59 lines
2.2 KiB
C++
59 lines
2.2 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 "ChaosClothAsset/ConnectableValue.h"
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#include "SelectionToIntMapNode.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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/** Convert an integer index selection to an integer map. Map type will match the selection type.*/
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USTRUCT(Meta = (DataflowCloth))
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struct FChaosClothAssetSelectionToIntMapNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSelectionToIntMapNode, "SelectionToIntMap", "Cloth", "Cloth Selection To Int Map")
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DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection")
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public:
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UPROPERTY(Meta = (Dataflowinput, DataflowOutput, DataflowPassthrough = "Collection"))
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FManagedArrayCollection Collection;
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/** The name of the selection to convert. */
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UPROPERTY(EditAnywhere, Category = "Selection To Int Map")
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FChaosClothAssetConnectableIStringValue SelectionName;
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/**
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* The name of the integer map attribute that will be added to the collection.
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* If left empty the same name as the selection name will be used instead.
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*/
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UPROPERTY(EditAnywhere, Category = "Selection To Int Map")
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FChaosClothAssetConnectableIOStringValue IntMapName;
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/** If the IntMapName already exists, keep existing values rather than overwriting them with 'Unselected Value'.*/
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UPROPERTY(EditAnywhere, Category = "Selection To Int Map")
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bool bKeepExistingUnselectedValues = true;
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/** The value unselected elements receive. Unselected existing values can be kept by setting 'Keep Existing Unselected Values'*/
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UPROPERTY(EditAnywhere, Category = "Selection To Int Map")
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int32 UnselectedValue = 0;
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/** The value selected elements receive. */
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UPROPERTY(EditAnywhere, Category = "Selection To Int Map")
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int32 SelectedValue = 1;
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FChaosClothAssetSelectionToIntMapNode(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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