Files
UnrealEngine/Engine/Plugins/Experimental/ChaosFlesh/Source/ChaosFleshNodes/Public/Dataflow/ChaosFleshGenerateSkeletalBindingsNode.h
2025-05-18 13:04:45 +08:00

48 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowEngine.h"
#include "GeometryCollection/ManagedArrayCollection.h"
#include "ChaosFleshGenerateSkeletalBindingsNode.generated.h"
class UStaticMesh;
class USkeletalMesh;
DECLARE_LOG_CATEGORY_EXTERN(LogSkeletalBindings, Verbose, All);
// Generate barycentric bindings (used by the FleshDeformer deformer graph) of a render surface to a tetrahedral mesh.
USTRUCT(meta = (DataflowFlesh))
struct FGenerateSkeletalBindings : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FGenerateSkeletalBindings, "GenerateSkeletalBindings", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection")
public:
typedef FManagedArrayCollection DataType;
// Passthrough geometry collection. Bindings are stored as standalone groups in the \p Collection, keyed by the name of the input render mesh and all available LOD's.
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
UPROPERTY(meta = (DataflowInput, DisplayName = "BoneIndex"))
int32 BoneIndexIn = 0;
// The input mesh, whose render surface is used to generate bindings.
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "SkeletalMesh"))
TObjectPtr<const USkeletalMesh> SkeletalMeshIn = nullptr;
FGenerateSkeletalBindings(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
RegisterInputConnection(&BoneIndexIn);
RegisterInputConnection(&SkeletalMeshIn);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};