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| GEOMETRYCORE_API | FDynamicMeshAttributeSet (FDynamicMesh3 *Mesh) |
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| GEOMETRYCORE_API | FDynamicMeshAttributeSet (FDynamicMesh3 *Mesh, int32 NumUVLayers, int32 NumNormalLayers) |
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| virtual GEOMETRYCORE_API | ~FDynamicMeshAttributeSet () override |
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| GEOMETRYCORE_API void | Copy (const FDynamicMeshAttributeSet &Copy) |
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| GEOMETRYCORE_API bool | IsCompact () |
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| GEOMETRYCORE_API void | CompactCopy (const FCompactMaps &CompactMaps, const FDynamicMeshAttributeSet &Copy) |
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| GEOMETRYCORE_API void | CompactInPlace (const FCompactMaps &CompactMaps) |
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| GEOMETRYCORE_API void | SplitAllBowties (bool bParallel=true) |
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| GEOMETRYCORE_API void | EnableMatchingAttributes (const FDynamicMeshAttributeSet &ToMatch, bool bClearExisting=true, bool bDiscardExtraAttributes=false) |
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| const FDynamicMesh3 * | GetParentMesh () const |
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| FDynamicMesh3 * | GetParentMesh () |
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| virtual GEOMETRYCORE_API bool | IsSeamEdge (int EdgeID) const |
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| virtual GEOMETRYCORE_API bool | IsSeamEndEdge (int EdgeID) const |
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| virtual GEOMETRYCORE_API bool | IsSeamEdge (int EdgeID, bool &bIsUVSeamOut, bool &bIsNormalSeamOut, bool &bIsColorSeamOut) const |
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| virtual GEOMETRYCORE_API bool | IsSeamEdge (int EdgeID, bool &bIsUVSeamOut, bool &bIsNormalSeamOut, bool &bIsColorSeamOut, bool &bIsTangentSeamOut) const |
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| virtual GEOMETRYCORE_API bool | IsSeamVertex (int VertexID, bool bBoundaryIsSeam=true) const |
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| virtual GEOMETRYCORE_API bool | IsSeamIntersectionVertex (int32 VertexID) const |
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| virtual GEOMETRYCORE_API bool | IsMaterialBoundaryEdge (int EdgeID) const |
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| virtual int | NumUVLayers () const |
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| virtual GEOMETRYCORE_API void | SetNumUVLayers (int Num) |
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| FDynamicMeshUVOverlay * | GetUVLayer (int Index) |
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| const FDynamicMeshUVOverlay * | GetUVLayer (int Index) const |
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| FDynamicMeshUVOverlay * | PrimaryUV () |
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| const FDynamicMeshUVOverlay * | PrimaryUV () const |
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| virtual int | NumNormalLayers () const |
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| virtual GEOMETRYCORE_API void | SetNumNormalLayers (int Num) |
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| GEOMETRYCORE_API void | EnableTangents () |
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| GEOMETRYCORE_API void | DisableTangents () |
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| FDynamicMeshNormalOverlay * | GetNormalLayer (int Index) |
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| const FDynamicMeshNormalOverlay * | GetNormalLayer (int Index) const |
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| FDynamicMeshNormalOverlay * | PrimaryNormals () |
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| const FDynamicMeshNormalOverlay * | PrimaryNormals () const |
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| FDynamicMeshNormalOverlay * | PrimaryTangents () |
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| const FDynamicMeshNormalOverlay * | PrimaryTangents () const |
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| FDynamicMeshNormalOverlay * | PrimaryBiTangents () |
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| const FDynamicMeshNormalOverlay * | PrimaryBiTangents () const |
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| bool | HasTangentSpace () const |
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| bool | HasPrimaryColors () const |
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| FDynamicMeshColorOverlay * | PrimaryColors () |
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| const FDynamicMeshColorOverlay * | PrimaryColors () const |
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| GEOMETRYCORE_API void | EnablePrimaryColors () |
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| GEOMETRYCORE_API void | DisablePrimaryColors () |
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| virtual GEOMETRYCORE_API int32 | NumPolygroupLayers () const |
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| virtual GEOMETRYCORE_API void | SetNumPolygroupLayers (int32 Num) |
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| GEOMETRYCORE_API FDynamicMeshPolygroupAttribute * | GetPolygroupLayer (int Index) |
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| GEOMETRYCORE_API const FDynamicMeshPolygroupAttribute * | GetPolygroupLayer (int Index) const |
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| virtual GEOMETRYCORE_API int32 | NumWeightLayers () const |
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| virtual GEOMETRYCORE_API void | SetNumWeightLayers (int32 Num) |
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| virtual GEOMETRYCORE_API void | RemoveWeightLayer (int32 Index) |
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| GEOMETRYCORE_API FDynamicMeshWeightAttribute * | GetWeightLayer (int Index) |
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| GEOMETRYCORE_API const FDynamicMeshWeightAttribute * | GetWeightLayer (int Index) const |
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| GEOMETRYCORE_API void | EnableMatchingWeightLayersByNames (const FDynamicMeshAttributeSet *ToMatch, bool bDiscardUnmatched) |
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| bool | HasMaterialID () const |
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| GEOMETRYCORE_API void | EnableMaterialID () |
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| GEOMETRYCORE_API void | DisableMaterialID () |
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| FDynamicMeshMaterialAttribute * | GetMaterialID () |
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| const FDynamicMeshMaterialAttribute * | GetMaterialID () const |
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| GEOMETRYCORE_API void | AttachSkinWeightsAttribute (FName InProfileName, FDynamicMeshVertexSkinWeightsAttribute *InAttribute) |
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| GEOMETRYCORE_API void | RemoveSkinWeightsAttribute (FName InProfileName) |
| | Remove a skin weights attribute matching the given profile name.
