UDocumentation
UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ClothPhysicalMeshDataBase_Legacy.h
Go to the documentation of this file.
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "
ClothVertBoneData.h
"
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#include "Containers/Array.h"
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#include "Containers/Map.h"
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#include "
CoreTypes.h
"
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#include "
Math/UnrealMathSSE.h
"
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#include "
UObject/Object.h
"
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#include "
UObject/ObjectMacros.h
"
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#include "
UObject/UObjectGlobals.h
"
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#include "ClothPhysicalMeshDataBase_Legacy.generated.h"
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struct
FClothVertBoneData
;
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struct
FColor
;
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UCLASS
(MinimalAPI)
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class
UClothPhysicalMeshDataBase_Legacy
:
public
UObject
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{
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GENERATED_BODY
()
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public
:
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CLOTHINGSYSTEMRUNTIMEINTERFACE_API
UClothPhysicalMeshDataBase_Legacy
();
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CLOTHINGSYSTEMRUNTIMEINTERFACE_API
virtual
~UClothPhysicalMeshDataBase_Legacy
();
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CLOTHINGSYSTEMRUNTIMEINTERFACE_API
TArray<float>
* GetFloatArray(
const
uint32
Id
)
const
;
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CLOTHINGSYSTEMRUNTIMEINTERFACE_API
TArray<uint32>
GetFloatArrayIds()
const
;
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CLOTHINGSYSTEMRUNTIMEINTERFACE_API
TArray<TArray<float>
*> GetFloatArrays()
const
;
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protected
:
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CLOTHINGSYSTEMRUNTIMEINTERFACE_API
void
RegisterFloatArray(
const
uint32
Id
,
TArray<float>
*
Array
);
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public
:
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// Positions of each simulation vertex
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UPROPERTY
()
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TArray
<
FVector3f
> Vertices;
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// Normal at each vertex
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UPROPERTY
()
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TArray
<
FVector3f
>
Normals
;
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#if WITH_EDITORONLY_DATA
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// Color at each vertex
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UPROPERTY
()
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TArray
<
FColor
>
VertexColors
;
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#endif
// WITH_EDITORONLY_DATA
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// Indices of the simulation mesh triangles
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UPROPERTY
()
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TArray
<
uint32
> Indices;
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// Inverse mass for each vertex in the physical mesh
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UPROPERTY
()
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TArray
<
float
>
InverseMasses
;
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// Indices and weights for each vertex, used to skin the mesh to create the reference pose
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UPROPERTY
()
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TArray
<
FClothVertBoneData
> BoneData;
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// Number of fixed verts in the simulation mesh (fixed verts are just skinned and do not simulate)
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UPROPERTY
()
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int32
NumFixedVerts;
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// Maximum number of bone weights of any vetex
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UPROPERTY
()
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int32
MaxBoneWeights;
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// Valid indices to use for self collisions (reduced set of Indices)
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UPROPERTY
()
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TArray
<
uint32
> SelfCollisionIndices;
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private
:
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TMap
<
uint32
,
TArray
<
float
>*> IdToArray;
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};
ECborCode::Array
@ Array
ClothVertBoneData.h
EClothingCachedDataFlagsCommon::InverseMasses
@ InverseMasses
CoreTypes.h
int32
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition
Platform.h:1125
StaticCastSharedRef
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition
SharedPointer.h:127
EComputeNTBsOptions::Normals
@ Normals
EMeshVertexChangeComponents::VertexColors
@ VertexColors
ObjectMacros.h
UPROPERTY
#define UPROPERTY(...)
UObject definition macros.
Definition
ObjectMacros.h:744
GENERATED_BODY
#define GENERATED_BODY(...)
Definition
ObjectMacros.h:765
UCLASS
#define UCLASS(...)
Definition
ObjectMacros.h:776
Object.h
ERemoteIdToStringVerbosity::Id
@ Id
UObjectGlobals.h
UnrealMathSSE.h
uint32
uint32_t uint32
Definition
binka_ue_file_header.h:6
TArray
Definition
Array.h:670
TMap
Definition
UnrealString.h.inl:34
UClothPhysicalMeshDataBase_Legacy
Definition
ClothPhysicalMeshDataBase_Legacy.h:27
UObject
Definition
Object.h:95
FClothVertBoneData
Definition
ClothVertBoneData.h:10
FColor
Definition
Color.h:486
UE::Math::TVector< float >
Engine
Source
Runtime
ClothingSystemRuntimeInterface
Public
ClothPhysicalMeshDataBase_Legacy.h
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