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UnrealEngine/Engine/Source/Programs/HeadlessChaos/Resource/FracturedGeometry.h
2025-05-18 13:04:45 +08:00

51 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Chaos/Real.h"
#include "Containers/Array.h"
#include "Math/Transform.h"
namespace GeometryCollectionTest
{
class FracturedGeometry
{
public:
FracturedGeometry();
~FracturedGeometry();
static const TArray<float> RawVertexArray;
static const TArray<int32> RawIndicesArray;
static const TArray<int32> RawBoneMapArray;
static const TArray<FTransform> RawTransformArray;
static const TArray<int32> RawLevelArray;
static const TArray<int32> RawParentArray;
static const TArray<TSet<int32>> RawChildrenArray;
static const TArray<int32> RawSimulationTypeArray;
static const TArray<int32> RawStatusFlagsArray;
};
/**
* A version of \c FracturedGeometry in a global point pool.
*/
class GlobalFracturedGeometry
{
public:
GlobalFracturedGeometry();
~GlobalFracturedGeometry();
TArray<float> RawVertexArray;
TArray<int32> RawIndicesArray0; // Randomly coincident to RawIndicesArray1
TArray<int32> RawIndicesArray1; // Unchanged from FracturedGeometry
TArray<int32> RawIndicesArray2; // Offset in Y
const TArray<int32> & RawIndicesArray; // Points to RawIndicesArray1
TArray<int32> RawIndicesArrayMerged; // RawIndicesArray 0, 1, and 2 concatenated
const TArray<int32> RawBoneMapArray;
const TArray<FTransform> RawTransformArray;
const TArray<int32> RawLevelArray;
const TArray<int32> RawParentArray;
const TArray<TSet<int32>> RawChildrenArray;
const TArray<int32> RawSimulationTypeArray;
const TArray<int32> RawStatusFlagsArray;
};
}