Files
UnrealEngineUWP/Engine/Source/Runtime/MeshConversion/Public/IndexedMeshToDynamicMesh.h

35 lines
925 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "StaticMeshResources.h"
#include "DynamicMesh/DynamicMesh3.h"
namespace UE {
namespace Conversion {
using namespace UE::Geometry;
/**
* Convert rendering buffer data (from FStaticMeshLODResources) to a DynamicMesh3.
* The output FDynamicMesh3 attribute set will have as many UV channels as found in VertexData,
* as well as overlay Tangents enabled/copied, and MaterialID set.
* @param bAttemptToWeldSeams if true, try to weld seam edges together to create a more closed mesh using FMergeCoincidentMeshEdges
*/
void MESHCONVERSION_API RenderBuffersToDynamicMesh(
const FStaticMeshVertexBuffers& VertexData,
const FRawStaticIndexBuffer& IndexData,
const FStaticMeshSectionArray& SectionData,
FDynamicMesh3& MeshOut,
bool bAttemptToWeldSeams = false );
} // end namespace Conversion
} // end namespace UE