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