Files
UnrealEngineUWP/Engine/Source/Runtime/ClothingSystemRuntimeInterface/Private/ClothPhysicalMeshDataBase_Legacy.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

42 lines
997 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ClothPhysicalMeshDataBase_Legacy.h"
UClothPhysicalMeshDataBase_Legacy::UClothPhysicalMeshDataBase_Legacy()
: NumFixedVerts(0)
, MaxBoneWeights(0)
{}
UClothPhysicalMeshDataBase_Legacy::~UClothPhysicalMeshDataBase_Legacy()
{}
TArray<float>* UClothPhysicalMeshDataBase_Legacy::GetFloatArray(const uint32 Id) const
{
check(IdToArray.Contains(Id));
return IdToArray[Id];
}
TArray<uint32> UClothPhysicalMeshDataBase_Legacy::GetFloatArrayIds() const
{
TArray<uint32> Keys;
IdToArray.GetKeys(Keys);
return Keys;
}
TArray<TArray<float>*> UClothPhysicalMeshDataBase_Legacy::GetFloatArrays() const
{
TArray<TArray<float>*> Values;
IdToArray.GenerateValueArray(Values);
return Values;
}
void UClothPhysicalMeshDataBase_Legacy::RegisterFloatArray(
const uint32 Id,
TArray<float> *Array)
{
check(Id != INDEX_NONE);
check(Array != nullptr);
check(!IdToArray.Contains(Id) || IdToArray[Id] == Array);
IdToArray.Add(Id, Array);
}