54 lines
1.2 KiB
C++
54 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MuR/Ptr.h"
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#include "MuT/Node.h"
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#include "MuT/NodeMesh.h"
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#include "MuR/Mesh.h"
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#include "MuR/Skeleton.h"
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namespace mu
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{
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/** Node that morphs a base mesh with one or two weighted targets from a sequence. */
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class MUTABLETOOLS_API NodeMeshReshape : public NodeMesh
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{
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public:
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Ptr<NodeMesh> BaseMesh;
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Ptr<NodeMesh> BaseShape;
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Ptr<NodeMesh> TargetShape;
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bool bReshapeVertices = true;
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bool bRecomputeNormals = false;
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bool bApplyLaplacian = false;
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bool bReshapeSkeleton = false;
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bool bReshapePhysicsVolumes = false;
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EVertexColorUsage ColorRChannelUsage = EVertexColorUsage::None;
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EVertexColorUsage ColorGChannelUsage = EVertexColorUsage::None;
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EVertexColorUsage ColorBChannelUsage = EVertexColorUsage::None;
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EVertexColorUsage ColorAChannelUsage = EVertexColorUsage::None;
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TArray<FBoneName> BonesToDeform;
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TArray<FBoneName> PhysicsToDeform;
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public:
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// Node Interface
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virtual const FNodeType* GetType() const override { return &StaticType; }
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static const FNodeType* GetStaticType() { return &StaticType; }
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protected:
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/** Forbidden. Manage with the Ptr<> template. */
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~NodeMeshReshape() {}
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private:
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static FNodeType StaticType;
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};
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}
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