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

92 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ChaosClothAsset/ProceduralSelectionNode.h"
#include "ChaosClothAsset/ClothCollectionGroup.h"
#include "ChaosClothAsset/ClothDataflowTools.h"
#include "ChaosClothAsset/ClothGeometryTools.h"
#include "ChaosClothAsset/CollectionClothFacade.h"
#include "ChaosClothAsset/CollectionClothSelectionFacade.h"
#include "Dataflow/DataflowInputOutput.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(ProceduralSelectionNode)
#define LOCTEXT_NAMESPACE "FChaosClothAssetProceduralSelectionNode"
FChaosClothAssetProceduralSelectionNode::FChaosClothAssetProceduralSelectionNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid)
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
RegisterOutputConnection(&OutputName);
RegisterInputConnection(&ConversionInputName.StringValue, GET_MEMBER_NAME_CHECKED(FChaosClothAssetConnectableIStringValue, StringValue))
.SetCanHidePin(true)
.SetPinIsHidden(true);
}
void FChaosClothAssetProceduralSelectionNode::Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const
{
using namespace UE::Chaos::ClothAsset;
if (Out->IsA<FManagedArrayCollection>(&Collection))
{
const FName SelectionName(*OutputName);
if (SelectionName == NAME_None || Group.Name.IsEmpty())
{
SafeForwardInput(Context, &Collection, &Collection);
return;
}
const FName SelectionGroupName(*Group.Name);
FManagedArrayCollection InCollection = GetValue<FManagedArrayCollection>(Context, &Collection);
const TSharedRef<FManagedArrayCollection> ClothCollection = MakeShared<FManagedArrayCollection>(MoveTemp(InCollection));
FCollectionClothConstFacade ClothFacade(ClothCollection);
if (ClothFacade.IsValid())
{
FCollectionClothSelectionFacade SelectionFacade(ClothCollection);
SelectionFacade.DefineSchema();
switch (SelectionType)
{
case EChaosClothAssetProceduralSelectionType::SelectAll:
FClothGeometryTools::SelectAllInGroupType(ClothCollection, SelectionName, SelectionGroupName);
SetValue(Context, MoveTemp(*ClothCollection), &Collection);
return;
case EChaosClothAssetProceduralSelectionType::Conversion:
{
const FName InConversionName(*GetValue(Context, &ConversionInputName.StringValue, ConversionInputName.StringValue));
if (InConversionName != NAME_None)
{
TSet<int32> ConvertedSet;
if (FClothGeometryTools::ConvertSelectionToNewGroupType(ClothCollection, SelectionName, SelectionGroupName, ConvertedSet))
{
SelectionFacade.FindOrAddSelectionSet(InConversionName, SelectionGroupName) = ConvertedSet;
SetValue(Context, MoveTemp(*ClothCollection), &Collection);
return;
}
else
{
FClothDataflowTools::LogAndToastWarning(*this, LOCTEXT("ConversionFailureHeadline", "Conversion Failure"),
FText::Format(LOCTEXT("ConversionFailureDetails", "Failed to convert selection '{0}' to group type '{1}' either because '{0}' does not exist or the conversion type is unsupported."),
FText::FromName(InConversionName), FText::FromName(SelectionGroupName)));
}
}
}
break;
default:
checkNoEntry();
}
}
SafeForwardInput(Context, &Collection, &Collection);
}
else if (Out->IsA<FString>(&OutputName))
{
SetValue(Context, OutputName, &OutputName);
}
}
#undef LOCTEXT_NAMESPACE