138 lines
5.8 KiB
C++
138 lines
5.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Dataflow/DataflowTerminalNode.h"
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#include "GeometryCollection/ManagedArrayCollection.h"
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#include "ChaosClothAsset/ConnectableValue.h"
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#include "AddWeightMapNode.generated.h"
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_5
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namespace Dataflow = UE::Dataflow;
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#else
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namespace UE_DEPRECATED(5.5, "Use UE::Dataflow instead.") Dataflow {}
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#endif
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UENUM()
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enum class EChaosClothAssetWeightMapTransferType : uint8
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{
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/** Transfer weight maps from the 2D simulation mesh (pattern against pattern). */
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Use2DSimMesh UMETA(DisplayName = "Use 2D Sim Mesh"),
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/** Transfer weight maps from the 3D simulation mesh (rest mesh against rest mesh). */
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Use3DSimMesh UMETA(DisplayName = "Use 3D Sim Mesh"),
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};
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/** Which mesh to update with the corresponding weight map */
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UENUM()
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enum class EChaosClothAssetWeightMapMeshType : uint8
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{
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Simulation,
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Render,
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Both
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};
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/** How the map stored on the AddWeightMapNode should be applied to an existing map. If no map exists, it is treated as zero.*/
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UENUM()
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enum class EChaosClothAssetWeightMapOverrideType : uint8
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{
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/** The full map is stored and reapplied.*/
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ReplaceAll,
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/** Only changed values are stored and reapplied. */
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ReplaceChanged,
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/** Add values. */
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Add
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};
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/**
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* Painted weight map attributes node.
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* Deprecated, use FChaosClothAssetWeightMapNode instead.
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*/
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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USTRUCT(Meta = (DataflowCloth, Deprecated="5.5"))
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struct UE_DEPRECATED(5.5, "Use FChaosClothAssetWeightMapNode instead.") FChaosClothAssetAddWeightMapNode : public FDataflowTerminalNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetAddWeightMapNode, "AddWeightMap", "Cloth", "Cloth Add Weight Map")
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DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection")
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public:
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static constexpr float ReplaceChangedPassthroughValue = UE_BIG_NUMBER;
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UPROPERTY(Meta = (DataflowInput, DataflowOutput, DataflowPassthrough = "Collection"))
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FManagedArrayCollection Collection;
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/**
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* The collection used to transfer weight map from.
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* Connecting a collection containing a weight map with Input Name (or Name if Input Name is empty)
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* will transfer the weights to the input collection vertices.
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* Note this operation only happens once when the TransferCollection is first connected, or updated.
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* Changing the InputName or the TransferType will also redo the transfer operation.
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*/
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UPROPERTY(VisibleAnywhere, Category = "Add Weight Map", Meta = (DataflowInput))
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FManagedArrayCollection TransferCollection;
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/** The name to be set as a weight map attribute. */
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UPROPERTY(VisibleAnywhere, Category = "Add Weight Map", Meta = (DataflowOutput))
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FString Name;
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/** The name to populate this map from and override based on Map Override Type. Name will be used if Input Name is empty.*/
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UPROPERTY(VisibleAnywhere, Category = "Add Weight Map")
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FChaosClothAssetConnectableIStringValue InputName = {TEXT("")};
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/** How to apply this node's weight values onto existing maps. Changing this value will change the output map.
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* To change how the node's stored weights are calculated, change the equivalent value on the Weight Map Paint Tool context.*/
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UPROPERTY(VisibleAnywhere, Category = "Add Weight Map")
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EChaosClothAssetWeightMapOverrideType MapOverrideType = EChaosClothAssetWeightMapOverrideType::ReplaceAll;
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/**
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* The type of transfer used to transfer the weight map when a TransferCollection is connected.
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* This property is disabled when no TransferCollection input has been conencted.
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*/
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UPROPERTY(VisibleAnywhere, Category = "Add Weight Map", Meta = (EditCondition = "TransferCollectionHash != 0"))
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EChaosClothAssetWeightMapTransferType TransferType = EChaosClothAssetWeightMapTransferType::Use2DSimMesh;
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UE_DEPRECATED(5.4, "This property will be made private.")
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UPROPERTY()
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TArray<float> VertexWeights;
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UPROPERTY(VisibleAnywhere, Category = "Add Weight Map")
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EChaosClothAssetWeightMapMeshType MeshTarget = EChaosClothAssetWeightMapMeshType::Simulation;
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FChaosClothAssetAddWeightMapNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
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private:
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friend class UClothEditorWeightMapPaintTool;
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class FWeightMapNodeChange;
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static TUniquePtr<class FToolCommandChange> CHAOSCLOTHASSETDATAFLOWNODES_API MakeWeightMapNodeChange(const FChaosClothAssetAddWeightMapNode& Node);
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const TArray<float>& GetVertexWeights() const { return VertexWeights; }
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TArray<float>& GetVertexWeights() { return VertexWeights; }
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const TArray<float>& GetRenderVertexWeights() const { return RenderVertexWeights; }
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TArray<float>& GetRenderVertexWeights() { return RenderVertexWeights; }
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UPROPERTY()
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TArray<float> RenderVertexWeights;
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// These methods are exported for UClothEditorWeightMapPaintTool which lives in a different module.
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FName CHAOSCLOTHASSETDATAFLOWNODES_API GetInputName(UE::Dataflow::FContext& Context) const;
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void CHAOSCLOTHASSETDATAFLOWNODES_API SetVertexWeights(const TConstArrayView<float> InputMap, const TArray<float>& FinalValues);
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void CHAOSCLOTHASSETDATAFLOWNODES_API SetRenderVertexWeights(const TConstArrayView<float> InputMap, const TArray<float>& FinalValues);
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// Input and FinalOutputMap can be the same array, but should not otherwise be interleaved.
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void CHAOSCLOTHASSETDATAFLOWNODES_API CalculateFinalVertexWeightValues(const TConstArrayView<float> InputMap, TArrayView<float> FinalOutputMap) const;
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void CHAOSCLOTHASSETDATAFLOWNODES_API CalculateFinalRenderVertexWeightValues(const TConstArrayView<float> InputMap, TArrayView<float> FinalOutputMap) const;
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//~ Begin FDataflowNode interface
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virtual void SetAssetValue(TObjectPtr<UObject> Asset, UE::Dataflow::FContext& Context) const override;
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virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
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//~ End FDataflowNode interface
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UPROPERTY()
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uint32 TransferCollectionHash = 0;
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};
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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