// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Dataflow/DataflowCore.h" #include "Dataflow/DataflowEngine.h" #include "ChaosFleshSetFleshBonePositionTargetBindingNode.generated.h" class USkeletalMesh; UENUM(BlueprintType) enum class ESkeletalBindingMode : uint8 { Dataflow_SkeletalBinding_Kinematic UMETA(DisplayName = "Kinematic"), Dataflow_SkeletalBinding_PositionTarget UMETA(DisplayName = "Position Target"), // Chaos_Max UMETA(Hidden) }; /** * Deprecated in 5.6 to support fixed distance search radius and improve binding method. */ USTRUCT(meta = (Deprecated = "5.6")) struct FSetFleshBonePositionTargetBindingDataflowNode : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FSetFleshBonePositionTargetBindingDataflowNode, "SetFleshBonePositionTargetBinding", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection") public: UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; UPROPERTY(EditAnywhere, Category = "Dataflow") ESkeletalBindingMode SkeletalBindingMode = ESkeletalBindingMode::Dataflow_SkeletalBinding_PositionTarget; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", EditCondition = "SkeletalBindingMode == ESkeletalBindingMode::Dataflow_SkeletalBinding_PositionTarget", EditConditionHides)) float PositionTargetStiffness = 10000.f; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "SkeletalMesh")) TObjectPtr SkeletalMeshIn = nullptr; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", ClampMax = "2.0", UIMin = "0.0", UIMax = "2.0")) float VertexRadiusRatio = .001f; FSetFleshBonePositionTargetBindingDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterInputConnection(&SkeletalMeshIn); RegisterOutputConnection(&Collection, &Collection); } virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; }; /** * Binds vertices from Collection to bone skeletal mesh surface via kinematic or weak constraints. */ USTRUCT(meta = (DataflowFlesh)) struct FSetFleshBonePositionTargetBindingDataflowNode_v2 : public FDataflowNode { GENERATED_USTRUCT_BODY() DATAFLOW_NODE_DEFINE_INTERNAL(FSetFleshBonePositionTargetBindingDataflowNode_v2, "SetFleshBonePositionTargetBinding", "Flesh", "") DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection") public: FSetFleshBonePositionTargetBindingDataflowNode_v2(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid()) : FDataflowNode(InParam, InGuid) { RegisterInputConnection(&Collection); RegisterInputConnection(&SkeletalMeshIn); RegisterInputConnection(&VertexSelection); RegisterOutputConnection(&Collection, &Collection); } private: UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection")) FManagedArrayCollection Collection; UPROPERTY(EditAnywhere, Category = "Dataflow") ESkeletalBindingMode SkeletalBindingMode = ESkeletalBindingMode::Dataflow_SkeletalBinding_PositionTarget; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", EditCondition = "SkeletalBindingMode == ESkeletalBindingMode::Dataflow_SkeletalBinding_PositionTarget", EditConditionHides)) float PositionTargetStiffness = 10000.f; UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "SkeletalMesh")) TObjectPtr SkeletalMeshIn = nullptr; /** (optional) only create kinematic/weak constraints on vertices in the VertexSelection */ UPROPERTY(meta = (DataflowInput, DisplayName = "(Optional) VertexSelection")) FDataflowVertexSelection VertexSelection; /** * Collection vertices are bound to their closest skeletal mesh vertices within the search radius */ UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0")) float SearchRadius = 0.f; virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override; }; namespace UE::Dataflow { void RegisterChaosFleshPositionTargetInitializationNodes(); }