UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FStaticMeshLODResourcesMeshAdapter Struct Reference

#include <StaticMeshLODResourcesAdapter.h>

Public Types

using FIndex3i = UE::Geometry::FIndex3i
 

Public Member Functions

 FStaticMeshLODResourcesMeshAdapter (const FStaticMeshLODResources *MeshIn)
 
void SetBuildScale (const FVector3d &BuildScaleIn, bool bScaleNormalsIn)
 
bool IsTriangle (int32 TID) const
 
bool IsVertex (int32 VID) const
 
int32 MaxTriangleID () const
 
int32 TriangleCount () const
 
int32 MaxVertexID () const
 
int32 VertexCount () const
 
uint64 GetChangeStamp () const
 
const FStaticMeshSectionTriangleToSection (int32 &InOutIDValue) const
 
FIndex3i GetTriangle (int32 IDValue) const
 
FVector3d GetVertex (int32 IDValue) const
 
void GetTriVertices (int32 IDValue, FVector3d &V0, FVector3d &V1, FVector3d &V2) const
 
template<typename VectorType >
void GetTriVertices (int32 IDValue, VectorType &V0, VectorType &V1, VectorType &V2) const
 
bool HasNormals () const
 
bool IsNormal (int32 NID) const
 
int32 MaxNormalID () const
 
int32 NormalCount () const
 
FVector3f GetNormal (int32 IDValue) const
 
template<typename VectorType >
void GetTriNormals (int32 TriId, VectorType &N0, VectorType &N1, VectorType &N2)
 
FVector3f GetTangentX (int32 IDValue) const
 
template<typename VectorType >
void GetTriTangentsX (int32 TriId, VectorType &T0, VectorType &T1, VectorType &T2)
 
FVector3f GetTangentY (int32 IDValue) const
 
template<typename VectorType >
void GetTriTangentsY (int32 TriId, VectorType &T0, VectorType &T1, VectorType &T2)
 
bool HasUVs (const int32 UVLayer=0) const
 
int32 NumUVLayers () const
 
bool IsUV (const int32 UVId) const
 
int32 MaxUVID () const
 
int32 UVCount () const
 
FVector2f GetUV (const int32 IDValue, const int32 UVLayer) const
 
template<typename VectorType >
void GetTriUVs (const int32 TriId, const int32 UVLayer, VectorType &UV0, VectorType &UV1, VectorType &UV2)
 
bool HasColors () const
 
bool IsColor (int32 ColorIndex) const
 
int32 MaxColorID () const
 
int32 ColorCount () const
 
FColor GetColor (int32 IDValue) const
 
void GetTriColors (int32 TriId, FColor &C0, FColor &C1, FColor &C2)
 

Protected Member Functions

 FStaticMeshLODResourcesMeshAdapter ()
 

Protected Attributes

const FStaticMeshLODResourcesMesh
 
FVector3d BuildScale = FVector3d::One()
 
FVector3d InvBuildScale = FVector3d::One()
 
bool bScaleNormals = false
 
TArray< const FStaticMeshSection * > ValidSections
 
TArray< int32TriangleOffsetArray
 
int32 NumTriangles
 

Detailed Description

Basic struct to adapt a FStaticMeshLODResources for use by GeometryProcessing classes that template the mesh type and expect a standard set of basic accessors For example, this adapter will let you use a FStaticMeshLODResources with GeometryProcessing's TMeshAABBTree3

Member Typedef Documentation

◆ FIndex3i

Constructor & Destructor Documentation

◆ FStaticMeshLODResourcesMeshAdapter() [1/2]

FStaticMeshLODResourcesMeshAdapter::FStaticMeshLODResourcesMeshAdapter ( )
inlineprotected

◆ FStaticMeshLODResourcesMeshAdapter() [2/2]

FStaticMeshLODResourcesMeshAdapter::FStaticMeshLODResourcesMeshAdapter ( const FStaticMeshLODResources MeshIn)
inline

Member Function Documentation

◆ ColorCount()

int32 FStaticMeshLODResourcesMeshAdapter::ColorCount ( ) const
inline

◆ GetChangeStamp()

uint64 FStaticMeshLODResourcesMeshAdapter::GetChangeStamp ( ) const
inline

◆ GetColor()

FColor FStaticMeshLODResourcesMeshAdapter::GetColor ( int32  IDValue) const
inline

◆ GetNormal()

FVector3f FStaticMeshLODResourcesMeshAdapter::GetNormal ( int32  IDValue) const
inline

◆ GetTangentX()

FVector3f FStaticMeshLODResourcesMeshAdapter::GetTangentX ( int32  IDValue) const
inline

◆ GetTangentY()

FVector3f FStaticMeshLODResourcesMeshAdapter::GetTangentY ( int32  IDValue) const
inline

◆ GetTriangle()

FIndex3i FStaticMeshLODResourcesMeshAdapter::GetTriangle ( int32  IDValue) const
inline

◆ GetTriColors()

void FStaticMeshLODResourcesMeshAdapter::GetTriColors ( int32  TriId,
FColor C0,
FColor C1,
FColor C2 
)
inline

Get Colors for a given Triangle

◆ GetTriNormals()

template<typename VectorType >
void FStaticMeshLODResourcesMeshAdapter::GetTriNormals ( int32  TriId,
VectorType &  N0,
VectorType &  N1,
VectorType &  N2 
)
inline

