107 lines
4.6 KiB
C++
107 lines
4.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "ChaosClothAsset/AddWeightMapNode.h"
|
|
#include "Dataflow/DataflowFunctionProperty.h"
|
|
#include "GeometryCollection/ManagedArrayCollection.h"
|
|
#include "ChaosClothAsset/ConnectableValue.h"
|
|
#include "WeightMapNode.generated.h"
|
|
|
|
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_5
|
|
namespace Dataflow = UE::Dataflow;
|
|
#else
|
|
namespace UE_DEPRECATED(5.5, "Use UE::Dataflow instead.") Dataflow {}
|
|
#endif
|
|
|
|
/** Which mesh to update with the node's weight map */
|
|
UENUM()
|
|
enum class EChaosClothAssetWeightMapMeshTarget : uint8
|
|
{
|
|
Simulation,
|
|
Render
|
|
};
|
|
|
|
/** Painted weight map attributes node. */
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS // For Name implicit operators.
|
|
USTRUCT(Meta = (DataflowCloth))
|
|
struct FChaosClothAssetWeightMapNode : public FDataflowNode
|
|
{
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
GENERATED_USTRUCT_BODY()
|
|
DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetWeightMapNode, "WeightMap", "Cloth", "Cloth Weight Map")
|
|
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FName("FClothCollection"), "Collection")
|
|
|
|
public:
|
|
static constexpr float ReplaceChangedPassthroughValue = UE_BIG_NUMBER;
|
|
|
|
UPROPERTY(Meta = (DataflowInput, DataflowOutput, DataflowPassthrough = "Collection"))
|
|
FManagedArrayCollection Collection;
|
|
|
|
/** The collection used to transfer weight map from. */
|
|
UPROPERTY(Meta = (DataflowInput))
|
|
FManagedArrayCollection TransferCollection;
|
|
|
|
/** The name to be set as a weight map attribute. */
|
|
UPROPERTY(EditAnywhere, Category = "Weight Map")
|
|
FChaosClothAssetConnectableOStringValue OutputName;
|
|
|
|
/** The name to populate this map from and override based on Map Override Type. Output Name will be used if Input Name is empty. */
|
|
UPROPERTY(EditAnywhere, Category = "Weight Map")
|
|
FChaosClothAssetConnectableIStringValue InputName = { TEXT("") };
|
|
|
|
UPROPERTY(EditAnywhere, Category = "Weight Map")
|
|
EChaosClothAssetWeightMapMeshTarget MeshTarget = EChaosClothAssetWeightMapMeshTarget::Simulation;
|
|
|
|
/** How to apply this node's weight values onto existing maps. Changing this value will change the output map.
|
|
* To change how the node's stored weights are calculated, change the equivalent value on the Weight Map Paint Tool context.*/
|
|
UPROPERTY(EditAnywhere, Category = "Weight Map")
|
|
EChaosClothAssetWeightMapOverrideType MapOverrideType = EChaosClothAssetWeightMapOverrideType::ReplaceChanged;
|
|
|
|
/**
|
|
* The type of transfer used to transfer the weight map when a TransferCollection is connected and MeshTarget is Simulation.
|
|
* Render weight maps always do a 3D transfer.
|
|
* This property is disabled when no TransferCollection input has been connected.
|
|
*/
|
|
UPROPERTY(EditAnywhere, Category = "Weight Map")
|
|
EChaosClothAssetWeightMapTransferType TransferType = EChaosClothAssetWeightMapTransferType::Use2DSimMesh;
|
|
|
|
/** Transfer the weight map from the connected Transfer Collection containing a weight map with Input Name (or Output Name if Input Name is empty). */
|
|
UPROPERTY(EditAnywhere, Category = "Weight Map", Meta = (ButtonImage = "Icons.Convert"))
|
|
FDataflowFunctionProperty Transfer;
|
|
|
|
FChaosClothAssetWeightMapNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid());
|
|
|
|
private:
|
|
friend class UClothEditorWeightMapPaintTool;
|
|
|
|
class FWeightMapNodeChange;
|
|
static TUniquePtr<class FToolCommandChange> CHAOSCLOTHASSETDATAFLOWNODES_API MakeWeightMapNodeChange(const FChaosClothAssetWeightMapNode& Node);
|
|
|
|
const TArray<float>& GetVertexWeights() const { return VertexWeights; }
|
|
TArray<float>& GetVertexWeights() { return VertexWeights; }
|
|
|
|
// These methods are exported for UClothEditorWeightMapPaintTool which lives in a different module.
|
|
FName CHAOSCLOTHASSETDATAFLOWNODES_API GetInputName(UE::Dataflow::FContext& Context) const;
|
|
|
|
void CHAOSCLOTHASSETDATAFLOWNODES_API SetVertexWeights(const TConstArrayView<float> InputMap, const TArray<float>& FinalValues);
|
|
|
|
// Input and FinalOutputMap can be the same array, but should not otherwise be interleaved.
|
|
void CHAOSCLOTHASSETDATAFLOWNODES_API CalculateFinalVertexWeightValues(const TConstArrayView<float> InputMap, TArrayView<float> FinalOutputMap) const;
|
|
|
|
//~ Begin FDataflowNode interface
|
|
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
|
|
virtual void Serialize(FArchive& Ar) override;
|
|
virtual FDataflowOutput* RedirectSerializedOutput(const FName& MissingOutputName) override;
|
|
//~ End FDataflowNode interface
|
|
|
|
void OnTransfer(UE::Dataflow::FContext& Context);
|
|
|
|
UPROPERTY()
|
|
TArray<float> VertexWeights;
|
|
|
|
UE_DEPRECATED(5.5, "Use OutputName instead.")
|
|
UPROPERTY()
|
|
FString Name; // TODO: Discard in future v2. but keep for backward compatibility here as some weight maps have been created with it
|
|
};
|