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35 lines
1.3 KiB
C++
35 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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struct FGeometryCacheMeshData;
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/** Interface to stream GeometryCacheMeshData asynchronously from any source through the GeometryCacheStreamer */
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class IGeometryCacheStream
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{
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public:
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virtual ~IGeometryCacheStream() = default;
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/** Prefetch NumFrames starting from the given StartFrameIndex. If no NumFrames given, prefetch the whole stream */
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virtual void Prefetch(int32 StartFrameIndex, int32 NumFrames = 0) = 0;
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/** Return list of frame indices needed to be loaded */
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virtual const TArray<int32>& GetFramesNeeded() = 0;
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/** Request a read of the given FrameIndex. Return true if the request could be handled */
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virtual bool RequestFrameData(int32 FrameIndex) = 0;
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/** Update the status of the read requests currently in progress. Return the frame indices that were completed */
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virtual void UpdateRequestStatus(TArray<int32>& OutFramesCompleted) = 0;
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/* Get the MeshData at given FrameIndex without waiting for data to be ready
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* Return true if MeshData could be retrieved
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*/
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virtual bool GetFrameData(int32 FrameIndex, FGeometryCacheMeshData& OutMeshData) = 0;
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/** Cancel the scheduled read requests. Return the number of requests that were canceled */
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virtual int32 CancelRequests() = 0;
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};
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