#include <RuntimeMeshManager.h>
Public Member Functions | |
FRuntimeMeshDataStruct< VertexType, TriangleType > | FlipNormals () |
FRuntimeMeshDataStruct () | |
FRuntimeMeshDataStruct (TArray< VertexType > InVertices, TArray< TriangleType > InTriangles) | |
Public Attributes | |
TArray< TriangleType > | Triangles |
TArray< VertexType > | Vertices |
Using a single struct makes everything nicer If you already have something similar in your project, you can use an operator to convert it in place when you use the mesh manager : operator FRuntimeMeshDataStruct<FVertexNoxel, int32>() { return FRuntimeMeshDataStruct<FVertexNoxel, int32>(Vertices, Triangles); } (put this in your struct) or you could even directly inherit from this one
Definition at line 17 of file RuntimeMeshManager.h.
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inline |
Definition at line 22 of file RuntimeMeshManager.h.
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inline |
Definition at line 24 of file RuntimeMeshManager.h.
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inline |
Definition at line 29 of file RuntimeMeshManager.h.
TArray<TriangleType> FRuntimeMeshDataStruct< VertexType, TriangleType >::Triangles |
Definition at line 20 of file RuntimeMeshManager.h.
TArray<VertexType> FRuntimeMeshDataStruct< VertexType, TriangleType >::Vertices |
Definition at line 19 of file RuntimeMeshManager.h.