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| FRuntimeMeshBuilder (bool bInTangentsHighPrecision, bool bInUVsHighPrecision, int32 bInUVCount, bool bIn32BitIndices) |
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TArray< uint8 > & | GetColorStream () |
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TArray< uint8 > & | GetIndexStream () |
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TArray< uint8 > & | GetPositionStream () |
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TArray< uint8 > & | GetTangentStream () |
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TArray< uint8 > & | GetUVStream () |
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virtual | ~FRuntimeMeshBuilder () override |
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void | CopyTo (const TSharedPtr< FRuntimeMeshAccessor > &Other, bool bClearDestination=false) const |
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| FRuntimeMeshAccessor (bool bInTangentsHighPrecision, bool bInUVsHighPrecision, int32 bInUVCount, bool bIn32BitIndices, TArray< uint8 > *PositionStreamData, TArray< uint8 > *TangentStreamData, TArray< uint8 > *UVStreamData, TArray< uint8 > *ColorStreamData, TArray< uint8 > *IndexStreamData, bool bInIsReadonly=false) |
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bool | IsReadonly () const |
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void | Unlink () |
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virtual | ~FRuntimeMeshAccessor () override |
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int32 | AddVertex (FVector InPosition) |
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int32 | AddVertex (const FRuntimeMeshAccessorVertex &Vertex) |
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template<typename VertexType0 > |
void | AddVertexByProperties (const VertexType0 &Vertex0) |
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template<typename VertexType0 , typename VertexType1 > |
void | AddVertexByProperties (const VertexType0 &Vertex0, const VertexType1 &Vertex1) |
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template<typename VertexType0 , typename VertexType1 , typename VertexType2 > |
void | AddVertexByProperties (const VertexType0 &Vertex0, const VertexType1 &Vertex1, const VertexType2 &Vertex2) |
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void | EmptyVertices (int32 Slack=0) |
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| FRuntimeMeshVerticesAccessor (bool bInTangentsHighPrecision, bool bInUVsHighPrecision, int32 bInUVCount, TArray< uint8 > *PositionStreamData, TArray< uint8 > *TangentStreamData, TArray< uint8 > *UVStreamData, TArray< uint8 > *ColorStreamData, bool bInIsReadonly=false) |
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FColor | GetColor (int32 Index) const |
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FVector4 | GetNormal (int32 Index) const |
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FVector | GetPosition (int32 Index) const |
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FVector | GetTangent (int32 Index) const |
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FVector2D | GetUV (int32 Index, int32 Channel=0) const |
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FRuntimeMeshAccessorVertex | GetVertex (int32 Index) const |
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const bool | IsReadonly () const |
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const bool | IsUsingHighPrecisionTangents () const |
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const bool | IsUsingHighPrecisionUVs () const |
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int32 | NumUVChannels () const |
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int32 | NumVertices () const |
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void | SetColor (int32 Index, const FColor &Value) |
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bool | SetColors (const int32 InsertAtIndex, const TArray< FColor > &Colors, const int32 Count, const bool bSizeToFit) |
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bool | SetColors (const int32 InsertAtIndex, const FColor *const Colors, const int32 Count, const bool bSizeToFit) |
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void | SetNormal (int32 Index, const FVector4 &Value) |
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void | SetNormalTangent (int32 Index, FVector Normal, FRuntimeMeshTangent Tangent) |
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void | SetNumVertices (int32 NewNum) |
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void | SetPosition (int32 Index, const FVector &Value) |
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bool | SetPositions (const int32 InsertAtIndex, const TArray< FVector > &Positions, const int32 Count, const bool bSizeToFit) |
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bool | SetPositions (const int32 InsertAtIndex, const FVector *const Positions, const int32 Count, const bool bSizeToFit) |
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void | SetTangent (int32 Index, const FVector &Value) |
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void | SetTangent (int32 Index, const FRuntimeMeshTangent &Value) |
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void | SetTangents (int32 Index, FVector TangentX, FVector TangentY, FVector TangentZ) |
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void | SetUV (int32 Index, const FVector2D &Value) |
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void | SetUV (int32 Index, int32 Channel, const FVector2D &Value) |
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bool | SetUVs (const int32 InsertAtVertexIndex, const TArray< FVector2D > &UVs, const int32 CountVertices, const bool bSizeToFit) |
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bool | SetUVs (const int32 InsertAtVertexIndex, const TArray< FVector2DHalf > &UVs, const int32 CountVertices, const bool bSizeToFit) |
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bool | SetUVs (const int32 InsertAtVertexIndex, const FVector2D *const UVs, const int32 CountVertices, const bool bSizeToFit) |
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bool | SetUVs (const int32 InsertAtVertexIndex, const FVector2DHalf *const UVs, const int32 CountVertices, const bool bSizeToFit) |
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void | SetVertex (int32 Index, const FRuntimeMeshAccessorVertex &Vertex) |
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template<typename VertexType > |
void | SetVertexProperties (int32 Index, const VertexType &Vertex) |
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virtual | ~FRuntimeMeshVerticesAccessor () |
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int32 | AddIndex (int32 NewIndex) |
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int32 | AddTriangle (int32 Index0, int32 Index1, int32 Index2) |
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void | EmptyIndices (int32 Slack=0) |
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| FRuntimeMeshIndicesAccessor (bool bIn32BitIndices, TArray< uint8 > *IndexStreamData, bool bInIsReadonly=false) |
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int32 | GetIndex (int32 Index) const |
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const bool | IsReadonly () const |
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bool | IsUsing32BitIndices () const |
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int32 | NumIndices () const |
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void | SetIndex (int32 Index, int32 Value) |
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bool | SetIndices (const int32 InsertAtIndex, const TArray< uint16 > &Indices, const int32 Count, const bool bSizeToFit) |
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bool | SetIndices (const int32 InsertAtIndex, const uint16 *const Indices, const int32 Count, const bool bSizeToFit) |
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bool | SetIndices (const int32 InsertAtIndex, const TArray< int32 > &Indices, const int32 Count, const bool bSizeToFit) |
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bool | SetIndices (const int32 InsertAtIndex, const int32 *const Indices, const int32 Count, const bool bSizeToFit) |
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void | SetNumIndices (int32 NewNum) |
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virtual | ~FRuntimeMeshIndicesAccessor () |
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Generic mesh builder. Can work on any valid stream configuration. Wraps FRuntimeMeshAccessor to provide standalone operation for creating new mesh data.
Definition at line 468 of file RuntimeMeshBuilder.h.