// Copyright Epic Games, Inc. All Rights Reserved. #include "MuT/NodeMeshVariation.h" #include "Misc/AssertionMacros.h" #include "MuT/NodeMeshVariationPrivate.h" #include "MuT/NodePrivate.h" namespace mu { //--------------------------------------------------------------------------------------------- // Static initialisation //--------------------------------------------------------------------------------------------- FNodeType NodeMeshVariation::Private::s_type = FNodeType(Node::EType::MeshVariation, NodeMesh::GetStaticType() ); //--------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------- MUTABLE_IMPLEMENT_NODE( NodeMeshVariation ) //--------------------------------------------------------------------------------------------- // Own Interface //--------------------------------------------------------------------------------------------- void NodeMeshVariation::SetDefaultMesh( NodeMesh* p ) { m_pD->m_defaultMesh = p; } //--------------------------------------------------------------------------------------------- int NodeMeshVariation::GetVariationCount() const { return m_pD->m_variations.Num(); } //--------------------------------------------------------------------------------------------- void NodeMeshVariation::SetVariationCount( int num ) { check( num >= 0 ); m_pD->m_variations.SetNum( num ); } //--------------------------------------------------------------------------------------------- void NodeMeshVariation::SetVariationTag( int index, const char* strTag ) { check( index >= 0 && index < m_pD->m_variations.Num() ); check( strTag ); if ( strTag ) { m_pD->m_variations[index].m_tag = strTag; } else { m_pD->m_variations[index].m_tag = ""; } } //--------------------------------------------------------------------------------------------- void NodeMeshVariation::SetVariationMesh( int index, NodeMesh* pNode ) { check( index >= 0 && index < m_pD->m_variations.Num() ); m_pD->m_variations[index].m_mesh = pNode; } } // namespace mu