58 lines
1.7 KiB
Ucode
58 lines
1.7 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class MorphTargetSet extends Object
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native(Anim);
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/** Array of pointers to MorphTarget objects, containing vertex deformation information. */
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var array<MorphTarget> Targets;
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/** SkeletalMesh that this MorphTargetSet works on. */
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var SkeletalMesh BaseSkelMesh;
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/** morph mesh original wedge point indices for each LOD - used to remap*/
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var const native Array_Mirror RawWedgePointIndices{TArrayNoInit< TArray<DWORD> >};
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/** Find a morph target by name in this MorphTargetSet. */
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native final function MorphTarget FindMorphTarget( Name MorphTargetName );
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cpptext
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{
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/**
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* Returns a one line description of an object for viewing in the thumbnail view of the generic browser
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*/
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virtual FString GetDesc();
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/**
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* Returns the size of the object/ resource for display to artists/ LDs in the Editor.
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*
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* @return size of resource as to be displayed to artists/ LDs in the Editor.
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*/
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INT GetResourceSize();
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/**
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* Verify if the current BaseSkelMesh is still valid
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*
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* @return TRUE if so. FALSE otherwise.
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*/
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UBOOL IsValidBaseMesh();
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/**
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* Update vertex indices for all morph targets from the base mesh
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*
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*/
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void UpdateMorphTargetsFromBaseMesh();
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/**
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* Refill data assuming current base mesh exactly works
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* This is only for compatibility to support old morph targets to re-fill base mesh information
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*
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* @param DoNotOverwriteIfExists: Set to TRUE if you'd like to not overwrite if exists
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* This can be used for filling up LOD data when morph target doesn't have LOD data imported yet
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*
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*/
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void FillBaseMeshData(UBOOL DoNotOverwriteIfExists);
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/** Serialize **/
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virtual void Serialize(FArchive& Ar);
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}; |