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