// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "HAL/Platform.h" #include "MuR/Operations.h" #include "MuR/Ptr.h" #include "MuR/Skeleton.h" #include "MuT/AST.h" namespace UE::Mutable::Private { struct FProgram; //--------------------------------------------------------------------------------------------- //! //--------------------------------------------------------------------------------------------- class ASTOpMeshTransformWithBone final : public ASTOp { public: ASTChild SourceMesh; ASTChild Matrix; FBoneName BoneName; float ThresholdFactor = 0.05f; public: ASTOpMeshTransformWithBone(); ASTOpMeshTransformWithBone(const ASTOpMeshTransformWithBone&) = delete; ~ASTOpMeshTransformWithBone() override; EOpType GetOpType() const override { return EOpType::ME_TRANSFORMWITHBONE; } 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; virtual FSourceDataDescriptor GetSourceDataDescriptor(FGetSourceDataDescriptorContext*) const override; }; }