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

90 lines
3.9 KiB
C++

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