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2025-05-18 13:04:45 +08:00

54 lines
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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 "MuT/NodeMesh.h"
#include "MuT/NodeProjector.h"
#include "MuT/NodeScalar.h"
#include "MuR/Image.h"
namespace mu
{
/** */
class MUTABLETOOLS_API NodeImageProject : public NodeImage
{
public:
Ptr<NodeProjector> Projector;
Ptr<NodeMesh> Mesh;
Ptr<NodeScalar> AngleFadeStart;
Ptr<NodeScalar> AngleFadeEnd;
Ptr<NodeImage> Image;
Ptr<NodeImage> Mask;
FUintVector2 ImageSize;
uint8 Layout = 0;
bool bIsRGBFadingEnabled = true;
bool bIsAlphaFadingEnabled = true;
bool bEnableTextureSeamCorrection = true;
ESamplingMethod SamplingMethod = ESamplingMethod::Point;
EMinFilterMethod MinFilterMethod = EMinFilterMethod::None;
public:
// Node Interface
virtual const FNodeType* GetType() const override { return &StaticType; }
static const FNodeType* GetStaticType() { return &StaticType; }
protected:
/** Forbidden. Manage with the Ptr<> template. */
~NodeImageProject() {}
private:
static FNodeType StaticType;
};
}