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Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files #rb none [CL 14384911 by Marcus Wassmer in ue5-main branch]
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@@ -273,6 +273,7 @@ public:
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*/
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virtual bool BuildSkeletalMesh(
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FSkeletalMeshLODModel& LODModel,
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const FString& SkeletalMeshName,
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const FReferenceSkeleton& RefSkeleton,
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const TArray<SkeletalMeshImportData::FVertInfluence>& Influences,
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const TArray<SkeletalMeshImportData::FMeshWedge>& Wedges,
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@@ -356,9 +357,22 @@ public:
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* @param OutTangentX Array to hold calculated Tangents
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* @param OutTangentY Array to hold calculated Bitangents
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* @param OutNormals Array to hold calculated normals (if already contains normals will use those instead for the tangent calculation)
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*/
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*/
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virtual void CalculateTangents(const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, const TArray<FVector2D>& InUVs, const TArray<uint32>& InSmoothingGroupIndices, const uint32 InTangentOptions, TArray<FVector>& OutTangentX, TArray<FVector>& OutTangentY, TArray<FVector>& OutNormals) const = 0;
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/**
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* Calculates MikkTSpace Tangents for a given set of vertex data with normals provided
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*
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* @param InVertices Vertices that make up the mesh
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* @param InIndices Indices for the Vertex array
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* @param InUVs Texture coordinates (per-index based)
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* @param InNormals Normals used for the tangent calculation (must be normalized)
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* @param bIgnoreDegenerateTriangles Flag for MikkTSpace to skip degenerate triangles fix-up path
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* @param OutTangentX Array to hold calculated Tangents
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* @param OutTangentY Array to hold calculated Bitangents
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*/
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virtual void CalculateMikkTSpaceTangents(const TArray<FVector>& InVertices, const TArray<uint32>& InIndices, const TArray<FVector2D>& InUVs, const TArray<FVector>& InNormals, bool bIgnoreDegenerateTriangles, TArray<FVector>& OutTangentX, TArray<FVector>& OutTangentY) const = 0;
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/**
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* Calculates Normals for a given set of vertex data
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*
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