|
static void | CalculateTangentsForMesh (const TArray< FVector > &Vertices, const TArray< int32 > &Triangles, TArray< FVector > &Normals, const TArray< FVector2D > &UVs, TArray< FRuntimeMeshTangent > &Tangents, bool bCreateSmoothNormals=true) |
|
static void | CalculateTangentsForMesh (TArray< FRuntimeMeshVertexSimple > &Vertices, const TArray< int32 > &Triangles, bool bCreateSmoothNormals=true) |
|
static void | CalculateTangentsForMesh (const TSharedPtr< FRuntimeMeshAccessor > &MeshAccessor, bool bCreateSmoothNormals=true) |
|
static void | CalculateTangentsForMeshPacked (TArray< FRuntimeMeshBlueprintVertexSimple > &Vertices, const TArray< int32 > &Triangles, bool bCreateSmoothNormals=true) |
|
static void | CopyCollisionFromStaticMesh (UStaticMesh *StaticMesh, URuntimeMesh *RuntimeMesh) |
|
static void | CopyCollisionFromStaticMesh (UStaticMeshComponent *StaticMeshComponent, URuntimeMesh *RuntimeMesh) |
|
static void | CopyStaticMeshToRuntimeMesh (UStaticMeshComponent *StaticMeshComponent, int32 LODIndex, URuntimeMesh *RuntimeMesh, bool bCreateCollision) |
|
static void | CopyStaticMeshToRuntimeMeshComponent (UStaticMeshComponent *StaticMeshComponent, int32 LODIndex, URuntimeMeshComponent *RuntimeMeshComponent, bool bCreateCollision) |
|
static TArray< int32 > | GenerateTessellationIndexBuffer (const TArray< FVector > &Vertices, const TArray< int32 > &Triangles, TArray< FVector > &Normals, const TArray< FVector2D > &UVs, TArray< FRuntimeMeshTangent > &Tangents) |
|
static TArray< int32 > | GenerateTessellationIndexBuffer (const TArray< FRuntimeMeshVertexSimple > &Vertices, const TArray< int32 > &Triangles) |
|
static TArray< int32 > | GenerateTessellationIndexBuffer (const TSharedPtr< FRuntimeMeshAccessor > &MeshAccessor) |
|
static void | GenerateTessellationIndexBuffer (const TSharedPtr< FRuntimeMeshAccessor > &MeshAccessor, const TSharedPtr< FRuntimeMeshIndicesAccessor > &OutTessellationIndices) |
|
static TArray< int32 > | GenerateTessellationIndexBufferPacked (const TArray< FRuntimeMeshBlueprintVertexSimple > &Vertices, const TArray< int32 > &Triangles) |
|
static void | GetStaticMeshSection (UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, TArray< FVector > &Vertices, TArray< int32 > &Triangles, TArray< FVector > &Normals, TArray< FVector2D > &UVs, TArray< FColor > &Colors, TArray< FRuntimeMeshTangent > &Tangents) |
|
static void | GetStaticMeshSection (UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, TArray< FRuntimeMeshVertexSimple > &Vertices, TArray< int32 > &Triangles) |
|
static void | GetStaticMeshSection (UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, TArray< FRuntimeMeshVertexSimple > &Vertices, TArray< int32 > &Triangles, TArray< int32 > &AdjacencyTriangles) |
|
static void | GetStaticMeshSection (UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, const TSharedPtr< FRuntimeMeshAccessor > &MeshAccessor) |
|
static void | GetStaticMeshSection (UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, const TSharedPtr< FRuntimeMeshAccessor > &MeshAccessor, const TSharedPtr< FRuntimeMeshIndicesAccessor > &TessellationIndicesAccessor) |
|
template<typename VertexType0 , typename IndexType > |
static void | GetStaticMeshSection (UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, TArray< VertexType0 > &Vertices, TArray< IndexType > &Triangles) |
|
static void | GetStaticMeshSectionPacked (UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, TArray< FRuntimeMeshBlueprintVertexSimple > &Vertices, TArray< int32 > &Triangles) |
|
|
static void | CalculateTangentsForMesh (TFunction< int32(int32 Index)> IndexAccessor, TFunction< FVector(int32 Index)> VertexAccessor, TFunction< FVector2D(int32 Index)> UVAccessor, TFunction< void(int32 Index, FVector TangentX, FVector TangentY, FVector TangentZ)> TangentSetter, int32 NumVertices, int32 NumUVs, int32 NumIndices, bool bCreateSmoothNormals) |
|
static int32 | GetNewIndexForOldVertIndex (const FPositionVertexBuffer *PosBuffer, const FStaticMeshVertexBuffer *VertBuffer, const FColorVertexBuffer *ColorBuffer, TMap< int32, int32 > &MeshToSectionVertMap, int32 VertexIndex, int32 NumUVChannels, TFunction< int32(FVector Position, FVector TangentX, FVector TangentY, FVector TangentZ)> VertexCreator, TFunction< void(int32 VertexIndex, int32 UVIndex, FVector2D UV)> UVSetter, TFunction< void(int32 VertexIndex, FColor Color)> ColorSetter) |
|
static void | GetStaticMeshSection (UStaticMesh *InMesh, int32 LODIndex, int32 SectionIndex, int32 NumSupportedUVs, TFunction< int32(FVector Position, FVector TangentX, FVector TangentY, FVector TangentZ)> VertexCreator, TFunction< void(int32 VertexIndex, int32 UVIndex, FVector2D UV)> UVSetter, TFunction< void(int32 VertexIndex, FColor Color)> ColorSetter, TFunction< void(int32)> IndexCreator, TFunction< void(int32)> AdjacencyIndexCreator) |
|
Definition at line 16 of file RuntimeMeshLibrary.h.