todo
More...
#include <RRMeshData.h>
◆ 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 |
◆ 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
The documentation for this struct was generated from the following file:
- /home/docs/checkouts/readthedocs.org/user_builds/rapyutasimulationplugins/checkouts/devel/Source/RapyutaSimulationPlugins/Public/Core/RRMeshData.h