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

40 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ChaosClothAsset/SetPhysicsAssetNode.h"
#include "ChaosClothAsset/ClothGeometryTools.h"
#include "ChaosClothAsset/CollectionClothFacade.h"
#include "Dataflow/DataflowInputOutput.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SetPhysicsAssetNode)
#define LOCTEXT_NAMESPACE "ChaosClothAssetSetPhysicsAssetNode"
FChaosClothAssetSetPhysicsAssetNode::FChaosClothAssetSetPhysicsAssetNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid)
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterOutputConnection(&Collection, &Collection);
}
void FChaosClothAssetSetPhysicsAssetNode::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
{
FCollectionClothFacade CollectionClothFacade(ClothCollection);
CollectionClothFacade.SetPhysicsAssetPathName(PhysicsAsset ? PhysicsAsset.GetPathName() : FString());
}
SetValue(Context, MoveTemp(*ClothCollection), &Collection);
}
}
#undef LOCTEXT_NAMESPACE