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