | FRuntimeMeshVertexTraits< T >::DerivedUV4 |
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struct | FRuntimeMeshVertexTraits< T >::DerivedUV5 |
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struct | FRuntimeMeshVertexTraits< T >::DerivedUV6 |
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struct | FRuntimeMeshVertexTraits< T >::DerivedUV7 |
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struct | FRuntimeMeshVertexTraits< T >::FallbackColor |
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struct | FRuntimeMeshVertexTraits< T >::FallbackNormal |
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struct | FRuntimeMeshVertexTraits< T >::FallbackPosition |
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struct | FRuntimeMeshVertexTraits< T >::FallbackTangent |
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struct | FRuntimeMeshVertexTraits< T >::FallbackUV0 |
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struct | FRuntimeMeshVertexTraits< T >::FallbackUV1 |
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struct | FRuntimeMeshVertexTraits< T >::FallbackUV2 |
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struct | FRuntimeMeshVertexTraits< T >::FallbackUV3 |
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struct | FRuntimeMeshVertexTraits< T >::FallbackUV4 |
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struct | FRuntimeMeshVertexTraits< T >::FallbackUV5 |
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struct | FRuntimeMeshVertexTraits< T >::FallbackUV6 |
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struct | FRuntimeMeshVertexTraits< T >::FallbackUV7 |
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struct | FRuntimeMeshIndexTraits< T > |
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struct | FRuntimeMeshIndexTraits< int32 > |
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struct | FRuntimeMeshIndexTraits< uint16 > |
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struct | FRuntimeMeshIndexTraits< uint32 > |
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struct | FRuntimeMeshLockProvider |
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struct | FRuntimeMeshMutexLockProvider |
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struct | FRuntimeMeshNullLockProvider |
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struct | FRuntimeMeshNullVertex |
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class | FRuntimeMeshScopeLock |
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struct | FRuntimeMeshTangent |
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struct | FRuntimeMeshVertexStreamStructure |
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struct | FRuntimeMeshVertexStreamStructureElement |
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struct | FRuntimeMeshVertexTraits< T > |
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struct | FRuntimeMeshVertexTypeTraitsAggregator |
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struct | FRuntimeMeshVertexTraits< T >::IsSameType< A, B > |
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struct | FRuntimeMeshVertexTraits< T >::IsSameType< A, A > |
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struct | FRuntimeMeshVertexTraits< T >::TangentBasisHighPrecisionDetector< HasNormal, HasTangent, Type > |
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struct | FRuntimeMeshVertexTraits< T >::TangentBasisHighPrecisionDetector< HasNormal, true, Type > |
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struct | FRuntimeMeshVertexTraits< T >::TangentBasisHighPrecisionDetector< true, false, Type > |
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struct | FRuntimeMeshVertexTraits< T >::UVChannelHighPrecisionDetector< HasUV0, Type > |
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struct | FRuntimeMeshVertexTraits< T >::UVChannelHighPrecisionDetector< true, Type > |
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enum | ERuntimeMeshBuffersToUpdate : uint8 {
ERuntimeMeshBuffersToUpdate::None = 0x0,
ERuntimeMeshBuffersToUpdate::PositionBuffer = 0x1,
ERuntimeMeshBuffersToUpdate::TangentBuffer = 0x2,
ERuntimeMeshBuffersToUpdate::UVBuffer = 0x4,
ERuntimeMeshBuffersToUpdate::ColorBuffer = 0x8,
ERuntimeMeshBuffersToUpdate::AllVertexBuffers = PositionBuffer | TangentBuffer | UVBuffer | ColorBuffer,
ERuntimeMeshBuffersToUpdate::IndexBuffer = 0x10,
ERuntimeMeshBuffersToUpdate::AdjacencyIndexBuffer = 0x20
} |
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enum | ERuntimeMeshCollisionCookingMode : uint8 { ERuntimeMeshCollisionCookingMode::UMETA =(DisplayName = "Collision Performance"),
ERuntimeMeshCollisionCookingMode::UMETA =(DisplayName = "Cooking Performance")
} |
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enum | ERuntimeMeshMobility : uint8 { ERuntimeMeshMobility::Movable,
ERuntimeMeshMobility::Stationary,
ERuntimeMeshMobility::Static
} |
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enum | ESectionUpdateFlags { ESectionUpdateFlags::None = 0x0,
ESectionUpdateFlags::CalculateNormalTangent = 0x2,
ESectionUpdateFlags::CalculateNormalTangentHard = 0x4,
ESectionUpdateFlags::CalculateTessellationIndices = 0x8
} |
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enum | EUpdateFrequency : uint8 { EUpdateFrequency::UMETA =(DisplayName = "Average"),
EUpdateFrequency::UMETA =(DisplayName = "Frequent"),
EUpdateFrequency::UMETA =(DisplayName = "Infrequent")
} |
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enum | FRuntimeMeshVersion::Type {
FRuntimeMeshVersion::Initial = 0,
FRuntimeMeshVersion::TemplatedVertexFix = 1,
FRuntimeMeshVersion::SerializationOptional = 2,
FRuntimeMeshVersion::DualVertexBuffer = 3,
FRuntimeMeshVersion::SerializationV2 = 4,
FRuntimeMeshVersion::RuntimeMeshComponentV3 = 5,
FRuntimeMeshVersion::RuntimeMeshComponentUE4_19 = 6,
FRuntimeMeshVersion::SerializationUpgradeToConfigurable = 7,
FRuntimeMeshVersion::VersionPlusOne,
FRuntimeMeshVersion::LatestVersion = VersionPlusOne - 1
} |
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#define RUNTIMEMESH_ENABLE_DEBUG_RENDERING (!(UE_BUILD_SHIPPING || UE_BUILD_TEST) || WITH_EDITOR) |
#define RUNTIMEMESH_MAXTEXCOORDS MAX_TEXCOORDS |
Enumerator |
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None |
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PositionBuffer |
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TangentBuffer |
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UVBuffer |
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ColorBuffer |
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AllVertexBuffers |
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IndexBuffer |
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AdjacencyIndexBuffer |
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Definition at line 80 of file RuntimeMeshCore.h.
Enumerator |
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None |
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CalculateNormalTangent |
This will use move-assignment when copying the supplied vertices/triangles into the section. This is faster as it doesn't require copying the data.
CAUTION: This means that your copy of the arrays will be cleared! Should the normals and tangents be calculated automatically? To do this manually see RuntimeMeshLibrary::CalculateTangentsForMesh() This version calculates smooth tangents, so it will smooth across vertices sharing position
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CalculateNormalTangentHard |
Should the normals and tangents be calculated automatically? To do this manually see RuntimeMeshLibrary::CalculateTangentsForMesh() This version calculates hard tangents, so it will not smooth across vertices sharing position
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CalculateTessellationIndices |
Should the tessellation indices be calculated to support tessellation? To do this manually see RuntimeMeshLibrary::GenerateTessellationIndexBuffer()
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Definition at line 117 of file RuntimeMeshCore.h.
DECLARE_STATS_GROUP |
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TEXT("RuntimeMesh") |
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STATGROUP_RuntimeMesh |
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STATCAT_Advanced |
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) |
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template<typename VertexType >