| ISceneGraphNode
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Module |
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Header |
/Engine/Source/Runtime/Datasmith/DatasmithCore/Public/IDatasmithSceneElements.h |
Include |
#include "IDatasmithSceneElements.h" |
class IDatasmithMeshElement : public IDatasmithElement
IDatasmithMeshElement defines an actual geometry. It won't add any instance to your scene, you'll need IDatasmithMeshActorElement for this. Notice that several IDatasmithMeshActorElements could use the this geometry.
Name | Description | |
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~IDatasmithMeshElement() |
Name | Description | ||
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float |
GetArea() |
Get the total surface area |
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float |
GetDepth() |
Get the bounding box depth |
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FVector3f |
GetDimensions() |
Get the bounding box dimension of the mesh, in a vector in the form of (Width, Height, Depth ) |
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const TCHAR ... |
GetFile() |
Get the output filename, it can be absolute or relative to the scene file |
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GetFileHash() |
Return a MD5 hash of the content of the Mesh Element. |
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float |
GetHeight() |
Get the bounding box height |
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int32 |
GetLightmapCoordinateIndex() |
Get the UV channel that will be used for the lightmap |
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int32 |
GetLightmapSourceUV() |
Get the source UV channel that will be used at import to generate the lightmap UVs |
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int32 |
GetLODCount() |
Get number of LODs |
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const TCHAR ... |
GetMaterial ( |
Get the name of the material mapped to slot Id, return nullptr if slot isn't mapped |
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TSharedPtr< ... |
GetMaterialSlotAt ( |
Get the material mapping for slot Index |
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TSharedPtr< ... |
GetMaterialSlotAt ( |
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int32 |
GetMaterialSlotCount() |
Get the number of material slot set on this mesh |
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float |
GetWidth() |
Get the bounding box width |
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void |
SetDimensions ( |
Set surface area and bounding box dimensions to be used on lightmap size calculation. |
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void |
SetFile ( |
Set the output filename, it can be absolute or relative to the scene file |
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void |
SetFileHash ( |
Set the MD5 hash of the current mesh file. This should be a hash of its content. |
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void |
SetLightmapCoordinateIndex ( |
Set the UV channel that will be used for the lightmap Note: If the lightmap coordinate index is something greater than -1 it will make the importer skip the lightmap generation |
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void |
SetLightmapSourceUV ( |
Set the source UV channel that will be used at import to generate the lightmap UVs |
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void |
SetLODCount ( |
Set number of LODs |
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void |
SetMaterial ( |
Set the material slot Id to use the material MaterialPathName |