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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

58 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "DisplayClusterWarpGeometry.generated.h"
/**
* 3D geometry that can be used for warping, in an PFM-like format
* UE scale used: 1 unit = 1 centimeter
*/
USTRUCT(BlueprintType, Category = "nDisplay|WarpGeometry")
struct FDisplayClusterWarpGeometryPFM
{
GENERATED_BODY()
public:
/** Number of vertices horizontally. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "nDisplay|WarpGeometry")
int32 Width = 0;
/** Number of vertices vertically. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "nDisplay|WarpGeometry")
int32 Height = 0;
/** An array with vertices. The total number of vertices in this array must be equal to Width*Height. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "nDisplay|WarpGeometry")
TArray<FVector> Vertices;
};
/**
* 3D geometry that can be used for warping, in an OBJ-like format
*/
USTRUCT(BlueprintType, Category = "nDisplay|WarpGeometry")
struct FDisplayClusterWarpGeometryOBJ
{
GENERATED_BODY()
public:
void PostAddFace(int32 f0, int32 f1, int32 f2);
public:
/** Vertices of the mesh. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "nDisplay|WarpGeometry")
TArray<FVector> Vertices;
/** Normal of the vertices of the mesh. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "nDisplay|WarpGeometry")
TArray<FVector> Normal;
/** UV of the vertices of the mesh. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "nDisplay|WarpGeometry")
TArray<FVector2D> UV;
/** Triangles with mesh vertex indices. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "nDisplay|WarpGeometry")
TArray<int32> Triangles;
};