// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MuR/MeshPrivate.h" #include "MuR/ConvertData.h" #include "MuR/Platform.h" namespace mu { //--------------------------------------------------------------------------------------------- //! Reference version //--------------------------------------------------------------------------------------------- inline void MeshTransform(FMesh* Result, const FMesh* pBase, const FMatrix44f& transform, bool& bOutSuccess) { bOutSuccess = true; uint32_t vcount = pBase->GetVertexBuffers().GetElementCount(); if ( !vcount ) { bOutSuccess = false; return; } Result->CopyFrom(*pBase); FMatrix44f transformIT = transform.Inverse().GetTransposed(); const FMeshBufferSet& MBSPriv = Result->GetVertexBuffers(); for ( int32 b=0; bGetVertexBuffers(), sem, semIndex ); switch ( sem ) { case EMeshBufferSemantic::Position: for ( uint32_t v=0; v