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

49 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ChaosClothAsset/CopySimulationToRenderMeshNode.h"
#include "ChaosClothAsset/ClothGeometryTools.h"
#include "ChaosClothAsset/CollectionClothFacade.h"
#include "Dataflow/DataflowInputOutput.h"
#include "Materials/Material.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(CopySimulationToRenderMeshNode)
#define LOCTEXT_NAMESPACE "ChaosClothAssetCopySimulationToRenderMeshNode"
FChaosClothAssetCopySimulationToRenderMeshNode::FChaosClothAssetCopySimulationToRenderMeshNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid)
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
}
void FChaosClothAssetCopySimulationToRenderMeshNode::Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const
{
if (Out->IsA<FManagedArrayCollection>(&Collection))
{
using namespace UE::Chaos::ClothAsset;
// Evaluate in collection
FManagedArrayCollection InCollection = GetValue<FManagedArrayCollection>(Context, &Collection);
const TSharedRef<FManagedArrayCollection> ClothCollection = MakeShared<FManagedArrayCollection>(MoveTemp(InCollection));
if (FCollectionClothFacade(ClothCollection).IsValid()) // Can only act on the collection if it is a valid cloth collection
{
// Empty mesh and materials
FClothGeometryTools::DeleteRenderMesh(ClothCollection);
// Find the material asset path
const FString MaterialPathName = Material ?
Material->GetPathName() :
FString(TEXT("/Engine/EditorMaterials/Cloth/CameraLitDoubleSided.CameraLitDoubleSided"));
// Copy the mesh data
FClothGeometryTools::CopySimMeshToRenderMesh(ClothCollection, MaterialPathName, bGenerateSingleRenderPattern);
}
SetValue(Context, MoveTemp(*ClothCollection), &Collection);
}
}
#undef LOCTEXT_NAMESPACE