Files
alexei lebedev 2815323fbc [mutable] Moved the Mutable plugin out of Experimental status into Beta.
#jira UE-223488
#rb jordi.rovira
#tests Editor
#rnx

#virtualized

[CL 36035608 by alexei lebedev in ue5-main branch]
2024-09-05 07:16:19 -04:00

99 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MuR/Ptr.h"
#include "MuR/RefCounted.h"
#include "MuT/Node.h"
#include "MuT/NodeImage.h"
#include "MuR/Image.h"
namespace mu
{
// Forward definitions
class NodeScalar;
class NodeMesh;
class NodeProjector;
class NodeImageProject;
//!
//! \ingroup model
class MUTABLETOOLS_API NodeImageProject : public NodeImage
{
public:
NodeImageProject();
//-----------------------------------------------------------------------------------------
// Node Interface
//-----------------------------------------------------------------------------------------
const FNodeType* GetType() const override;
static const FNodeType* GetStaticType();
//-----------------------------------------------------------------------------------------
// Own Interface
//-----------------------------------------------------------------------------------------
//! Get the node generating the mesh to be used for the projection.
void SetMesh( Ptr<NodeMesh> );
//! Get the node generating the projector to be used for the projection.
void SetProjector( Ptr<NodeProjector> );
//! Get the node generating a mask to filter out the projected images. It is optional.
void SetTargetMask( Ptr<NodeImage> );
/** Eanble or disable the additional operations to correct texture UV seam artifact correction. Default is enabled.*/
void SetEnableSeamCorrection(bool bEnabled);
//! Set the angle-based fading behaviour for this projector. It must be set separately for
//! RGB and Alpha channels of the images to project. By default it is enabled for all channels.
//! Disabling the angle fade will still use the AngleFadeEnd below to clamp the projection,
//! but it will ignore the start angle, so it will not apply a fading gradient.
void SetAngleFadeChannels( bool bFadeRGB, bool bFadeA );
//! Set the node generating the fading start angle. Only relevant if fading is enabled with
void SetAngleFadeStart( Ptr<NodeScalar> );
//! Set the node generating the fading end angle
void SetAngleFadeEnd( Ptr<NodeScalar> );
//! Set sampling method.
void SetSamplingMethod(ESamplingMethod SamplingMethod);
//! Set min filter method
void SetMinFilterMethod(EMinFilterMethod MinFilterMethod);
//! Get the node generating the image to project.
void SetImage( Ptr<NodeImage> );
//! UV layout of the mesh to use for the generated image. Defaults to 0.
void SetLayout( uint8 );
//! Set the size of the image to generate with the projection. If set to 0 (default) a size
//! that matches how this node is used will try to be guessed.
void SetImageSize( const FUintVector2& size );
//-----------------------------------------------------------------------------------------
// Interface pattern
//-----------------------------------------------------------------------------------------
class Private;
Private* GetPrivate() const;
protected:
//! Forbidden. Manage with the Ptr<> template.
~NodeImageProject();
private:
Private* m_pD;
};
}