90 lines
3.9 KiB
C++
90 lines
3.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ChaosClothAsset/SimulationDefaultConfigNode.h"
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#include "ChaosClothAsset/ClothDataflowTools.h"
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#include "ChaosClothAsset/ClothEngineTools.h"
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#include "ChaosClothAsset/CollectionClothFacade.h"
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#include "ChaosCloth/ChaosClothConfig.h"
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#include "ChaosCloth/ChaosClothingSimulationConfig.h"
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#include "Chaos/CollectionPropertyFacade.h"
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#include "Chaos/PBDLongRangeConstraints.h" // For Tether modes
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#include "Dataflow/DataflowInputOutput.h"
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#include "UObject/FortniteMainBranchObjectVersion.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(SimulationDefaultConfigNode)
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#define LOCTEXT_NAMESPACE "ChaosClothAssetSimulationDefaultConfigNode"
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FChaosClothAssetSimulationDefaultConfigNode::FChaosClothAssetSimulationDefaultConfigNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid)
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: FDataflowNode(InParam, InGuid)
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, SimulationConfig(NewObject<UChaosClothConfig>(InParam.OwningObject))
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, SharedSimulationConfig(NewObject<UChaosClothSharedSimConfig>(InParam.OwningObject))
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, OwningObject(InParam.OwningObject)
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{
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RegisterInputConnection(&Collection);
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RegisterOutputConnection(&Collection, &Collection);
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}
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void FChaosClothAssetSimulationDefaultConfigNode::Serialize(FArchive& Ar)
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{
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Ar.UsingCustomVersion(FFortniteMainBranchObjectVersion::GUID);
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if (Ar.CustomVer(FFortniteMainBranchObjectVersion::GUID) < FFortniteMainBranchObjectVersion::AddDataflowObjectSerialization)
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{
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if (!SimulationConfig)
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{
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SimulationConfig = NewObject<UChaosClothConfig>(OwningObject);
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}
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SimulationConfig->Serialize(Ar);
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if (!SharedSimulationConfig)
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{
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SharedSimulationConfig = NewObject<UChaosClothSharedSimConfig>(OwningObject);
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}
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SharedSimulationConfig->Serialize(Ar);
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}
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}
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void FChaosClothAssetSimulationDefaultConfigNode::Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const
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{
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using namespace ::Chaos;
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using namespace ::Chaos::Softs;
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using namespace UE::Chaos::ClothAsset;
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if (Out->IsA<FManagedArrayCollection>(&Collection))
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{
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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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if (FCollectionClothFacade(ClothCollection).IsValid()) // Can only act on the collection if it is a valid cloth collection
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{
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if (!FCollectionPropertyConstFacade(ClothCollection).IsValid()) // Cannot already have any properties set before this node (it's using CopyTo and wouldn't warn when overriding)
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{
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FClothingSimulationConfig ClothingSimulationConfig;
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ClothingSimulationConfig.Initialize(SimulationConfig.Get(), SharedSimulationConfig.Get());
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ClothingSimulationConfig.GetPropertyCollection(0)->CopyTo(&ClothCollection.Get());
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// Generate tethers
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const FCollectionPropertyConstFacade& Properties = ClothingSimulationConfig.GetProperties(0);
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constexpr bool bUseGeodesicTethersDefault = true;
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const bool bUseGeodesicTethers = Properties.GetValue<bool>(TEXT("UseGeodesicTethers"), bUseGeodesicTethersDefault);
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// Use the "MaxDistance" weight map to generate tethers. This follows legacy behavior.
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static const FName MaxDistanceName(TEXT("MaxDistance"));
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const FVector2f MaxDistanceValue = Properties.GetWeightedFloatValue(TEXT("MaxDistance"), FVector2f(0.f, 1.f));
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UE::Chaos::ClothAsset::FClothEngineTools::GenerateTethers(ClothCollection, MaxDistanceName, bUseGeodesicTethers, MaxDistanceValue);
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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("CannotOverridePreExistingConfigHeadline", "Cannot override pre-existing config."),
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LOCTEXT("CannotOverridePreExistingConfigDetails", "The Simulation Default Config node cannot be used to override any existing properties, and must be placed ahead of any other config nodes."));
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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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