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UnrealEngine/Engine/Plugins/ChaosClothAssetEditor/Source/ChaosClothAssetDataflowNodes/Public/ChaosClothAsset/BlendVerticesNode.h
2025-05-18 13:04:45 +08:00

76 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Dataflow/DataflowNode.h"
#include "GeometryCollection/ManagedArrayCollection.h"
#include "BlendVerticesNode.generated.h"
/** Blend vertex values from another cloth collection. The topology of the Collection will remain the same.*/
USTRUCT(Meta = (DataflowCloth))
struct FChaosClothAssetBlendVerticesNode final : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetBlendVerticesNode, "BlendVertices", "Cloth", "Cloth Simulation Blend Vertices")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection")
public:
/** Input/output collection */
UPROPERTY(Meta = (Dataflowinput, DataflowOutput, DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
/** Collection to blend in. */
UPROPERTY(Meta = (Dataflowinput))
FManagedArrayCollection BlendCollection;
/** Require same vertex counts between Collection and BlendCollection in order to blend a vertex type. Otherwise the shared subset will be blended. */
UPROPERTY(EditAnywhere, Category = "Blend Vertices")
bool bRequireSameVertexCounts = true;
/** Blending Weight. 0 = Keep existing values in Collection. 1 = Set values from BlendCollection. */
UPROPERTY(EditAnywhere, Category = "Blend Vertices", Meta = (ClampMin = 0, ClampMax = 1))
float BlendingWeight = 1.f;
/** Blend Sim Mesh.*/
UPROPERTY(EditAnywhere, Category = "Blend Vertices - Sim Mesh", Meta = (EditCondition = "BlendingWeight > 0"))
bool bBlendSimMesh = true;
/** Blend 2D Sim Positions.*/
UPROPERTY(EditAnywhere, Category = "Blend Vertices - Sim Mesh", Meta = (EditCondition = "bBlendSimMesh && BlendingWeight > 0"))
bool bBlend2DSimPositions = true;
/** Blend 3D Sim Positions.*/
UPROPERTY(EditAnywhere, Category = "Blend Vertices - Sim Mesh", Meta = (EditCondition = "bBlendSimMesh && BlendingWeight > 0"))
bool bBlend3DSimPositions = true;
/** Blend 3D Sim Normals.*/
UPROPERTY(EditAnywhere, Category = "Blend Vertices - Sim Mesh", Meta = (EditCondition = "bBlendSimMesh && BlendingWeight > 0"))
bool bBlendSimNormals = true;
/** Blend Render Mesh.*/
UPROPERTY(EditAnywhere, Category = "Blend Vertices - Render Mesh", Meta = (EditCondition = "BlendingWeight > 0.f"))
bool bBlendRenderMesh = true;
/** Blend Render Positions.*/
UPROPERTY(EditAnywhere, Category = "Blend Vertices - Render Mesh", Meta = (EditCondition = "bBlendRenderMesh && BlendingWeight > 0"))
bool bBlendRenderPositions = true;
/** Blend Render Normals and Tangents.*/
UPROPERTY(EditAnywhere, Category = "Blend Vertices - Render Mesh", Meta = (EditCondition = "bBlendRenderMesh && BlendingWeight > 0"))
bool bBlendRenderNormalsAndTangents = true;
/** Blend Render UVs. Only existing UV sets on Collection will be updated.*/
UPROPERTY(EditAnywhere, Category = "Blend Vertices - Render Mesh", Meta = (EditCondition = "bBlendRenderMesh && BlendingWeight > 0"))
bool bBlendRenderUVs = true;
/** Blend Render Colors.*/
UPROPERTY(EditAnywhere, Category = "Blend Vertices - Render Mesh", Meta = (EditCondition = "bBlendRenderMesh && BlendingWeight > 0"))
bool bBlendRenderColors = true;
FChaosClothAssetBlendVerticesNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
private:
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};