66 lines
2.2 KiB
C++
66 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 "WeightMapToSelectionNode.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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/** What type of element to convert to */
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UENUM()
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enum class EChaosClothAssetWeightMapConvertableSelectionType : uint8
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{
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/** 2D simulation vertices */
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SimVertices2D,
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/** 3D simulation vertices */
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SimVertices3D,
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/** Simulation faces (2D/3D are the same) */
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SimFaces,
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};
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/** Convert a vertex weight map to an integer selection set. */
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USTRUCT(Meta = (DataflowCloth))
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struct FChaosClothAssetWeightMapToSelectionNode : public FDataflowNode
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{
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GENERATED_USTRUCT_BODY()
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DATAFLOW_NODE_DEFINE_INTERNAL(FChaosClothAssetWeightMapToSelectionNode, "WeightMapToSelection", "Cloth", "Cloth Weight Map To Selection")
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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 Weight Map to convert. */
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UPROPERTY(Meta = (DataflowInput))
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FString WeightMapName;
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/**
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* The name of the select attribute that will be added to the collection.
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* If left empty the same name as the Weight Map name will be used instead.
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*/
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UPROPERTY(EditAnywhere, Category = "Weight Map To Selection", Meta = (DataflowOutput))
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FString SelectionName;
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/** The type of element the selection refers to */
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UPROPERTY(EditAnywhere, Category = "Weight Map To Selection")
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EChaosClothAssetWeightMapConvertableSelectionType SelectionType = EChaosClothAssetWeightMapConvertableSelectionType::SimVertices3D;
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/** Map values above this will be selected. */
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UPROPERTY(EditAnywhere, Category = "Weight Map To Selection", Meta = (ClampMin = "0", ClampMax = "1"))
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float SelectionThreshold = 0.95f;
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FChaosClothAssetWeightMapToSelectionNode(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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