// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/Array.h" #include "HAL/Platform.h" #include "MuR/Operations.h" #include "MuR/Ptr.h" #include "MuR/Skeleton.h" #include "MuT/AST.h" namespace mu { struct FProgram; //--------------------------------------------------------------------------------------------- //! //--------------------------------------------------------------------------------------------- class ASTOpMeshBindShape final : public ASTOp { public: ASTChild Mesh; ASTChild Shape; TArray BonesToDeform; TArray PhysicsToDeform; uint32 BindingMethod = 0; uint32 bRecomputeNormals : 1; uint32 bReshapeSkeleton : 1; uint32 bReshapePhysicsVolumes : 1; uint32 bReshapeVertices : 1; uint32 bApplyLaplacian : 1; EVertexColorUsage RChannelUsage = EVertexColorUsage::None; EVertexColorUsage GChannelUsage = EVertexColorUsage::None; EVertexColorUsage BChannelUsage = EVertexColorUsage::None; EVertexColorUsage AChannelUsage = EVertexColorUsage::None; public: ASTOpMeshBindShape(); ASTOpMeshBindShape(const ASTOpMeshBindShape&) = delete; ~ASTOpMeshBindShape(); EOpType GetOpType() const override { return EOpType::ME_BINDSHAPE; } uint64 Hash() const override; bool IsEqual(const ASTOp& otherUntyped) const override; Ptr Clone(MapChildFuncRef mapChild) const override; void ForEachChild(const TFunctionRef) override; void Link(FProgram& program, FLinkerOptions* Options) override; Ptr OptimiseSink(const FModelOptimizationOptions&, FOptimizeSinkContext&) const override; virtual FSourceDataDescriptor GetSourceDataDescriptor(FGetSourceDataDescriptorContext*) const override; }; }