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#rb none #rnx #jira none #preflight 60a713700569f300014a064a [CL 16415082 by Ryan Schmidt in ue5-main branch]
41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "VectorTypes.h"
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namespace UE
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{
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namespace Geometry
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{
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/**
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* TPointSetAdapter provides a very generic interface to an indexable list of points.
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* The list may be sparse, ie some indices may be invalid.
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*/
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template<typename RealType>
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struct TPointSetAdapter
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{
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/** Maximum point index */
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TFunction<int32()> MaxPointID;
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/** Number of points. If PointCount == MaxPointID, then there are no gaps in the index list */
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TFunction<int32()> PointCount;
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/** Returns true if this index valid */
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TFunction<bool(int32)> IsPoint;
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/** Get point at this index */
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TFunction<FVector3<RealType>(int32)> GetPoint;
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/** Returns a timestamp. If point set changes, timestamp should also change. */
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TFunction<int32()> Timestamp;
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/** Returns true if this point set has per-point normals */
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TFunction<bool()> HasNormals;
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/** Get the normal at a point index */
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TFunction<FVector3f(int32)> GetPointNormal;
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};
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typedef TPointSetAdapter<double> FPointSetAdapterd;
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typedef TPointSetAdapter<float> FPointSetAdapterf;
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} // end namespace UE::Geometry
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} // end namespace UE
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