Get Normals for a given Triangle

◆ GetTriTangentsX()

template<typename VectorType >
void FStaticMeshLODResourcesMeshAdapter::GetTriTangentsX ( int32  TriId,
VectorType &  T0,
VectorType &  T1,
VectorType &  T2 
)
inline

Get Tangent X for a given Triangle

◆ GetTriTangentsY()

template<typename VectorType >
void FStaticMeshLODResourcesMeshAdapter::GetTriTangentsY ( int32  TriId,
VectorType &  T0,
VectorType &  T1,
VectorType &  T2 
)
inline

Get Tangent Y for a given Triangle

◆ GetTriUVs()

template<typename VectorType >
void FStaticMeshLODResourcesMeshAdapter::GetTriUVs ( const int32  TriId,
const int32  UVLayer,
VectorType &  UV0,
VectorType &  UV1,
VectorType &  UV2 
)
inline

Get UVs for a given UVLayer and Triangle

◆ GetTriVertices() [1/2]

void FStaticMeshLODResourcesMeshAdapter::GetTriVertices ( int32  IDValue,
FVector3d V0,
FVector3d V1,
FVector3d V2 
) const
inline

◆ GetTriVertices() [2/2]

template<typename VectorType >
void FStaticMeshLODResourcesMeshAdapter::GetTriVertices ( int32  IDValue,
VectorType &  V0,
VectorType &  V1,
VectorType &  V2 
) const
inline

◆ GetUV()

FVector2f FStaticMeshLODResourcesMeshAdapter::GetUV ( const int32  IDValue,
const int32  UVLayer 
) const
inline

Get UV by VertexInstanceID for a given UVLayer

◆ GetVertex()

FVector3d FStaticMeshLODResourcesMeshAdapter::GetVertex ( int32  IDValue) const
inline

◆ HasColors()

bool FStaticMeshLODResourcesMeshAdapter::HasColors ( ) const
inline

◆ HasNormals()

bool FStaticMeshLODResourcesMeshAdapter::HasNormals ( ) const
inline

◆ HasUVs()

bool FStaticMeshLODResourcesMeshAdapter::HasUVs ( const int32  UVLayer = 0) const
inline

◆ IsColor()

bool FStaticMeshLODResourcesMeshAdapter::IsColor ( int32  ColorIndex) const
inline

◆ IsNormal()

bool FStaticMeshLODResourcesMeshAdapter::IsNormal ( int32  NID) const
inline

◆ IsTriangle()

bool FStaticMeshLODResourcesMeshAdapter::IsTriangle ( int32  TID) const
inline

◆ IsUV()

bool FStaticMeshLODResourcesMeshAdapter::IsUV ( const int32  UVId) const
inline

◆ IsVertex()

bool FStaticMeshLODResourcesMeshAdapter::IsVertex ( int32  VID) const
inline

◆ MaxColorID()

int32 FStaticMeshLODResourcesMeshAdapter::MaxColorID ( ) const
inline

◆ MaxNormalID()

int32 FStaticMeshLODResourcesMeshAdapter::MaxNormalID ( ) const
inline

◆ MaxTriangleID()

int32 FStaticMeshLODResourcesMeshAdapter::MaxTriangleID ( ) const
inline

◆ MaxUVID()

int32 FStaticMeshLODResourcesMeshAdapter::MaxUVID ( ) const
inline

◆ MaxVertexID()

int32 FStaticMeshLODResourcesMeshAdapter::MaxVertexID ( ) const
inline

◆ NormalCount()

int32 FStaticMeshLODResourcesMeshAdapter::NormalCount ( ) const
inline

◆ NumUVLayers()

int32 FStaticMeshLODResourcesMeshAdapter::NumUVLayers ( ) const
inline

◆ SetBuildScale()

void FStaticMeshLODResourcesMeshAdapter::SetBuildScale ( const FVector3d BuildScaleIn,
bool  bScaleNormalsIn 
)
inline

◆ TriangleCount()

int32 FStaticMeshLODResourcesMeshAdapter::TriangleCount ( ) const
inline

◆ TriangleToSection()

const FStaticMeshSection & FStaticMeshLODResourcesMeshAdapter::TriangleToSection ( int32 InOutIDValue) const
inline

◆ UVCount()

int32 FStaticMeshLODResourcesMeshAdapter::UVCount ( ) const
inline

◆ VertexCount()

int32 FStaticMeshLODResourcesMeshAdapter::VertexCount ( ) const
inline

Member Data Documentation

◆ bScaleNormals

bool FStaticMeshLODResourcesMeshAdapter::bScaleNormals = false
protected

◆ BuildScale

FVector3d FStaticMeshLODResourcesMeshAdapter::BuildScale = FVector3d::One()
protected

◆ InvBuildScale

FVector3d FStaticMeshLODResourcesMeshAdapter::InvBuildScale = FVector3d::One()
protected

◆ Mesh

const FStaticMeshLODResources* FStaticMeshLODResourcesMeshAdapter::Mesh
protected

◆ NumTriangles

int32 FStaticMeshLODResourcesMeshAdapter::NumTriangles
protected

◆ TriangleOffsetArray

TArray<int32> FStaticMeshLODResourcesMeshAdapter::TriangleOffsetArray
protected

◆ ValidSections

TArray<const FStaticMeshSection*> FStaticMeshLODResourcesMeshAdapter::ValidSections
protected

The documentation for this struct was generated from the following file: