// Copyright Epic Games, Inc. All Rights Reserved. #include "MuT/NodeMeshMorph.h" #include "Containers/Array.h" #include "HAL/PlatformCrt.h" #include "Misc/AssertionMacros.h" #include "MuT/NodeLayout.h" #include "MuT/NodeMeshMorphPrivate.h" #include "MuT/NodeMeshPrivate.h" #include "MuT/NodePrivate.h" #include "MuT/NodeScalar.h" namespace mu { //--------------------------------------------------------------------------------------------- // Static initialisation //--------------------------------------------------------------------------------------------- FNodeType NodeMeshMorph::Private::s_type = FNodeType(Node::EType::MeshMorph, NodeMesh::GetStaticType() ); //--------------------------------------------------------------------------------------------- //! //--------------------------------------------------------------------------------------------- MUTABLE_IMPLEMENT_NODE( NodeMeshMorph ) //--------------------------------------------------------------------------------------------- // Own Interface //--------------------------------------------------------------------------------------------- Ptr NodeMeshMorph::GetFactor() const { return m_pD->Factor.get(); } //--------------------------------------------------------------------------------------------- void NodeMeshMorph::SetFactor( Ptr pNode ) { m_pD->Factor = pNode; } //--------------------------------------------------------------------------------------------- Ptr NodeMeshMorph::GetBase() const { return m_pD->Base.get(); } //--------------------------------------------------------------------------------------------- void NodeMeshMorph::SetBase( Ptr pNode ) { m_pD->Base = pNode; } //--------------------------------------------------------------------------------------------- NodeMeshPtr NodeMeshMorph::GetMorph() const { return m_pD->Morph.get(); } //--------------------------------------------------------------------------------------------- void NodeMeshMorph::SetMorph( Ptr pNode ) { m_pD->Morph = pNode; } //--------------------------------------------------------------------------------------------- void NodeMeshMorph::SetReshapeSkeleton(bool bEnable) { m_pD->bReshapeSkeleton = bEnable; } //--------------------------------------------------------------------------------------------- void NodeMeshMorph::AddBoneToDeform(const FBoneName& BoneId) { m_pD->BonesToDeform.Emplace(BoneId); } void NodeMeshMorph::AddPhysicsBodyToDeform(const FBoneName& BoneId) { m_pD->PhysicsToDeform.Emplace(BoneId); } //--------------------------------------------------------------------------------------------- void NodeMeshMorph::SetReshapePhysicsVolumes(bool bEnable) { m_pD->bReshapePhysicsVolumes = bEnable; } }