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UnrealEngine/Engine/Plugins/Experimental/ChaosFlesh/Source/ChaosFleshNodes/Public/Dataflow/ChaosFleshSetFleshBonePositionTargetBindingNode.h
2025-05-18 13:04:45 +08:00

110 lines
4.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Dataflow/DataflowCore.h"
#include "Dataflow/DataflowEngine.h"
#include "ChaosFleshSetFleshBonePositionTargetBindingNode.generated.h"
class USkeletalMesh;
UENUM(BlueprintType)
enum class ESkeletalBindingMode : uint8
{
Dataflow_SkeletalBinding_Kinematic UMETA(DisplayName = "Kinematic"),
Dataflow_SkeletalBinding_PositionTarget UMETA(DisplayName = "Position Target"),
//
Chaos_Max UMETA(Hidden)
};
/**
* Deprecated in 5.6 to support fixed distance search radius and improve binding method.
*/
USTRUCT(meta = (Deprecated = "5.6"))
struct FSetFleshBonePositionTargetBindingDataflowNode : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FSetFleshBonePositionTargetBindingDataflowNode, "SetFleshBonePositionTargetBinding", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender", FGeometryCollection::StaticType(), "Collection")
public:
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
UPROPERTY(EditAnywhere, Category = "Dataflow")
ESkeletalBindingMode SkeletalBindingMode = ESkeletalBindingMode::Dataflow_SkeletalBinding_PositionTarget;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", EditCondition = "SkeletalBindingMode == ESkeletalBindingMode::Dataflow_SkeletalBinding_PositionTarget", EditConditionHides))
float PositionTargetStiffness = 10000.f;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "SkeletalMesh"))
TObjectPtr<USkeletalMesh> SkeletalMeshIn = nullptr;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", ClampMax = "2.0", UIMin = "0.0", UIMax = "2.0"))
float VertexRadiusRatio = .001f;
FSetFleshBonePositionTargetBindingDataflowNode(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterInputConnection(&SkeletalMeshIn);
RegisterOutputConnection(&Collection, &Collection);
}
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};
/**
* Binds vertices from Collection to bone skeletal mesh surface via kinematic or weak constraints.
*/
USTRUCT(meta = (DataflowFlesh))
struct FSetFleshBonePositionTargetBindingDataflowNode_v2 : public FDataflowNode
{
GENERATED_USTRUCT_BODY()
DATAFLOW_NODE_DEFINE_INTERNAL(FSetFleshBonePositionTargetBindingDataflowNode_v2, "SetFleshBonePositionTargetBinding", "Flesh", "")
DATAFLOW_NODE_RENDER_TYPE("SurfaceRender",FGeometryCollection::StaticType(), "Collection")
public:
FSetFleshBonePositionTargetBindingDataflowNode_v2(const UE::Dataflow::FNodeParameters& InParam, FGuid InGuid = FGuid::NewGuid())
: FDataflowNode(InParam, InGuid)
{
RegisterInputConnection(&Collection);
RegisterInputConnection(&SkeletalMeshIn);
RegisterInputConnection(&VertexSelection);
RegisterOutputConnection(&Collection, &Collection);
}
private:
UPROPERTY(meta = (DataflowInput, DataflowOutput, DisplayName = "Collection", DataflowPassthrough = "Collection"))
FManagedArrayCollection Collection;
UPROPERTY(EditAnywhere, Category = "Dataflow")
ESkeletalBindingMode SkeletalBindingMode = ESkeletalBindingMode::Dataflow_SkeletalBinding_PositionTarget;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0", EditCondition = "SkeletalBindingMode == ESkeletalBindingMode::Dataflow_SkeletalBinding_PositionTarget", EditConditionHides))
float PositionTargetStiffness = 10000.f;
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (DataflowInput, DisplayName = "SkeletalMesh"))
TObjectPtr<USkeletalMesh> SkeletalMeshIn = nullptr;
/** (optional) only create kinematic/weak constraints on vertices in the VertexSelection */
UPROPERTY(meta = (DataflowInput, DisplayName = "(Optional) VertexSelection"))
FDataflowVertexSelection VertexSelection;
/**
* Collection vertices are bound to their closest skeletal mesh vertices within the search radius
*/
UPROPERTY(EditAnywhere, Category = "Dataflow", meta = (ClampMin = "0.0"))
float SearchRadius = 0.f;
virtual void Evaluate(UE::Dataflow::FContext& Context, const FDataflowOutput* Out) const override;
};
namespace UE::Dataflow
{
void RegisterChaosFleshPositionTargetInitializationNodes();
}