#include <GPUSkinVertexFactory.h>
◆ ClothShaderType()
| FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::ClothShaderType |
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◆ EnableDoubleBuffer()
| void FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::EnableDoubleBuffer |
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◆ GetClothBufferForReading()
| const FVertexBufferAndSRV & FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::GetClothBufferForReading |
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bool |
bPrevious | ) |
const |
◆ GetClothBufferForWriting()
| FVertexBufferAndSRV & FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::GetClothBufferForWriting |
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◆ GetClothToLocalForReading()
| const FMatrix44f & FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::GetClothToLocalForReading |
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bool |
bPrevious | ) |
const |
◆ GetClothToLocalForWriting()
| FMatrix44f & FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::GetClothToLocalForWriting |
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◆ HasClothBufferForReading()
| bool FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::HasClothBufferForReading |
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bool |
bPrevious | ) |
const |
◆ ReleaseClothSimulData()
| void FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::ReleaseClothSimulData |
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◆ SetCurrentRevisionNumber()
| void FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::SetCurrentRevisionNumber |
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uint32 |
RevisionNumber | ) |
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◆ UpdateClothSimulationData()
◆ bEnabled
| bool FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::bEnabled = false |
Whether cloth simulation is currently enabled.
◆ ClothBlendWeight
| float FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::ClothBlendWeight = 1.0f |
weight to blend between simulated positions and key-framed poses if ClothBlendWeight is 1.0, it shows only simulated positions and if it is 0.0, it shows only key-framed animation
◆ NumInfluencesPerVertex
| uint32 FGPUBaseSkinAPEXClothVertexFactory::ClothShaderType::NumInfluencesPerVertex = 1 |
◆ WorldScale
The documentation for this struct was generated from the following files: