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2025-05-18 13:04:45 +08:00

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Math/Vector.isph"
#include "Math/Matrix.isph"
export void SetDynamicData_RenderThread(uniform FVector3f PositionBuffer[],
const uniform unsigned int NumVertices,
const uniform unsigned int Stride,
const uniform uint16 BoneMap[],
const uniform FMatrix44f Transforms[],
const uniform FVector3f Vertices[])
{
uniform unsigned int Chunk = 0;
foreach(i = 0 ... NumVertices)
{
uniform float * uniform pVertices = (uniform float * uniform)&Vertices[Chunk];
uniform float * uniform pPosition = (uniform float * uniform)&PositionBuffer[Chunk];
FVector3f P;
aos_to_soa3(pVertices, &P.V[0], &P.V[1], &P.V[2]);
FVector3f Out;
const int32 Bone = BoneMap[i];
foreach_unique(Index in Bone)
{
Out = MatrixTransformPosition(P, Transforms[Index]);
}
soa_to_aos3(Out.V[0], Out.V[1], Out.V[2], pPosition);
Chunk += programCount;
}
}