// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "HAL/Platform.h" #include "MuR/Operations.h" #include "MuR/Ptr.h" #include "MuT/AST.h" namespace mu { struct FProgram; /** Generate a mesh mask from an image mask or a layout with blocks. */ class ASTOpMeshMaskClipUVMask final : public ASTOp { public: ASTChild Source; ASTChild UVSource; ASTChild MaskImage; ASTChild MaskLayout; uint8 LayoutIndex = 0; public: ASTOpMeshMaskClipUVMask(); ASTOpMeshMaskClipUVMask(const ASTOpMeshMaskClipUVMask&) = delete; ~ASTOpMeshMaskClipUVMask(); EOpType GetOpType() const override { return EOpType::ME_MASKCLIPUVMASK; } 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; }; }