**Refactor meshes format to support custom vertex layouts and new flexible api to access mesh data**

#3044 #2667
This commit is contained in:
Wojtek Figat
2025-01-06 22:47:19 +01:00
parent 29bfef677f
commit db4d7d2a05
65 changed files with 4428 additions and 3106 deletions

View File

@@ -1,6 +1,7 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "MeshDeformation.h"
#include "MeshAccessor.h"
#include "Engine/Graphics/Models/MeshBase.h"
#include "Engine/Profiler/ProfilerCPU.h"
@@ -29,6 +30,11 @@ FORCE_INLINE static uint32 GetKey(int32 lodIndex, int32 meshIndex, MeshBufferTyp
return key.Value;
}
bool MeshDeformationData::LoadMeshAccessor(MeshAccessor& accessor) const
{
return accessor.LoadBuffer(Type, ToSpan(VertexBuffer.Data), VertexBuffer.GetLayout());
}
void MeshDeformation::GetBounds(int32 lodIndex, int32 meshIndex, BoundingBox& bounds) const
{
const auto key = GetKey(lodIndex, meshIndex, MeshBufferType::Vertex0);