// Copyright Epic Games, Inc. All Rights Reserved. // This file is shared between C++ & HLSL #pragma once #ifndef GPU_SIMULATION #define uint uint32 #endif struct FRibbonAccumulationValues { float RibbonDistance; uint SegmentCount; uint MultiRibbonCount; // Only valid when HAS_RIBBON_ID float TessTotalLength; // Only valid when RIBBONS_WANTS_AUTOMATIC_TESSELLATION float TessAvgSegmentLength; // Only valid when RIBBONS_WANTS_AUTOMATIC_TESSELLATION float TessAvgSegmentAngle; // Only valid when RIBBONS_WANTS_AUTOMATIC_TESSELLATION float TessTwistAvgAngle; // Only valid when RIBBONS_WANTS_AUTOMATIC_TESSELLATION && RIBBON_HAS_TWIST float TessTwistAvgWidth; // Only valid when RIBBONS_WANTS_AUTOMATIC_TESSELLATION && RIBBON_HAS_TWIST }; #ifndef GPU_SIMULATION #undef uint #endif