63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GeometryFlowCoreNodes.h"
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#include "MeshBakingNodes/BakeMeshTextureImageNode.h"
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#include "BakeMeshMultiTextureNode.generated.h"
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#define UE_API GEOMETRYFLOWMESHPROCESSING_API
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class UTexture2D;
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USTRUCT()
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struct FBakeMeshMultiTextureSettings : public FBakeMeshTextureImageSettings
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{
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GENERATED_USTRUCT_BODY()
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DECLARE_GEOMETRYFLOW_DATA_TYPE_IDENTIFIER(UE::GeometryFlow::EMeshProcessingDataTypes::BakeMultiTextureSettings);
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};
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namespace UE
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{
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namespace GeometryFlow
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{
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GEOMETRYFLOW_DECLARE_USTRUCT_SETTINGS_TYPES(FBakeMeshMultiTextureSettings, BakeMeshMultiTexture, 1);
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class FBakeMeshMultiTextureNode : public FNode
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{
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static constexpr int Version = 1;
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GEOMETRYFLOW_NODE_INTERNAL(FBakeMeshMultiTextureNode, Version, FNode)
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protected:
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using SettingsDataType = TMovableData<FBakeMeshMultiTextureSettings, FBakeMeshMultiTextureSettings::DataTypeIdentifier>;
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public:
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static const FString InParamBakeCache() { return TEXT("BakeCache"); }
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static const FString InParamMaterialTextures() { return TEXT("MaterialIDToTextureMap"); }
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static const FString InParamSettings() { return TEXT("Settings"); }
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static const FString OutParamTextureImage() { return TEXT("TextureImage"); }
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public:
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FBakeMeshMultiTextureNode()
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{
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AddInput(InParamBakeCache(), MakeUnique<TImmutableNodeInput<FMeshBakingCache, FMeshBakingCache::DataTypeIdentifier>>());
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AddInput(InParamMaterialTextures(), MakeUnique<TBasicNodeInput<FMaterialIDToTextureMap, FMaterialIDToTextureMap::DataTypeIdentifier>>());
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AddInput(InParamSettings(), MakeUnique<TBasicNodeInput<FBakeMeshMultiTextureSettings, FBakeMeshMultiTextureSettings::DataTypeIdentifier>>());
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AddOutput(OutParamTextureImage(), MakeUnique<TBasicNodeOutput<FTextureImage, FTextureImage::DataTypeIdentifier>>());
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}
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UE_API virtual void Evaluate(
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const FNamedDataMap& DatasIn,
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FNamedDataMap& DatasOut,
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TUniquePtr<FEvaluationInfo>& EvaluationInfo) override;
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};
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} // end namespace GeometryFlow
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} // end namespace UE
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#undef UE_API
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