Files
UnrealEngineUWP/Engine/Plugins/Experimental/Mutable/Source/MutableTools/Public/MuT/NodeObject.h
jordi rovira 20c8d3ef36 [mutable] Initial implementation of code execution heuristic to minimize memory usage.
Extended option that controls per-state texture compression, to support uncompressed textures when no runtime parameter is used.
Removed deprecated operation "MeshSubtract".
Removed unused NodeObjectState.
#preflight 640839b58c0039bbf7151c88
#rnx

[CL 24556449 by jordi rovira in ue5-main branch]
2023-03-08 04:37:54 -05:00

83 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "HAL/Platform.h"
#include "MuR/Ptr.h"
#include "MuR/RefCounted.h"
#include "MuT/Node.h"
namespace mu
{
// Forward definitions
class NodeObject;
typedef Ptr<NodeObject> NodeObjectPtr;
typedef Ptr<const NodeObject> NodeObjectPtrConst;
//! %Base class for any node that outputs an object.
//! \ingroup model
class MUTABLETOOLS_API NodeObject : public Node
{
public:
// Possible subclasses
enum class EType : uint8
{
New = 0,
Group = 1,
None
};
//-----------------------------------------------------------------------------------------
// Life cycle
//-----------------------------------------------------------------------------------------
static void Serialise( const NodeObject* pNode, OutputArchive& arch );
static NodeObjectPtr StaticUnserialise( InputArchive& arch );
//-----------------------------------------------------------------------------------------
// Node Interface
//-----------------------------------------------------------------------------------------
const NODE_TYPE* GetType() const override;
static const NODE_TYPE* GetStaticType();
//-----------------------------------------------------------------------------------------
// Own interface
//-----------------------------------------------------------------------------------------
//! Get the name of the object.
virtual const char* GetName() const = 0;
//! Set the name of the object.
virtual void SetName( const char* strName ) = 0;
//! Get the uid of the object.
virtual const char* GetUid() const = 0;
//! Set the uid of the object.
virtual void SetUid( const char* strUid ) = 0;
//-----------------------------------------------------------------------------------------
// Interface pattern
//-----------------------------------------------------------------------------------------
class Private;
protected:
//! Forbidden. Manage with the Ptr<> template.
inline ~NodeObject() {}
//!
EType Type = EType::None;
};
}