FMeshToMeshVertData

Namespace: UAssetAPI.PropertyTypes.Structs

A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer)

public class FMeshToMeshVertData

Inheritance ObjectFMeshToMeshVertData

Fields

PositionBaryCoordsAndDist

Barycentric coords and distance along normal for the position of the final vert

public Vector4fPropertyData PositionBaryCoordsAndDist;

NormalBaryCoordsAndDist

Barycentric coords and distance along normal for the location of the unit normal endpoint. Actual normal = ResolvedNormalPosition - ResolvedPosition

public Vector4fPropertyData NormalBaryCoordsAndDist;

TangentBaryCoordsAndDist

Barycentric coords and distance along normal for the location of the unit Tangent endpoint. Actual normal = ResolvedNormalPosition - ResolvedPosition

public Vector4fPropertyData TangentBaryCoordsAndDist;

SourceMeshVertIndices

Contains the 3 indices for verts in the source mesh forming a triangle, the last element is a flag to decide how the skinning works, 0xffff uses no simulation, and just normal skinning, anything else uses the source mesh and the above skin data to get the final position

public UInt16[] SourceMeshVertIndices;

Weight

For weighted averaging of multiple triangle influences

public float Weight;

Padding

Dummy for alignment

public uint Padding;

Constructors

FMeshToMeshVertData(AssetBinaryReader)

public FMeshToMeshVertData(AssetBinaryReader reader)

Parameters

reader AssetBinaryReader

FMeshToMeshVertData(Vector4fPropertyData, Vector4fPropertyData, Vector4fPropertyData, UInt16[], Single, UInt32)

public FMeshToMeshVertData(Vector4fPropertyData positionBaryCoordsAndDist, Vector4fPropertyData normalBaryCoordsAndDist, Vector4fPropertyData tangentBaryCoordsAndDist, UInt16[] sourceMeshVertIndices, float weight, uint padding)

Parameters

positionBaryCoordsAndDist Vector4fPropertyData

normalBaryCoordsAndDist Vector4fPropertyData

tangentBaryCoordsAndDist Vector4fPropertyData

sourceMeshVertIndices UInt16[]

weight Single

padding UInt32

FMeshToMeshVertData()

public FMeshToMeshVertData()

Methods

Read(AssetBinaryReader)

public void Read(AssetBinaryReader reader)

Parameters

reader AssetBinaryReader

Write(AssetBinaryWriter)

public int Write(AssetBinaryWriter writer)

Parameters

writer AssetBinaryWriter

Returns

Int32