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