// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MuT/Node.h" #include "MuR/Layout.h" #include "MuR/Image.h" #include "MuR/Ptr.h" #include "MuR/RefCounted.h" #include "HAL/Platform.h" namespace mu { class FMesh; /** Data for a layout block before it is compiled. */ struct FSourceLayoutBlock { /** Optional mask image that selects the vertices to include in the block. */ TSharedPtr Mask; FIntVector2 Min = { 0, 0 }; FIntVector2 Size = { 0, 0 }; //! Priority value to control the shrink texture layout strategy int32 Priority = 0; //! Value to control the method to reduce the block uint32 bReduceBothAxes : 1 = 0; //! Value to control if a block has to be reduced by two in an unitary reduction strategy uint32 bReduceByTwo : 1 = 0; }; /** This node is used to define the texture layout for a texture coordinates channel of a mesh. */ class MUTABLETOOLS_API NodeLayout : public Node { public: //! FIntVector2 Size = FIntVector2(0, 0); /** Maximum size in layout blocks that this layout can grow to. From there on, blocks will shrink to fit. * If 0,0 then no maximum size applies. */ FIntVector2 MaxSize = FIntVector2(0, 0); //! TArray Blocks; //! Packing strategy EPackStrategy Strategy = EPackStrategy::Resizeable; EReductionMethod ReductionMethod = EReductionMethod::Halve; /** When compiling, ignore generated warnings from this LOD on. * -1 means all warnings are generated. */ int32 FirstLODToIgnoreWarnings = 0; public: // Node Interface virtual const FNodeType* GetType() const override { return GetStaticType(); } static const FNodeType* GetStaticType() { return &StaticType; } // Own interface /** Generate the blocks of a layout using the UV of the meshes. * A list of existing blocks may be provided to specify starting blocks that shouldn't be modified unless it is mandatory because they contain partial face islands. */ void GenerateLayoutBlocks(const TSharedPtr&, int32 LayoutIndex ); void GenerateLayoutBlocksFromUVIslands(const TSharedPtr&, int32 LayoutIndex, bool bMergeChildBlocks); protected: /** Forbidden. Manage with the Ptr<> template. */ ~NodeLayout() {} private: static FNodeType StaticType; }; }