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#jira UE-223488 #rb jordi.rovira #tests Editor #rnx #virtualized [CL 36035608 by alexei lebedev in ue5-main branch]
89 lines
2.2 KiB
C++
89 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MuT/NodeMeshTable.h"
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#include "Misc/AssertionMacros.h"
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#include "MuT/NodeLayout.h"
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#include "MuT/NodePrivate.h"
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#include "MuT/Table.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 NodeMeshTable::StaticType = FNodeType(Node::EType::MeshTable, NodeMesh::GetStaticType() );
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//---------------------------------------------------------------------------------------------
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// Own Interface
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//---------------------------------------------------------------------------------------------
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void NodeMeshTable::SetColumn( const FString& strName )
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{
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ColumnName = strName;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshTable::SetParameterName( const FString& strName )
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{
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ParameterName = strName;
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}
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//---------------------------------------------------------------------------------------------
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int NodeMeshTable::GetLayoutCount() const
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{
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return Layouts.Num();
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshTable::SetLayoutCount( int i )
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{
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Layouts.SetNum( i );
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}
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//---------------------------------------------------------------------------------------------
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Ptr<NodeLayout> NodeMeshTable::GetLayout( int i ) const
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{
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Ptr<NodeLayout> pResult;
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if (i >= 0 && i < Layouts.Num())
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{
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pResult = Layouts[i];
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}
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return pResult;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshTable::SetLayout( int i, Ptr<NodeLayout> pLayout )
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{
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check( i>=0 && i<GetLayoutCount() );
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Layouts[i] = pLayout;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshTable::SetNoneOption(bool bAddNoneOption)
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{
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bNoneOption = bAddNoneOption;
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}
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//---------------------------------------------------------------------------------------------
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void NodeMeshTable::SetDefaultRowName(const FString& RowName)
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{
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DefaultRowName = RowName;
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}
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}
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