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#jira UE-223488 #rb jordi.rovira #tests Editor #rnx #virtualized [CL 36035608 by alexei lebedev in ue5-main branch]
129 lines
3.8 KiB
C++
129 lines
3.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MuT/NodeMeshReshape.h"
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#include "Containers/Array.h"
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#include "HAL/PlatformCrt.h"
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#include "Misc/AssertionMacros.h"
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#include "MuT/NodeLayout.h"
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#include "MuT/NodeMeshPrivate.h"
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#include "MuT/NodeMeshReshapePrivate.h"
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#include "MuT/NodePrivate.h"
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namespace mu
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{
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//---------------------------------------------------------------------------------------------
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// Static initialisation
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//---------------------------------------------------------------------------------------------
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FNodeType NodeMeshReshape::Private::s_type = FNodeType(Node::EType::MeshReshape, NodeMesh::GetStaticType());
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//---------------------------------------------------------------------------------------------
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//!
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//---------------------------------------------------------------------------------------------
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MUTABLE_IMPLEMENT_NODE(NodeMeshReshape )
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//---------------------------------------------------------------------------------------------
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// Own Interface
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//---------------------------------------------------------------------------------------------
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const Ptr<NodeMesh>& NodeMeshReshape::GetBaseMesh() const
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{
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return m_pD->BaseMesh;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshReshape::SetBaseMesh(const Ptr<NodeMesh>& pNode)
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{
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m_pD->BaseMesh = pNode;
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}
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//---------------------------------------------------------------------------------------------
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const Ptr<NodeMesh>& NodeMeshReshape::GetBaseShape() const
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{
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return m_pD->BaseShape;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshReshape::SetBaseShape(const Ptr<NodeMesh>& pNode)
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{
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m_pD->BaseShape = pNode;
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}
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//---------------------------------------------------------------------------------------------
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const Ptr<NodeMesh>& NodeMeshReshape::GetTargetShape() const
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{
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return m_pD->TargetShape;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshReshape::SetTargetShape(const Ptr<NodeMesh>& pNode)
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{
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m_pD->TargetShape = pNode;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshReshape::SetReshapeVertices(bool bEnable)
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{
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m_pD->bReshapeVertices = bEnable;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshReshape::SetRecomputeNormals(bool bEnable)
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{
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m_pD->bRecomputeNormals = bEnable;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshReshape::SetApplyLaplacian(bool bEnable)
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{
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m_pD->bApplyLaplacian = bEnable;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshReshape::SetReshapeSkeleton(bool bEnable)
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{
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m_pD->bReshapeSkeleton = bEnable;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshReshape::SetColorUsages(EVertexColorUsage R, EVertexColorUsage G, EVertexColorUsage B, EVertexColorUsage A)
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{
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m_pD->ColorRChannelUsage = R;
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m_pD->ColorGChannelUsage = G;
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m_pD->ColorBChannelUsage = B;
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m_pD->ColorAChannelUsage = A;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshReshape::AddBoneToDeform(const FBoneName& BoneId)
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{
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m_pD->BonesToDeform.Emplace(BoneId);
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshReshape::AddPhysicsBodyToDeform(const FBoneName& BoneId)
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{
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m_pD->PhysicsToDeform.Emplace(BoneId);
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}
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void NodeMeshReshape::SetReshapePhysicsVolumes(bool bEnable)
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{
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m_pD->bReshapePhysicsVolumes = bEnable;
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}
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}
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