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This utility data structure is used to define how a swizzle operation should be performed.
| Name | FSwizzleMask |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialIREmitter.h |
| Include Path | #include "Materials/MaterialIREmitter.h" |
Syntax
struct FSwizzleMask
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSwizzleMask () |
Materials/MaterialIREmitter.h | ||
FSwizzleMask
(
EVectorComponent X |
Materials/MaterialIREmitter.h | ||
FSwizzleMask
(
EVectorComponent X, |
Materials/MaterialIREmitter.h | ||
FSwizzleMask
(
EVectorComponent X, |
Materials/MaterialIREmitter.h | ||
FSwizzleMask
(
EVectorComponent X, |
Materials/MaterialIREmitter.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Components | EVectorComponent | Which component should be extracted from the argument, in order. E.g. [Z, Z, X] to model "MyVec.zzx". | Materials/MaterialIREmitter.h | |
| NumComponents | int | How many components have been defined for swizzle should be made of (maximum four). | Materials/MaterialIREmitter.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Append
(
EVectorComponent Component |
Pushes a component to this swizzle mask. | Materials/MaterialIREmitter.h | |
const EVectorComponent * begin() |
Materials/MaterialIREmitter.h | ||
const EVectorComponent * end() |
Materials/MaterialIREmitter.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FSwizzleMask XYZ() |
Convenience ".xyz" swizzle mask. | Materials/MaterialIREmitter.h |