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| GEOMETRYCORE_API void | RemoveAllSkinWeightsAttributes () |
| | Remove all skin weights attributes.
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| bool | HasSkinWeightsAttribute (FName InProfileName) const |
| | Returns true if the list of skin weight attributes includes the given profile name.
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| FDynamicMeshVertexSkinWeightsAttribute * | GetSkinWeightsAttribute (FName InProfileName) const |
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| const TMap< FName, TUniquePtr< FDynamicMeshVertexSkinWeightsAttribute > > & | GetSkinWeightsAttributes () const |
| | Returns a map of all skin weight attributes.
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| GEOMETRYCORE_API void | AttachMorphTargetAttribute (FName InMorphTargetName, FDynamicMeshMorphTargetAttribute *InAttribute) |
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| GEOMETRYCORE_API void | RemoveMorphTargetAttribute (FName InMorphTargetName) |
| | Remove a morph target attribute matching the given name.
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| GEOMETRYCORE_API void | RemoveAllMorphTargetAttributes () |
| | Remove all morph target attributes.
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| bool | HasMorphTargetAttribute (FName InMorphTargetName) const |
| | Returns true if the morph target attribute exists.
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| FDynamicMeshMorphTargetAttribute * | GetMorphTargetAttribute (FName InMorphTargetName) const |
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| const TMap< FName, TUniquePtr< FDynamicMeshMorphTargetAttribute > > & | GetMorphTargetAttributes () const |
| | Returns a map of all morph target attributes.
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| GEOMETRYCORE_API void | CopyBoneAttributes (const FDynamicMeshAttributeSet &Copy) |
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| GEOMETRYCORE_API void | CopyBoneAttributesWithRemapping (const FDynamicMeshAttributeSet &Copy, const TMap< FName, FName > &BoneHierarchy) |
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| GEOMETRYCORE_API void | EnableMatchingBoneAttributes (const FDynamicMeshAttributeSet &ToMatch, bool bClearExisting, bool bDiscardExtraAttributes) |
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| GEOMETRYCORE_API bool | IsSameBoneAttributesAs (const FDynamicMeshAttributeSet &Other) const |
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| GEOMETRYCORE_API bool | CheckBoneValidity (EValidityCheckFailMode FailMode) const |
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| GEOMETRYCORE_API bool | AppendBonesUnique (const FDynamicMeshAttributeSet &Other) |
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| GEOMETRYCORE_API void | EnableBones (const int InBonesNum) |
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| GEOMETRYCORE_API void | DisableBones () |
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| GEOMETRYCORE_API int32 | GetNumBones () const |
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| bool | HasBones () const |
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| FDynamicMeshBoneNameAttribute * | GetBoneNames () |
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| const FDynamicMeshBoneNameAttribute * | GetBoneNames () const |
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| FDynamicMeshBoneParentIndexAttribute * | GetBoneParentIndices () |
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| const FDynamicMeshBoneParentIndexAttribute * | GetBoneParentIndices () const |
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| FDynamicMeshBonePoseAttribute * | GetBonePoses () |
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| const FDynamicMeshBonePoseAttribute * | GetBonePoses () const |
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| FDynamicMeshBoneColorAttribute * | GetBoneColors () |
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| const FDynamicMeshBoneColorAttribute * | GetBoneColors () const |
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| const FDynamicMeshSculptLayers * | GetSculptLayers () const |
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| FDynamicMeshSculptLayers * | GetSculptLayers () |
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| int32 | NumSculptLayers () const |
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| GEOMETRYCORE_API void | EnableSculptLayers (int32 MinLayers) |
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| GEOMETRYCORE_API void | DiscardSculptLayers () |
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| void | AttachAttribute (FName AttribName, FDynamicMeshAttributeBase *Attribute) |
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| void | RemoveAttribute (FName AttribName) |
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| FDynamicMeshAttributeBase * | GetAttachedAttribute (FName AttribName) |
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| const FDynamicMeshAttributeBase * | GetAttachedAttribute (FName AttribName) const |
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| int | NumAttachedAttributes () const |
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| bool | HasAttachedAttribute (FName AttribName) const |
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| const TMap< FName, TUniquePtr< FDynamicMeshAttributeBase > > & | GetAttachedAttributes () const |
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| GEOMETRYCORE_API bool | IsSameAs (const FDynamicMeshAttributeSet &Other, bool bIgnoreDataLayout) const |
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| GEOMETRYCORE_API void | Serialize (FArchive &Ar, const FCompactMaps *CompactMaps, bool bUseCompression) |
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| GEOMETRYCORE_API SIZE_T | GetByteCount () const |
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| virtual | ~TDynamicAttributeSetBase () |
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| int | NumRegisteredAttributes () const |
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| TDynamicAttributeBase< ParentType > * | GetRegisteredAttribute (int Idx) const |
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FDynamicMeshAttributeSet manages a set of extended attributes for a FDynamicMesh3. This includes UV and Normal overlays, etc.
Currently the default is to always have one UV layer and one Normal layer, but the number of layers can be requested on construction.
Enable the matching attributes and overlay layers as the ToMatch set, but do not copy any data across. If bClearExisting=true, all existing attributes are cleared, so after the function there is an exact match but any existing attribute data is lost (!) If bClearExisting=false, new attributes are added, but existing attributes and data are preserved If bDiscardExtraAttributes=true and bClearExisting=false, then attributes in the current set but not in ToMatch are discarded, but existing attributes are not cleared/reset