// Copyright Epic Games, Inc. All Rights Reserved. #include "/Plugin/Optimus/Private/DataInterfaceSkeletonCommon.ush" uint {DataInterfaceName}_NumVertices; uint {DataInterfaceName}_NumBoneInfluences; uint {DataInterfaceName}_InputWeightStride; uint {DataInterfaceName}_InputWeightIndexSize; Buffer {DataInterfaceName}_BoneMatrices; Buffer {DataInterfaceName}_InputWeightStream; Buffer {DataInterfaceName}_InputWeightLookupStream; uint ReadNumVertices_{DataInterfaceName}() { return {DataInterfaceName}_NumVertices; } uint ReadNumBones_{DataInterfaceName}(uint VertexIndex) { return ReadNumBones( {DataInterfaceName}_InputWeightLookupStream, {DataInterfaceName}_NumBoneInfluences, VertexIndex ); } float3x4 ReadBoneMatrix_{DataInterfaceName}(uint VertexIndex, uint BoneIndex) { return ReadBoneMatrix( {DataInterfaceName}_InputWeightLookupStream, {DataInterfaceName}_InputWeightIndexSize, {DataInterfaceName}_InputWeightStream, {DataInterfaceName}_InputWeightStride, {DataInterfaceName}_BoneMatrices, VertexIndex, BoneIndex ); } float ReadBoneWeight_{DataInterfaceName}(uint VertexIndex, uint BoneIndex) { return ReadBoneWeight( {DataInterfaceName}_InputWeightLookupStream, {DataInterfaceName}_InputWeightIndexSize, {DataInterfaceName}_InputWeightStream, {DataInterfaceName}_InputWeightStride, {DataInterfaceName}_NumBoneInfluences, VertexIndex, BoneIndex ); } float3x4 ReadWeightedBoneMatrix_{DataInterfaceName}(uint VertexIndex) { return ReadWeightedBoneMatrix( {DataInterfaceName}_InputWeightLookupStream, {DataInterfaceName}_InputWeightIndexSize, {DataInterfaceName}_InputWeightStream, {DataInterfaceName}_InputWeightStride, {DataInterfaceName}_NumBoneInfluences, {DataInterfaceName}_BoneMatrices, VertexIndex ); }