103 lines
3.8 KiB
C++
103 lines
3.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ChaosClothAsset/AddStitchNode.h"
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#include "ChaosClothAsset/ClothCollectionGroup.h"
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#include "ChaosClothAsset/ClothDataflowTools.h"
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#include "ChaosClothAsset/ClothGeometryTools.h"
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#include "ChaosClothAsset/CollectionClothFacade.h"
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#include "ChaosClothAsset/CollectionClothSelectionFacade.h"
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#include "ChaosClothAsset/WeightedValue.h"
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#include "Dataflow/DataflowInputOutput.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(AddStitchNode)
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#define LOCTEXT_NAMESPACE "ChaosClothAssetAddStitchNode"
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FChaosClothAssetAddStitchNode::FChaosClothAssetAddStitchNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid)
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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(&MergeToSingleVertexSelection.StringValue, GET_MEMBER_NAME_CHECKED(FChaosClothAssetConnectableIStringValue, StringValue));
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}
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void FChaosClothAssetAddStitchNode::Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const
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{
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if (Out->IsA<FManagedArrayCollection>(&Collection))
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{
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using namespace UE::Chaos::ClothAsset;
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// Evaluate in collection
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FManagedArrayCollection InCollection = GetValue<FManagedArrayCollection>(Context, &Collection);
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const TSharedRef<FManagedArrayCollection> ClothCollection = MakeShared<FManagedArrayCollection>(MoveTemp(InCollection));
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FCollectionClothFacade Cloth(ClothCollection);
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FCollectionClothSelectionConstFacade SelectionFacade(ClothCollection);
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const FName InSelectionName(*GetValue<FString>(Context, &MergeToSingleVertexSelection.StringValue));
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if (Cloth.IsValid() && SelectionFacade.IsValid() && InSelectionName != NAME_None)
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{
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const TSet<int32>* const SelectionSet = SelectionFacade.FindSelectionSet(InSelectionName);
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if (SelectionSet && SelectionSet->Num() > 1)
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{
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const FName& SelectionGroup = SelectionFacade.GetSelectionGroup(InSelectionName);
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TArray<FIntVector2> StitchPairs;
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if (SelectionGroup == ClothCollectionGroup::SimVertices2D)
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{
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StitchPairs.Reserve(SelectionSet->Num() - 1);
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int32 PrevIndex = INDEX_NONE;
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for (const int32 Index : *SelectionSet)
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{
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if (PrevIndex != INDEX_NONE)
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{
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StitchPairs.Add({ PrevIndex, Index });
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}
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PrevIndex = Index;
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}
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}
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else if (SelectionGroup == ClothCollectionGroup::SimVertices3D)
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{
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TConstArrayView<TArray<int32>> SimVertex2DLookup = Cloth.GetSimVertex2DLookup();
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StitchPairs.Reserve(SelectionSet->Num() - 1);
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int32 PrevIndex = INDEX_NONE;
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for (const int32 Index : *SelectionSet)
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{
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if (SimVertex2DLookup.IsValidIndex(Index) && !SimVertex2DLookup[Index].IsEmpty())
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{
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// Just pick first 2D vertex that corresponds with this 3D vertex
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const int32 Index2D = SimVertex2DLookup[Index][0];
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if (PrevIndex != INDEX_NONE && Index2D != INDEX_NONE)
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{
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StitchPairs.Add({ PrevIndex, Index2D });
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}
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PrevIndex = Index2D;
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}
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}
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}
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else
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{
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FClothDataflowTools::LogAndToastWarning(*this,
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LOCTEXT("SelectionTypeNotCorrectHeadline", "Invalid selection group."),
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FText::Format(LOCTEXT("SelectionTypeNotCorrectDetails", "Selection \"{0}\" does not have its index dependency group set to \"{1}\" or \"{2}\"."),
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FText::FromName(InSelectionName),
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FText::FromName(ClothCollectionGroup::SimVertices2D),
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FText::FromName(ClothCollectionGroup::SimVertices3D)));
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}
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if (!StitchPairs.IsEmpty())
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{
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FCollectionClothSeamFacade Seam = Cloth.AddGetSeam();
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Seam.Initialize(TConstArrayView<FIntVector2>(StitchPairs));
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FClothGeometryTools::CleanupAndCompactMesh(ClothCollection);
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}
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}
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}
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SetValue(Context, MoveTemp(*ClothCollection), &Collection);
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}
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}
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#undef LOCTEXT_NAMESPACE
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