Files
UnrealEngineUWP/Engine/Source/Runtime/ClothingSystemRuntimeInterface/Public/ClothVertBoneData.h
Lina Halper 44c1bb3292 COPY from //Dev-Anim to //Dev-Main
#rb: none
#fyi: Laurent.Delayen, Thomas.Sarkanen

[CL 11088765 by Lina Halper in Main branch]
2020-01-22 17:58:55 -05:00

39 lines
1.0 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ClothVertBoneData.generated.h"
// Bone data for a vertex
USTRUCT()
struct FClothVertBoneData
{
GENERATED_BODY()
FClothVertBoneData()
: NumInfluences(0)
{
FMemory::Memset(BoneIndices, (uint8)INDEX_NONE, sizeof(BoneIndices));
FMemory::Memset(BoneWeights, 0, sizeof(BoneWeights));
}
// MAX_TOTAL_INFLUENCES = 12 is defined in GPUSkinPublicDefs.h, but that would
// require a dependency on Engine, which we can't have here. Until that can
// be migrated elsewhere (not to mention if), we make a redundant variable
// with an 8 in it, that needs to stay in sync with MAX_TOTAL_INFLUENCES.
static const int8 MaxTotalInfluences = 12;
// Number of influences for this vertex.
UPROPERTY()
int32 NumInfluences;
// Up to MAX_TOTAL_INFLUENCES bone indices that this vert is weighted to
UPROPERTY()
uint16 BoneIndices[MaxTotalInfluences];
// The weights for each entry in BoneIndices
UPROPERTY()
float BoneWeights[MaxTotalInfluences];
};