53 lines
1.9 KiB
C++
53 lines
1.9 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 "SelectionToWeightMapNode.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 a vertex weight map where different map values can be set for selected and unselected vertices. */
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USTRUCT(Meta = (DataflowCloth))
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struct FChaosClothAssetSelectionToWeightMapNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetSelectionToWeightMapNode, "SelectionToWeightMap", "Cloth", "Cloth Selection To Weight 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(Meta = (DataflowInput))
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FString SelectionName;
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/**
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* The name of the weight 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 Weight Map", Meta = (DataflowOutput))
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FString WeightMapName;
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/** The value unselected vertices receive. */
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UPROPERTY(EditAnywhere, Category = "Selection To Weight Map", Meta = (ClampMin = "0", ClampMax = "1"))
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float UnselectedValue = 0.f;
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/** The value selected vertices receive. */
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UPROPERTY(EditAnywhere, Category = "Selection To Weight Map", Meta = (ClampMin = "0", ClampMax = "1"))
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float SelectedValue = 1.f;
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FChaosClothAssetSelectionToWeightMapNode(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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