142 lines
6.2 KiB
C
142 lines
6.2 KiB
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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/*===========================================================================
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Generated code exported from UnrealHeaderTool.
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DO NOT modify this manually! Edit the corresponding .h files instead!
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===========================================================================*/
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// IWYU pragma: private, include "StateStream/SkinnedMeshStateStream.h"
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#ifdef ENGINE_SkinnedMeshStateStream_generated_h
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#error "SkinnedMeshStateStream.generated.h already included, missing '#pragma once' in SkinnedMeshStateStream.h"
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#endif
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#define ENGINE_SkinnedMeshStateStream_generated_h
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#include "UObject/ObjectMacros.h"
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#include "UObject/ScriptMacros.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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// ********** Begin ScriptStruct FSkinnedMeshStaticState *******************************************
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struct Z_Construct_UScriptStruct_FSkinnedMeshStaticState_Statics;
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#define FID_Engine_Source_Runtime_Engine_Public_StateStream_SkinnedMeshStateStream_h_20_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FSkinnedMeshStaticState_Statics; \
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ENGINE_API static class UScriptStruct* StaticStruct(); \
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enum Fields \
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{ \
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Field_MaterialRelevance = 1, \
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}; \
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uint32 ModifiedFlags = 0; \
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FSkinnedMeshStaticState() = default; \
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FSkinnedMeshStaticState(FStateStreamCopyContext& Context, const FSkinnedMeshStaticState& Other) \
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: ModifiedFlags(Other.ModifiedFlags) \
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, MaterialRelevance(Other.MaterialRelevance) \
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{} \
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inline bool MaterialRelevanceModified() const { return !!(ModifiedFlags & Field_MaterialRelevance); } \
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inline void SetMaterialRelevance(const uint64& In) { MaterialRelevance = In; ModifiedFlags |= Field_MaterialRelevance; } \
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inline const uint64& GetMaterialRelevance() const { return MaterialRelevance; } \
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uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \
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{ \
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return 0; \
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} \
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void Apply(FStateStreamCopyContext& Context, const FSkinnedMeshStaticState& Other) \
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{ \
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if (Other.MaterialRelevanceModified() && !StateStreamEquals(MaterialRelevance, Other.MaterialRelevance)) \
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{ \
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MaterialRelevance = Other.MaterialRelevance; \
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ModifiedFlags |= Field_MaterialRelevance; \
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} \
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} \
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void Interpolate(FStateStreamInterpolateContext& Context, const FSkinnedMeshStaticState& From, const FSkinnedMeshStaticState& To) \
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{ \
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ModifiedFlags = 0; \
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if (To.MaterialRelevanceModified()) \
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{ \
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ModifiedFlags |= Field_MaterialRelevance; \
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StateStreamInterpolate(Context, MaterialRelevance, From.MaterialRelevance, To.MaterialRelevance); \
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} \
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}
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struct FSkinnedMeshStaticState;
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// ********** End ScriptStruct FSkinnedMeshStaticState *********************************************
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// ********** Begin ScriptStruct FSkinnedMeshDynamicState ******************************************
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struct Z_Construct_UScriptStruct_FSkinnedMeshDynamicState_Statics;
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#define FID_Engine_Source_Runtime_Engine_Public_StateStream_SkinnedMeshStateStream_h_33_GENERATED_BODY \
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friend struct ::Z_Construct_UScriptStruct_FSkinnedMeshDynamicState_Statics; \
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ENGINE_API static class UScriptStruct* StaticStruct(); \
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enum Fields \
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{ \
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Field_Transform = 1, \
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Field_SkinnedAsset = 2, \
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Field_OverrideMaterials = 4, \
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}; \
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uint32 ModifiedFlags = 0; \
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FSkinnedMeshDynamicState() = default; \
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FSkinnedMeshDynamicState(FStateStreamCopyContext& Context, const FSkinnedMeshDynamicState& Other) \
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: ModifiedFlags(Other.ModifiedFlags) \
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, Transform(Context, Other.Transform) \
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, SkinnedAsset(Other.SkinnedAsset) \
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, OverrideMaterials(Other.OverrideMaterials) \
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{} \
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inline bool TransformModified() const { return !!(ModifiedFlags & Field_Transform); } \
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inline void SetTransform(const FTransformHandle& In) { Transform = In; ModifiedFlags |= Field_Transform; } \
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inline const FTransformHandle& GetTransform() const { return Transform; } \
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inline bool SkinnedAssetModified() const { return !!(ModifiedFlags & Field_SkinnedAsset); } \
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inline void SetSkinnedAsset(const TObjectPtr<USkinnedAsset>& In) { SkinnedAsset = In; ModifiedFlags |= Field_SkinnedAsset; } \
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inline const TObjectPtr<USkinnedAsset>& GetSkinnedAsset() const { return SkinnedAsset; } \
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inline bool OverrideMaterialsModified() const { return !!(ModifiedFlags & Field_OverrideMaterials); } \
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inline void SetOverrideMaterials(const TArray<TObjectPtr<UMaterialInterface>>& In) { OverrideMaterials = In; ModifiedFlags |= Field_OverrideMaterials; } \
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inline const TArray<TObjectPtr<UMaterialInterface>>& GetOverrideMaterials() const { return OverrideMaterials; } \
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uint32 GetDependencies(FStateStreamHandle** OutHandles, uint32 Capacity) \
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{ \
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OutHandles[0] = &Transform; \
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return 1; \
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} \
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void Apply(FStateStreamCopyContext& Context, const FSkinnedMeshDynamicState& Other) \
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{ \
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if (Other.TransformModified() && !StateStreamEquals(Transform, Other.Transform)) \
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{ \
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Transform.Apply(Context, Other.Transform); \
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ModifiedFlags |= Field_Transform; \
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} \
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if (Other.SkinnedAssetModified() && !StateStreamEquals(SkinnedAsset, Other.SkinnedAsset)) \
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{ \
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SkinnedAsset = Other.SkinnedAsset; \
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ModifiedFlags |= Field_SkinnedAsset; \
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} \
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if (Other.OverrideMaterialsModified() && !StateStreamEquals(OverrideMaterials, Other.OverrideMaterials)) \
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{ \
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OverrideMaterials = Other.OverrideMaterials; \
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ModifiedFlags |= Field_OverrideMaterials; \
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} \
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} \
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void Interpolate(FStateStreamInterpolateContext& Context, const FSkinnedMeshDynamicState& From, const FSkinnedMeshDynamicState& To) \
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{ \
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ModifiedFlags = 0; \
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if (To.TransformModified()) \
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{ \
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ModifiedFlags |= Field_Transform; \
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Transform.Apply(Context, To.Transform); \
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} \
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if (To.SkinnedAssetModified()) \
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{ \
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ModifiedFlags |= Field_SkinnedAsset; \
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StateStreamInterpolate(Context, SkinnedAsset, From.SkinnedAsset, To.SkinnedAsset); \
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} \
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if (To.OverrideMaterialsModified()) \
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{ \
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ModifiedFlags |= Field_OverrideMaterials; \
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StateStreamInterpolate(Context, OverrideMaterials, From.OverrideMaterials, To.OverrideMaterials); \
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} \
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}
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struct FSkinnedMeshDynamicState;
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// ********** End ScriptStruct FSkinnedMeshDynamicState ********************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Public_StateStream_SkinnedMeshStateStream_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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