Files
UnrealEngine/Engine/Plugins/ChaosClothAssetEditor/Source/ChaosClothAssetDataflowNodes/Private/ChaosClothAsset/ClothCollectionQueryNode.cpp
2025-05-18 13:04:45 +08:00

58 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ChaosClothAsset/ClothCollectionQueryNode.h"
#include "ChaosClothAsset/CollectionClothFacade.h"
#include "ChaosClothAsset/ClothGeometryTools.h"
#include "Chaos/CollectionPropertyFacade.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(ClothCollectionQueryNode)
#define LOCTEXT_NAMESPACE "ChaosClothAssetCollectionQueryNode"
FChaosClothAssetCollectionQueryNode::FChaosClothAssetCollectionQueryNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid)
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
RegisterOutputConnection(&bIsClothCollection);
RegisterOutputConnection(&bHasClothSimMesh);
RegisterOutputConnection(&bHasClothRenderMesh);
RegisterOutputConnection(&bHasClothProxyDeformer);
RegisterOutputConnection(&bBooleanPropertyValue);
}
void FChaosClothAssetCollectionQueryNode::Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const
{
using namespace UE::Chaos::ClothAsset;
if (Out->IsA<FManagedArrayCollection>(&Collection))
{
SafeForwardInput(Context, &Collection, &Collection);
}
else if (Out->IsA<bool>(&bIsClothCollection)
|| Out->IsA<bool>(&bHasClothSimMesh)
|| Out->IsA<bool>(&bHasClothRenderMesh)
|| Out->IsA<bool>(&bHasClothProxyDeformer)
|| Out->IsA<bool>(&bBooleanPropertyValue))
{
// Setting all of these outputs once since it involves making a temporary copy of the whole collection.
FManagedArrayCollection InCollection = GetValue<FManagedArrayCollection>(Context, &Collection);
const TSharedRef<FManagedArrayCollection> ClothCollection = MakeShared<FManagedArrayCollection>(MoveTemp(InCollection));
FCollectionClothConstFacade ClothFacade(ClothCollection);
SetValue(Context, ClothFacade.IsValid(), &bIsClothCollection);
SetValue(Context, FClothGeometryTools::HasSimMesh(ClothCollection), &bHasClothSimMesh);
SetValue(Context, FClothGeometryTools::HasRenderMesh(ClothCollection), &bHasClothRenderMesh);
SetValue(Context, ClothFacade.IsValid(EClothCollectionExtendedSchemas::RenderDeformer), &bHasClothProxyDeformer);
Chaos::Softs::FCollectionPropertyConstFacade PropertyFacade(ClothCollection);
bool bBooleanPropertyResult = bBooleanPropertyValue;
if (PropertyFacade.IsValid())
{
bBooleanPropertyResult = PropertyFacade.GetValue(BooleanPropertyName, bBooleanPropertyValue);
}
SetValue(Context, bBooleanPropertyResult, &bBooleanPropertyValue);
}
}
#undef LOCTEXT_NAMESPACE