RapyutaSimulationPlugins
Public Member Functions | Static Public Member Functions | Public Attributes | Static Private Attributes | List of all members
FRRMeshData Struct Reference

todo More...

#include <RRMeshData.h>

Public Member Functions

bool IsValid () const
 
void Reset ()
 
void PrintSelf () const
 
void TransformBy (const FTransform &InTransform)
 
int32 GetVerticesNum () const
 
bool HasVertexColors () const
 
int32 GetIndicesNum () const
 
int32 GetUVsNum () const
 

Static Public Member Functions

static void AddMeshData (const FString &InMeshUniqueName, const TSharedPtr< FRRMeshData > &InMeshData)
 
static TSharedPtr< FRRMeshDataGetMeshData (const FString &InMeshUniqueName)
 
static bool IsMeshDataAvailable (const FString &InMeshUniqueName)
 

Public Attributes

FString MeshUniqueName
 
TSharedPtr< Assimp::Importer > MeshImporter = nullptr
 As doing async mesh loading, we need separate [MeshImporter] for 3D model files. More...
 
bool bIsValid = false
 
TArray< FRRMeshNodeNodes
 
TArray< UMaterialInstanceDynamic * > MaterialInstances
 

Static Private Attributes

static TMap< FString, TSharedPtr< FRRMeshData > > MeshDataStore
 

Detailed Description

todo

USTRUCT()

Member Function Documentation

◆ AddMeshData()

static void FRRMeshData::AddMeshData ( const FString &  InMeshUniqueName,
const TSharedPtr< FRRMeshData > &  InMeshData 
)
inlinestatic

◆ GetIndicesNum()

int32 FRRMeshData::GetIndicesNum ( ) const
inline

◆ GetMeshData()

static TSharedPtr<FRRMeshData> FRRMeshData::GetMeshData ( const FString &  InMeshUniqueName)
inlinestatic

◆ GetUVsNum()

int32 FRRMeshData::GetUVsNum ( ) const
inline

◆ GetVerticesNum()

int32 FRRMeshData::GetVerticesNum ( ) const
inline

◆ HasVertexColors()

bool FRRMeshData::HasVertexColors ( ) const
inline

◆ IsMeshDataAvailable()

static bool FRRMeshData::IsMeshDataAvailable ( const FString &  InMeshUniqueName)
inlinestatic

◆ IsValid()

bool FRRMeshData::IsValid ( ) const
inline

◆ PrintSelf()

void FRRMeshData::PrintSelf ( ) const

◆ Reset()

void FRRMeshData::Reset ( )
inline

◆ TransformBy()

void FRRMeshData::TransformBy ( const FTransform &  InTransform)
inline

Member Data Documentation

◆ bIsValid

bool FRRMeshData::bIsValid = false

◆ MaterialInstances

TArray<UMaterialInstanceDynamic*> FRRMeshData::MaterialInstances

◆ MeshDataStore

TMap<FString , TSharedPtr<FRRMeshData> > FRRMeshData::MeshDataStore
staticprivate

◆ MeshImporter

TSharedPtr<Assimp::Importer> FRRMeshData::MeshImporter = nullptr

As doing async mesh loading, we need separate [MeshImporter] for 3D model files.

◆ MeshUniqueName

FString FRRMeshData::MeshUniqueName

◆ Nodes

TArray<FRRMeshNode> FRRMeshData::Nodes

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